Maya 2020 fundamentals - modelling the real world
Get halfway through a model and find it's an unworkable mess? Can't add edge loops where you need them? Can't subdivide a mesh properly? If any of this sounds familiar check this course out.
# 1 07-10-2005 , 02:04 PM
AriusMyst's Avatar
Registered User
Join Date: Oct 2005
Posts: 1

Hello :)

Hi, I thought i'd introduce myself to the comm. I'm new to maya, so feel free to mock me when I ask ignorant questions. I've used other packages before, 3dmax, zb2, lightwave etc. But i'm not really an artist, sadly, i'm more of a programmer. My major hobby is realtime 3D, hence the interest in modelling and animation rigging. All the artists I know rec a zb2->maya->engine pipeline. But as i'm useless at modelling I fear its going to be a long haul.

Heres some screenshots of my work, the textures are sourced from royalty free resources online and the normal maps are gen'd in photoshop - so per-pixel lit. The scene geometry is mine, although, i'm sure you'll notice its just shamefully placed boxes with tiled textures. The landscape is in-engine geom gen'd from a heightmap, with LOD and texture splatting. The character model( rancor ), was created by an artist friend in zb2 and animated in maya.

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Tech demo I wrote for the graphics lib I use, also uses realtime physics simulation:

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