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.
# 46 03-09-2003 , 05:30 AM
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ADDENDUM TO RULES REGARDING CONCEPT #1!

Before, I said to focus on exterior, and if you had time, go on to interior.

Now, if you'd like, you can focus on exterior OR interior, and if you have time, do the other one.

Remember, for the interior, you'd be exptected to complete at least 2 or 3 rooms, with at least 2 corridor pieces that would link them. Be creative!

# 47 03-09-2003 , 06:25 AM
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You said make all doorways 4x6. I'm making lots of platforms, walkways, and stairs in mine, so do they need to be at least 4 units wide? It seems a little weird to have a 4 foot wide walkway. Most games have them around 2.5 or 3 I think like the cradle walkways in Goldeneye 007.

Just didn't want to run into problems in the future.....

# 48 03-09-2003 , 12:18 PM
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anything the player would need to pass over needs to be 4 at the minimum.

The idea being not only for you to pass through it, but also your enemies.

# 49 03-09-2003 , 10:41 PM
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Hi,

This competition looks good.

If i' m going to model the character (barbarian), is it necessary for the model to look similar to the barbarian or can i go for someone else with guns and stuff like that.

The barbarian's clothings take up lots of polys ... so i want to make him semi naked or ...... naked user added image


Creativity is allowing yourself to make mistakes. Art is knowing which ones to keep.
# 50 03-09-2003 , 10:50 PM
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"so i want to make him semi naked or ...... naked "

A pict! Someone is finally going to do a pict! o the joy! user added image

# 51 03-09-2003 , 11:04 PM
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I want to see some buffed muscles!user added image

# 52 03-09-2003 , 11:50 PM
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Originally posted by mayaguy_dr
Hi,

This competition looks good.

If i' m going to model the character (barbarian), is it necessary for the model to look similar to the barbarian or can i go for someone else with guns and stuff like that.

Nothing to stop you, but the point of this challenge is to have real-world requirements, so you wouldn't really be using the concept much with that kind of character. For the character, you'd be wanted to make a barbarian guy(s) that would look like could fit within the pictured guy's tribe. Not necessarily matching the picture.

But that would mean no guns and other modern/high-tech weaponry.

Remember to read the little blurbs under each concept! Those are the general guidelines for each concept.

# 53 04-09-2003 , 12:57 AM
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Well I know im not in this challenge, Ive too much other stuff to do, but I was just wondering what the rules are on double sided polygons?

Normally in a game, when a polygon is rendered it is only visible from the side with the normal facing the camera, of course you can apply a two sided texture assuming your game engine supprts that, or you duplicate the face and reverse the normal.

So whats the rules on two sided polygons?


# 54 04-09-2003 , 01:05 AM
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duplicate the face and reverse the normal.

# 55 04-09-2003 , 01:29 AM
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wow, awesome challenge mike!

<---- wishes he didnt need sleep, so he had time to play with you guys user added image

# 56 04-09-2003 , 04:47 AM
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I'm not eneterin this challenge cos im still EXTREMELY inexperienced due to homework :-S, but those concepts are AWESOME

# 57 06-09-2003 , 01:28 AM
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Question: I know we can use file textures (512, 256, etc) but can we use as many materials without a file texture as we want? I'm planning on having some red (slightly transparent) glass in a room for my entry and it would be really easy if i could just apply a red see-through blinn to it.

Also, I was thinking about the file textures and realized that for some objects I could just apply a file teexture to a lambert, then go into the 2d placement tab and tell it to repeat the UV a few times. This would prevent me from having to create extra faces in order to aquire more UV's with which I would overlap on the file texture. Can I do this? or do I have to create more faces?

One more thing. I know we can only have so many file textures, but can we stick the same one on several materials in order to achieve different effects then apply it to several objects?

# 58 06-09-2003 , 02:12 AM
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For your glass, youd probably need a texture file with an alpha channel.


# 59 06-09-2003 , 02:34 AM
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I'm not sure if I understand exactly what some of your questions are asking.

For glass, in a real game, you would probably have some sort of specular ability built into the game code. For this challenge, feel free to use a blinn, but it'd be good if you could give it a cool texture, with an alpha transparancy. By a texture I mean to have grime along the edges, perhaps some cracks here and there, stuff like that.

You can have textures tile. I tile them all the time. The thing to remember though, is to try to make the texture so it doesn't overly LOOK like it's tiling if you get my meaning.

You can reuse textures as much as you want. I do. user added image

Let me know if I misunderstood.

# 60 06-09-2003 , 03:37 AM
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ok well i want to do characters but do i really have to stick to "barbarian hordes"? I was thinking about doing something that hasnt been overdone by all games(meaning barbarian hordes seems so blah =P)... I want to just create some warrior type chars for an action rpg-style game but my warriors would be native american warriors. If that is too far off from what you're looking for for this months challenge then ill wait this one out =P.


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