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 09-05-2012 , 11:14 AM
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Model webbing

I created this webbing by making the mesh(going to remodel that to look ref) then turning it into ncloth then dropped it on the helmet its the bit at the bottom were it turns under the helmet thats getting me any idears............dave

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# 2 09-05-2012 , 12:54 PM
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i guess this is going to be quite far from camera. you might not need to bother about the bit that turn under.

# 3 09-05-2012 , 02:21 PM
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You could try something tricky, like instead of gravity acting on the cloth, now add an attractor inside the helmet to pull the edges in while still colliding with the helmet. Either that, or just pull the vertices manually, shouldn't take too long to get an approximate look.

# 4 09-05-2012 , 03:36 PM
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# 5 16-05-2012 , 09:07 AM
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Thanks for your idears in the end the poly way was to heavy so in the end I ran a ncloth simulation then baked a occlusion texture then into photoshop to clean up to make a displacement map, I think with some texturing it should look OK................dave

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# 6 16-05-2012 , 09:51 AM
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Nice one Dave, you should post up how you went about rendering your displacement. It's not uncommon for people to have a hard time getting displacements working well in maya and mental ray (which is a shame because it can be so painless and render efficient in other packages).

# 7 16-05-2012 , 11:41 AM
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dave couldnt you have still used the ncloth...then applied rest state then constrained selected verts (as in the flag tutorial)...flip the helmat upside down and play the animation again?

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# 8 16-05-2012 , 01:53 PM
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Thanks gubar and Bullet
Gubar I dont have any problem since I started using the metal ray approximation editor for displacement maps, Im not a great lover of displacement but will use then if it fits the bill(I have added the link to were I found out how to use it) Bullet I did it this way because the poly count was getting to high for such a little part, if I was doing just the helmet on it own I would have done some thing like you saiduser added image............dave

https://www.spafi.org/maya-modeling/m...n-displacement




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# 9 24-05-2012 , 07:56 AM
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Slowly getting there going to have to do it again as I mucked up the rope texture...........dave

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# 10 26-05-2012 , 10:48 AM
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Looking better I think..............dave

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# 11 26-05-2012 , 03:02 PM
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Good going Dave, I think the rope is too square though and also look at the netting reference, it doesnt sit flush to the surface of the Helmet like you have here. Also some variation is needed as its too uniform....otherwise a good start...

Jay

# 12 26-05-2012 , 05:15 PM
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Thanks Jay, I can make it look more like the ref (not so square) using the puppet warp tool in photoshop thats a nice tool, cannot do any thing about the mesh of the helmet standing off as its a displacement the poly count was getting to high using nclothuser added image...........dave

Edit:I could cheat and model a bit down the side to match up with the displacement




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Last edited by daverave; 26-05-2012 at 06:04 PM.
# 13 26-05-2012 , 06:45 PM
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I am thinking you may be able to use a shell over the helmet with a transparency map. This would give you a light weight surface that you could cut the holes into and the remaining bits would cast a shadow.

From the right distance you would not notice that it has no thickness.


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# 14 26-05-2012 , 07:16 PM
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Not a bad idea Rick but may be do a displacement on it so it does have thickness that might work, another scene fileuser added image.............dave




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# 15 27-05-2012 , 02:45 PM
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Dave

you have zbrush?? Use Zproject. Bring in the helmet and mesh and simply brush the mesh with the zproject brush...job done....

Jay

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