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.
# 16 03-11-2006 , 10:12 AM
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I found out what was causing the line within my render... 2D mption blur...

Oh Well we live and learn. Here is another couple or renders or and screenshot. Enjoy...

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# 17 03-11-2006 , 10:14 AM
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screenshot of shaded wireframe...

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# 18 03-11-2006 , 06:05 PM
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Looks nice and clean, good going.


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# 19 03-11-2006 , 06:32 PM
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Thx Gster


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# 20 04-11-2006 , 01:48 AM
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One more update...

Temp windows and doors created...


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# 21 04-11-2006 , 01:50 AM
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...

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# 22 04-11-2006 , 02:23 AM
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looking pretty nifty. One thing that might be neat would be a pointed front, kind of like a locomotive cow catcher. user added image

# 23 04-11-2006 , 03:41 AM
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Gr8 idea :attn:

Roll on Mad Max user added image


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# 24 04-11-2006 , 05:44 AM
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A little work on an interior...

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# 25 04-11-2006 , 05:45 AM
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Shaded Wireframe Screenshot...

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# 26 05-11-2006 , 12:27 PM
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Looking good.I agree with the nose tapering though.

# 27 06-11-2006 , 11:03 AM
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Nice interior.

As I've never done any game creation, this is just a question as I wouldent know the outcome in this situation.

Would having the boolian operation that you've used in the dashboard cause any problems, as its produces a few n-gons, or will you convert this into tris at the end to get the final poly count, and if so would this cause any problems in the continuity of the mesh?

Cheers


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# 28 06-11-2006 , 12:52 PM
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Good Question gster...

What I have done in the past is to ensure all the n-sided faces are dealt with during cleanups. I would merge all vertices that needed to be merged and delete any unwanted edges/geometry etc...

Pretty much the same process you would use for modelling anything really. Game Engines really like good clean geometry and once its gone to tris n-sided faces really become a problem. They don't mind 4 sided, but 3 sided poly's are easier for the processor to calculate at real time and has been the standard for a long long time.

Mike would be best to answer this type of question as he is currently working in the industry.


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# 29 06-11-2006 , 01:15 PM
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I probably wouldn't use a boolean like that. I assume that's supposed to be the glove compartment or something? I'd probably just use textures for those kinds of details

# 30 07-11-2006 , 04:48 PM
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LOL, my error really. Didn't mean for that to be there, its a duplicate of the other side, this will be removed and seome thing done...

Heres an update of the car in sub-D, getting it nice n smooth user added image

Once I am happy with it all its back to polys again. Then Texture time. I have a scene in mind to place him on a street scene al ah Need for Speed Carbon... But only if I have the time. I will be a composite done in after effects/photoshop. But its all time dependant.

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