Maya for 3D Printing - Rapid Prototyping
In this course we're going to look at something a little different, creating technically accurate 3D printed parts.
# 31 04-04-2006 , 06:16 AM
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Could someone please help me out here?
I have finaly finished the uv unwraping of this plane, but when i go to export a snapshot of it, it only comes up with half of the objects that have been uv unwraped. Anyone know how i could change it so i can see the rest?
Any imput would be much appreciated, cause i realy wanna move on to texturing - i'm sooo close.

# 32 04-04-2006 , 05:59 PM
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Hello meredith,

are all of the objects selected in object mode when you take the snapshot? Another thing it could be is that not everything is within the snapshot target square.

Hope you get it sorted,

Mat.

# 33 05-04-2006 , 04:36 AM
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Thanks for the reply, just had to quite out and maya did it fine user added image. But i got another problem, when i import my texture into maya, my model goes white instead of showing the texture, but when i render off the plane it shows the texture. Any idea why its not showing up my texture?
Any help would be appreciated.

# 34 05-04-2006 , 06:43 AM
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If you press 6 Maya should show your textures.

Mat.

# 35 05-04-2006 , 07:28 AM
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yeah, i've tried that before. Dam its enoying, could it be that i exported my image at 3000 by 3000, should i be exporting it at a lower resolution?
Thanks mat, any other ideas?

# 36 05-04-2006 , 09:51 AM
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I'm stumped!

It shouldn't matter what size snapshot you're taking, I tried it out myself with a 3000x3000 uv map and there were no problems viewing it in the workspace. What type of material are you attaching the texture to?

Mat.

# 37 05-04-2006 , 07:53 PM
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i'm attaching it to a lambert... heres a picture after asighning the texture to the main part of the plain
THanks for ur help

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# 38 05-04-2006 , 08:36 PM
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Did you try going into the lamber node-->hardware texturing-->and then selecting the highest setting resolution?

# 39 05-04-2006 , 08:38 PM
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also, try with a 2048 resolution instead of 3000.

# 40 05-04-2006 , 10:30 PM
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Thanks for the reply, i'll try when i get back 2night. Dam i realy like ur guys works hopefully i'll beable to do stuff like that soon
cheers user added image

# 41 06-04-2006 , 07:16 AM
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Hey there meredith,

looking at the texture sample in the attribute editor, it looks as though when you saved it in Photoshop (I presume) you had the alpha channel selected. If you are using Photoshop select the layers palette and one of the colour layers before you save it and that should do the trick.

Take it easy,

Mat.

# 42 10-04-2006 , 01:54 AM
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REALLY nice model, Meredith! I like the amount of detail you included!

As for textures, my own experience was that my video card couldn't handle hardware rendering, so everything came up white in Maya (though it would render to the texture). I use Maya 6.5, which apparently requires a directX 9 compatible video card to work properly.

For texturing, I used an anisotropic material rather than a lambert and then used a specular map to adjust the flatness/glossiness (see my thread here https://forum.simplymaya.com/showthre...threadid=20890 for a rough idea of how mine came out).

2048 is a good texture size to work with.

I am looking forward to seeing the final rendered result of your efforts!

Regards,

Lt. Jim

NYC, USA


"Ad astra per aspera..."
# 43 20-07-2006 , 11:01 AM
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hmm I've disided to come back and finish this project. I realy suck at texturing, i've uv unwraped the model but could anyone help me out? I realy cant use photoshop and am wondering if someone would have any tutorial (prefrably free) or give me some help with making a good texture that would point me in the direction of the pic below. I know the basics of photoshop, but just cant get the detail of weathered materials (textures) on my plane.
Cheers

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# 44 24-07-2006 , 11:44 PM
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Unfortunately, Photoshop is what most people (at least in my experience) use to texture models! If you can't use Photoshop, another possibility is to create layered shaders. An aluminum anisotropic with some 3D fractal dirt would cover the fuselage; a modified blinn could do for the tires, and you can probably project the markings using planar projection. I've found such markings online, or you could scan decals if you have them.

ANY paint program which uses layers could be used to texture the model. If you can, it is well worth learning a few Photoshop basics!

Good luck!


"Ad astra per aspera..."
# 45 26-07-2006 , 08:28 AM
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Meredith

First off that is one of my favourite planes but the carburettor has a nasty habit of cutting out under negative - g. But it is a very manouverable plane - what made you choose this particular one since it is not well known?

Second, I notice that you are using a Mac to do your Maya work do you find it easy to use/any problems etc?

As for Photoshop you will need to master layers which are quite easy really. If you have done a UV map I would suggest a large one something like 2048 x 2048 then you can put lots of detail in it. Now in Photoshop you will need at least one layer for colour, one for the specular (possibly) and one for the bump, although you will want to export the bump one as a seperate file. Once you have your base colour down create extra layers over it to add dirt and scratches. Experiment with the brushes to create these effects - don't forget the insignia either!

For the bump stuff you want to depict the rivets and panel edges on the plane as well as scratches and dent although keep that too a minimum. A badly scratched and dented plane would be considered airworthy even if it was in the VVS…

Right now for a tutorial! If you click on this link:

Simmers Paintshop

It will give you some excellent texturing advice even if it is aimed at skins for flight sims planes - the principle is exactly the same. So get over there and read the tuts and don't be affraid and have fun :-)

BTW, is that Polikarpov photo taken over Lake Wanaka?


Tickety boo and ta ta for a bit...
Gazzamataz
https://www.gazzamataz.com

Last edited by gazzamataz; 26-07-2006 at 08:31 AM.
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