Beer glass scene creation
This course contains a little bit of everything with modeling, UVing, texturing and dynamics in Maya, as well as compositing multilayered EXR's in Photoshop.
# 46 16-02-2003 , 07:02 AM
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Looking really good so far. I've been keeping an eye on your progress so far.

Any progress since your last post? I'd love to see some more.

# 47 16-02-2003 , 07:14 AM
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thanks a bunch baldgeek - no progress lately tho i've read a really good tutorial that i want to test out for fixing problems that occur with nurbs planes not stiching nicely

i've got a 3d animation job so i'm pretty stoked but short on time.

i do plan to put more work in on this baby! nice to hear encouragment. user added image


Check out the subsurfacescattering on my tongue...

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# 48 05-04-2003 , 01:59 AM
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Subaru

Hi, Im really new to Maya and was really interested in trying the tutorial on Making the Subaru Impreza Wrc but I cannot figure out how to get the pictures of the car into maya to draw over. Sorry Im not good at explaining but if anyone knows what I am talking about please write back or email me at shortie1967@hotmail.com

# 49 05-04-2003 , 03:26 AM
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shortie1967 -

the tutorial version goes like this:

open Maya and choose an orthographic viewport (top/side/front or back)

in the upper left hand corner of the viewport you'll see the menu item 'View' - go to 'View > Image Plane > Import Image

you'll then be able to browse your computer for the image appropriate to that viewport (ie the side view of the car you wish to model)

Once you have imported an image you will notice a new menu item which has appeared in the dropdown menu under 'View > Image Plane' - this new item is called 'Image Plane Attributes' and this is where you can (no surprises for this cowboy eh?) edit the attributes of the image plane - attributes such as whether or not it is visible in the perspective view. Here you can also choose a new file, update the file, turn the image plane off, give the image plane a new name etc.

When modeling a vehicle you will require at least a top/side/front and back view. I was only able to find 3 views for the McClaren and had to model the back end from Photos.

If you are working from a blueprint found on the web you will probably have to slice the single image into 3 or 4 appropriate images to import into each orthographic viewport. Be sure that the front/back/side images are the same height, the side/top images the same length etc. for easy placement in Maya.

Obviously my modeling process has come to a screetching halt but hopefully I will find the time in the next month or so to take a second stab at this model.

the version lite of this process is go back a page in this thread and follow the link to my page where you can download a zip file with the image planes already done user added image

A wise man would not rely on that alone but feel free to use it to get going on the learning process.

Good luck!


Check out the subsurfacescattering on my tongue...

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# 50 10-05-2003 , 09:11 AM
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Well, I've learned a lot about nurbs modeling at work and that workflow has also helped me think differently about polys. This isn't an update on the body of the mclaren yet but I rebuilt the tires and the wheels.

Wheels: modelled in nurbs using loft, interesect surface, trim and circular fillet.

Tires: modeled from a poly plane. I arranged the vertices to match the tire profile from above and extruded to make the tread. Then I build the wall of the tire using extrude edge and apend to polygon. Then I eyeballed the curvature and tried a few duplicates with different rotations until I came up with one that worked - in this case 6 degrees duplicated 59X. I duplicated it 1X and snapped the front end of the first poly object to the matching vertices of the rear object, erased the second object and duplicated 59X.


Check out the subsurfacescattering on my tongue...

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# 51 10-05-2003 , 09:26 AM
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working with 'apend to polygon'.


Check out the subsurfacescattering on my tongue...

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# 52 10-05-2003 , 09:28 AM
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The completed profile pattern based on the pirelli p zero tire.


Check out the subsurfacescattering on my tongue...

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# 53 10-05-2003 , 09:32 AM
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Here's where I duplicated and rotated the pattern 6 degrees and snapped the forward vertices of the original pattern to the back vertices of the rotated one.

Then tried it out the other direction (-6 degrees) just to make sure my theory wasn't a bunch of 2 am caffeine brain idiocy... which it well could've been but wasn't his time user added image


Check out the subsurfacescattering on my tongue...

<a href="https://www.reitzmachine.com">www.reitzmachine.com</a>
# 54 10-05-2003 , 09:34 AM
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Looking like a tire! So I go polygon>combine and merge vertices and soften a few edges along the tire wall and smooth.


Check out the subsurfacescattering on my tongue...

<a href="https://www.reitzmachine.com">www.reitzmachine.com</a>
# 55 10-05-2003 , 09:36 AM
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...wire frame of tire and wheel together


Check out the subsurfacescattering on my tongue...

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# 56 10-05-2003 , 09:37 AM
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and a render.


Check out the subsurfacescattering on my tongue...

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# 57 10-05-2003 , 12:04 PM
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Very sweet looking tire. Way to go....


# 58 10-05-2003 , 02:41 PM
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That looks pretty awesome man!

Seeming as you went all the way with detail, why donĀ“t you finish the wheel mate?

# 59 10-05-2003 , 03:12 PM
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oh man back at it sweet user added image


Thanks for wasting your time reading this line.
# 60 10-05-2003 , 04:32 PM
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thanks jklaroe, adldesigner and mumbojumbo_13 user added image

adldesigner - I plan to finish the wheel but I have no idea what a high end disk brake for a supercar looks like. Well, I have an idea but i'd like a plan or blueprint of some sort. I'm going to look for it.

I built what's there last night and I wanted to put it up but it's still a WIP user added image


Check out the subsurfacescattering on my tongue...

<a href="https://www.reitzmachine.com">www.reitzmachine.com</a>
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