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.
# 1 30-10-2006 , 02:15 PM
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Game Challenge - R@nSiD

OK,

Been away for a long time from the challenges, but well. Here Goes.


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# 2 01-11-2006 , 08:36 AM
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I have my choice, it will be a car based off of a Hot Wheels toy my son was given in a happy meal.

I have done about 1 hours work on it...

It is quite a futuristic car, with a single mounted turreted gun between the spoiler and a minimi mounted front most...

Mike did ask for waepons...

I am on my lappy atm, so I will post a screeny of my work soon...


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# 3 01-11-2006 , 09:00 AM
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Heres the first shot...

Shaded Wireframe

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# 4 01-11-2006 , 10:25 AM
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definitely got potential... looking good!


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# 5 01-11-2006 , 03:22 PM
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Here is some more work on it. Nearly finished blocking out the basic shape...

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# 6 01-11-2006 , 06:06 PM
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Last update for today... Its 2am in the UK I need to sleep... nearly completed blocking in the shape, just got to create the alloys and convert to Sub-D for details etc... Normal Maps here I come...

Crits welcomed...

Ooopps forgot the image... Its below


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Last edited by R@nSiD; 01-11-2006 at 06:09 PM.
# 7 01-11-2006 , 06:07 PM
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...

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# 8 01-11-2006 , 11:54 PM
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Originally posted by R@nSiD
just got to create the alloys and convert to Sub-D for details etc... Normal Maps here I come...

Because this is a polygon only challenge, I asume u convert back and forth between geometry types (Poly>Sub-D>Poly) for a particular reason. I'm not much of a modeler, so can u give me a tip as to why?
Isn't it when u convert back to Poly u'd end up with yet another clunky model what used to be a smooth Sub-D?

Your model looks cool. But than, inspired by Hot Wheels ... u can't go wrong user added image

How many tris does it have so far?


Last edited by Eelco; 01-11-2006 at 11:57 PM.
# 9 02-11-2006 , 12:32 AM
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I will use Sub-D to generate a Normal map and this will be applied to the model when its converted back to polygons and will show at render along with the bump map etc... The SubD use should allow me to add that little bit of detail and will allow me to create a far smoother model and then convert this back to poly's, hopefully keeping its smoothness and majority of detail. Cars are smooth non-organic items, but also have hard edges within their design typical

Out of the 30,000 poly limit (tris) I have used just under 4440 so far, so I have loads to go user added image. Poly to Sub-D and back again will use a lot of that up...

This is a great project idea from Mike, but he does work in games so what do you expect.


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# 10 02-11-2006 , 01:03 AM
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I got a bit more than I can chew on about the normal maps hehehe ... but I got an idea what they do. It will all make more sence after I read up on it some more. user added image
Thanks for the tips.

# 11 02-11-2006 , 01:33 AM
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Shot from the back...

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# 12 02-11-2006 , 04:26 AM
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I feel I am done blocking out... Alloys done and I am ready to start adding the details to apply to the low poly model...

Currently sitting at just ovewr 17500 polys. so well on my way to the 30,000 mark :attn:

Heres the latest render...

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# 13 03-11-2006 , 07:28 AM
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Sweet =)


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# 14 03-11-2006 , 09:29 AM
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ha ha - I was just thinking the same thing. cool design! user added image

R@nSiD - what's that jagged outline running around the car and background? just curious.

# 15 03-11-2006 , 09:33 AM
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Thx for the comments guys... Much appreciated user added image

The jagged line is something that the maya software renderer did, I think I must have messed with a setting somewhere. Reset it and it went away. Honestly I have no idea what it was user added image

Sorted it now tho and thx agian for the pos crits...


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