Introduction to Maya - Modeling Fundamentals Vol 1
This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
# 1 07-03-2004 , 06:33 AM
carrot juice's Avatar
Registered User
Join Date: Mar 2003
Location: San Antonio, TX
Posts: 346

Sketchy bedroom

done with toonshade tomcat

hope you like it!

Attached Thumbnails
# 2 07-03-2004 , 06:41 AM
carrot juice's Avatar
Registered User
Join Date: Mar 2003
Location: San Antonio, TX
Posts: 346
A close-up of the desk area:

Attached Thumbnails
# 3 07-03-2004 , 04:27 PM
dragonsfire's Avatar
Registered User
Join Date: Jan 2003
Location: AB, Canada
Posts: 550
Looking good, hard to see with the little light though.

# 4 07-03-2004 , 08:06 PM
Darkware's Avatar
Subscriber
Join Date: Oct 2002
Location: USA
Posts: 1,172
Yeah, I agree. Your scene looks like it has items in it to make it look real, but we can't see them very well. lol. Keep up the good work.

# 5 07-03-2004 , 08:08 PM
carrot juice's Avatar
Registered User
Join Date: Mar 2003
Location: San Antonio, TX
Posts: 346
eeh sorry about that, I made these very late at night when everything seems a lot brighter :/

# 6 08-03-2004 , 12:18 AM
carrot juice's Avatar
Registered User
Join Date: Mar 2003
Location: San Antonio, TX
Posts: 346
Another couple images in this style:

PFX rain is not the best I know, but it looks a lot like light ink lines which fits well with the style of the peice.

Attached Thumbnails
# 7 08-03-2004 , 12:21 AM
carrot juice's Avatar
Registered User
Join Date: Mar 2003
Location: San Antonio, TX
Posts: 346
And another view:

Attached Thumbnails
# 8 08-03-2004 , 05:04 PM
strobe7's Avatar
Registered User
Join Date: Nov 2003
Location: Detroit
Posts: 311
coooooooooooooooooooooooooooooooooool


Lungs not guns....
# 9 08-03-2004 , 11:36 PM
carrot juice's Avatar
Registered User
Join Date: Mar 2003
Location: San Antonio, TX
Posts: 346
Some more renders, these represent the final technique I think I'll go with, if not the final quality. (they're just a test). I used tomcat cartoon shader for the lines, and tomcat's default shading structure with a small modification. Tomcat's actual surface shading is quite a few notches above standard toon shading with a ramp shader. It uses a completely white blinn (which I changed to lambert) as a shading reference, so any bump/spec/color put on this will show up on the model, shaded with (in the case of bump) or combined with (in the case of color) the ramp.

to get the images here, I put a grayscale image of a scan of an oil-painted solid color, to capture the richness of real traditional media. ( I got this technique from Yves Dalbiez). I then made the ramps color transition from blue at the bottom to a narrow red strip to a light yellow-orange. The result is very similar to the usual style of ramp cartoon shading, except with texture (from the grayscale image) that makes it look like it was actually painted. This looks really cool when animated; you know it can't be really painted because of the complexity, but it looks like it is (if done right). I think this might just be that not-quite realistic not-quite-handmade appearance I have been searching for.

The UV maps are nowhere near complete, I know there are messy transitions and seams all over the place. I'll fix those later.

user added image


user added image

# 10 08-03-2004 , 11:58 PM
vedic kings's Avatar
Registered User
Join Date: Oct 2003
Location: florence OR, USA
Posts: 958
Hey I like it, look kooluser added image

# 11 12-03-2004 , 04:10 AM
MainlineX's Avatar
Registered User
Join Date: Jun 2003
Location: Johannesburg
Posts: 641
Cool Style!



-------------------------------------------
# 12 13-03-2004 , 09:00 AM
carrot juice's Avatar
Registered User
Join Date: Mar 2003
Location: San Antonio, TX
Posts: 346
thanks for the comments people! I'm currently working on a method of making the lighting follow the contour of the brushstrokes so that the shading will seem painted rather than smooth. Here's what I've got so far:

user added image

user added image

I'm mapping the paint texture (which is grayscale) at a bright setting as the color gain of the ramp, and a nearly black version of the texture as the color offset. I'm also sticking it in the diffuse channel of the shading ref preveously mentioned, which is the main component of this technique.

# 13 15-03-2004 , 09:54 PM
Subscriber
Join Date: Jun 2003
Location: CA
Posts: 33
Woah.... Great images, nice modeling. I'm definately going to check out that toon shader. Link for the lazy like moi: https://www.toonshade.com

# 14 16-03-2004 , 03:36 AM
troy's Avatar
Registered User
Join Date: Aug 2003
Location: Winnipeg. Canada
Posts: 25

Cool

Dude that is really cool

Troy

# 15 16-03-2004 , 07:39 PM
carrot juice's Avatar
Registered User
Join Date: Mar 2003
Location: San Antonio, TX
Posts: 346
Thanks troy, glad you like it. If anyone has crits I would really like to hear them, because I know that I need them! come on people, tear it to shreds...

Nailed: yeah, it's by far the best available for maya, and the price is absolutely phenomenal ($90). I guess they didn't feel they could charge very much for something that didn't actually have it's own drawing system thing (it just uses maya PFX for the lines, a great idea because you can make it look sketchy by using tubes). It's edge-detection is where it really shines, you can even place locators ( a kind of influence-object thing) to control any specefied line attribute (thickness, accuraccy, density, etc) in a certain area of your model. You can even harden the normals on an edge to make a line there.


Man I sound like a salesperson.

Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads