Integrating 3D models with photography
Interested in integrating your 3D work with the real world? This might help
# 91 11-10-2005 , 07:39 PM
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sounds good

Pretty similar to what I'm doing but with subdivision surfaces.


Thanks for the info, I was wondering how to get the output messages for mental ray. Very helpful I'll have to check out that process.

I was told that maya 6.5 displacement approximation was buggy and not necessary, so thats why Im just using subd approx.

Also since everything gets converted to poly's at render time in mental ray, I'm not sure why he does the convert to subd step. I'd like to see that video.. is there a link for it?

mayafreak3

# 92 11-10-2005 , 07:45 PM
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new image

here is a more recent render

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# 93 11-10-2005 , 08:21 PM
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hey mayafreak,
apparently mental ray renders displacements much faster when the object is a subd. Also, I dont use the maya disp node either....both nodes are mental ray...in the approximation editor, you create one dicplace Approx. (NURBS, Poly,Sibdiv)...that one...and also the Subdivision Approx. (Poly, Subdiv)...on same object...both are mental ray.

Besides that pretty much same technique

# 94 11-10-2005 , 08:42 PM
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ya i gotcha.. i was talking about the displacement approximation with mental ray, but I really don't know it was just something I read on z-brush central. It does render faster with just the subd approximation. Looks the same to me.

I think I'm going to turn everything into subd and see what happens. I'm all for faster renders user added image user added image

# 95 11-10-2005 , 08:56 PM
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heres the torso texture map

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# 96 11-10-2005 , 10:05 PM
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the legs seem a tad short, but its awesome anyway


Environment Artist @ Plastic Piranha
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# 97 12-10-2005 , 10:03 AM
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great texture map, it looks very detailed user added image


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
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
www.flash-fx.net
# 98 12-10-2005 , 01:19 PM
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Thanks t1ck135. user added image

Joopson, ya they are I wanted him to be kinda short but not like in the original box artwork.

I'm just about sick of looking at this ugly thing.. lol. So I'm going to rig him and if I can...make some firey breath for him and be done with it.


mf3

# 99 12-10-2005 , 04:41 PM
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rig

Here is the gargoyles rig. He has IK arms, legs and spine. The wings are FK.

Going to bind it and start painting weights.

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# 100 12-10-2005 , 05:07 PM
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rig2

added finger controls and main position controller

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# 101 12-10-2005 , 05:42 PM
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yowsers that was fast! (or to someone who's never properly rigged it is)
looking forward to some groovy poses user added image


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
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
www.flash-fx.net
# 102 12-10-2005 , 07:19 PM
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how do you rig like that?user added image


Environment Artist @ Plastic Piranha
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# 103 12-10-2005 , 07:26 PM
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Wooohhhhh, You model is so great, fantastic user added imageuser added image


"One day someone tells me that I was no one, no one is perfect, if God is perfect so I'm God" - No One
# 104 12-10-2005 , 08:27 PM
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Originally posted by t1ck135
yowsers that was fast! (or to someone who's never properly rigged it is)
looking forward to some groovy poses user added image

Thx t1ck135. Yeh, I cranked it out this morning.
If you have ne questions about rigging lemme know. Glad to help.

Originally posted by Joopson
how do you rig like that?user added image

Joopson, I'm not sure what your asking. Basically I build whatever type of skeleton I need with the tools in maya. Then I build control shapes and parent them to the respective bones. Then to set up FK/IK I use the dwrigging tools scripts. They speed stuff up a bit, and you can do stuff like auto-orient joints..very handy.

Originally posted by Gamester
Wooohhhhh, You model is so great, fantastic user added imageuser added image

Thanks Gamester you are very kind. user added image


mayafreak3


Last edited by mayafreak3; 12-10-2005 at 08:36 PM.
# 105 12-10-2005 , 08:48 PM
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Its been a real treat to watch you triumph in your earlier struggles with Z-Brush. The textures look very detailed. I would love to see some close-up renders that show them off a bit more. Not that I know much about rigging but it looks cool!

Dave

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