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.
# 16 18-03-2006 , 12:35 PM
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Here's a bit more development on the ship so that I can visualise what bits definately go where.

And here's a first proper 'experiment' with the positioning of the parts.
- The tip of the hull reverses into the head section.
- The next section down forms the shoulder pads/shoulders.
- The next section down splits up into the midrif and possibly the arms
- The lower section is constructed from the rest of the ship and the feet are the engines where the engine panels have expanded out (not quite there as I'd like them a little thicker and stumpier but a bit more work might get what I'm after user added image )

https://www.flash-fx.net/3D/images/tr...ansformer1.gif

https://www.flash-fx.net/3D/images/tr...nsformer1a.gif


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# 17 18-03-2006 , 01:28 PM
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# 18 18-03-2006 , 05:08 PM
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Nice idea for the transformer t1ck... It has a very mythical feeling...

# 19 19-03-2006 , 03:14 AM
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this looks awesome. really really great concept.


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# 20 19-03-2006 , 11:57 AM
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Your project carries some kind of epical feeling with it. It would be wonderful, if you have time to do medieval clothes for the man, and a simple medieval environment for your final renders. Then we could see your robot in all his glory! I'm sure this will be a great thread.

# 21 20-03-2006 , 09:38 AM
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cheers guys user added image

I'm on with creating a bevelled 'in bits' version to have a go at a proper animated playblast transformation. Probably wont get a version running till the end of the week though.

If I wasn't after the 'wooden transformer' then that would be a great idea jramauri user added image


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# 22 21-03-2006 , 10:31 AM
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Here's a quick blast of a transformation for the left side of the ship/body (the ship starts vertically). It's quite rough but shows where the idea is going. If I can get all the parts needed nailed down and transforming properly then its onto re-conceptualising the detail of the bot (and maybe some weaponry).

playblast1


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# 23 21-03-2006 , 09:26 PM
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Nice transformation. Where's the hollow part of the boat you can get in?


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# 24 22-03-2006 , 08:36 AM
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Cheers gohan, its just to see what bits I can use where. Now back to the concept board and put those into a funky looking bot user added image
Luckily not all transformers have to work exactly like what they transform into, just look like it (hence the lack of underdeck accomodation) - or thats my excuse user added image


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# 25 22-03-2006 , 01:12 PM
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Pretty nice transformation indeed. You seem to have the basic architecture in place. Now waiting for the modeling details and so on. Keep up the good work user added image

# 26 22-03-2006 , 04:29 PM
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yeah, excellent work t1ck - looks like you are carefully thinking this through - are you still planning on using the sails as wings? I think that would look pretty cool!

# 27 22-03-2006 , 10:16 PM
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thanks cris007, I wanted to get that bit sorted so I know what bits can be used where. There is still a bit of freedom with things popping out from inside which I will be needing for arms/weapons etc user added image

thanks arran, I usually end up diving in too fast so this time its sit back and conceptualise lots before moving on. Yep the sails will still end up being wings though the base will expand out to make them look thicker and tougher user added image

Here's a couple more concepts. I'm trying to finalise the general areas of the bot before moving into more detail. The first sheet has the side/top views for the arms/legs I'll be going for. The second sheet is a few ideas for heads but there isn't anything definate yet.

https://www.flash-fx.net/3D/images/tr...s/concept3.jpg

https://www.flash-fx.net/3D/images/tr...s/concept4.jpg


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
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# 28 22-03-2006 , 11:06 PM
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Great idea

I was thinking that having the ship be a flying ship is better than to have it be in water. It can be a bit more interesting and will be easier to transform than trying to have a boat go from being in the water to being a robot on land.

I like the robot drawings too.

# 29 23-03-2006 , 09:14 PM
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Tick

I love the junk boat idea, its very much a skiff thats similar to those of Jabba the Hutt in 'Jedi'- to let a secret out of the bag, I had the same idea for a vehicle (like a junker) in Outlaws a while ago, I have the sketch done just need to refine it then I'll put it in the concepts section on my site...

Look forward to the rest

Regards
Jay

# 30 23-03-2006 , 09:46 PM
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thanks joe user added image yep its gonna be a flying boat even though I like the idea of seeing a transformer coming out of the sea with water draining out of various places and maybe even a barnacle or two user added image

thanks Jay, great minds think alike eh? user added image let me know when you get the concept up and I'll have a look!

Just been doodling a bit more on the bot concept. I think I know what I want, I just need to get some time to really nail it and put it down on paper.

https://www.flash-fx.net/3D/images/tr...s/concept5.jpg


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
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Sep/Oct Challenge 2005 Entry and W.I.P
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