Introduction to Maya - Modeling Fundamentals Vol 2
This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with complex objects.
# 1 30-04-2007 , 12:06 AM
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Texturing Challenge!

Texturing!

The goal is to take one (or more) of the provided models and texture AND light them to the best of your ability. They can be textured as if for games or using all the Sub-Surface-Scattering-bells-and-whistles your heart desires!

The guidelines:

1) This is a texturing and lighting challenge, so SOME kind of texturing must be done. Your textures are not limited, but if you'd like to go for game type work, feel free to limit yourself accordingly.

2) The models provided are BASE models. That means you are free to modify them if you wish. Some of the character models provided don't have eyes, for example. Feel free to add them. Also, several of them have some sort of UVs applied. Feel free to modify and edit them to suit your own needs.

3) The deadline is June 4th!

4) All work must be done by the artist submitting. You may submit one entry per model. So if you want to texture each and every model provided, you are free to do so and submit an entry for each one. Only one submission per model worked on though.

5) This one's important. If any of you decide that you really like the work you've done and want to include it in your portfolio, I must be credited for supplying the base model! This is just common courtesy and should be done even if the base models are heavily modified. user added image I can be credited as Michael McKinley and you can link my name to my website (link in my sig).

6) There's no limit as to what software you can use to create your textures. From Photoshop to MS Paint, they're all applicable.

7) A finals thread will be created toward the end of the challenge. Finals should be posted there, with screens/renders of the final result along with a (watermarked if desired) image of the textures created.

If you have any questions, ask them here. Keep a look out for any addendums or additions to the guidelines as issues are brought up and answered.

Prize to be determined.

# 2 30-04-2007 , 12:07 AM
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Provided Models
-------------------------
https://www.mtmckinley.net/SimplyMaya/May/Cadbury.jpg
https://www.mtmckinley.net/SimplyMaya/May/Cadbury.obj

Sir Cadbury is a cartoon-style knight. Feel free to make him up to be cartoony or realistic or any style you'd like!

https://www.mtmckinley.net/SimplyMaya...artoon_Gun.jpg
https://www.mtmckinley.net/SimplyMaya...artoon_Gun.obj

A cartoonish, futuristic weapon. Feel free to make it as realistic as you'd like!

https://www.mtmckinley.net/SimplyMaya...wgirl_Head.jpg
https://www.mtmckinley.net/SimplyMaya...wgirl_Head.obj

The head from the Calamity Jane project of my second book. Unfortunately, I'm unable to provide the entire model.

https://www.mtmckinley.net/SimplyMaya/May/Patches.jpg
https://www.mtmckinley.net/SimplyMaya/May/Patches.obj

Patches is Sir Cadbury's trusty horse and also done up in his cartoony style. Again, make him realistic if you'd like to!

https://www.mtmckinley.net/SimplyMaya/May/tank.jpg
https://www.mtmckinley.net/SimplyMaya/May/tank.obj

A simple object can sometimes be the most challenging to texture. Here is a simple cylindrical shape. I'd like to see what you guys can do with it!

# 3 30-04-2007 , 12:11 AM
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Sounds like fun,

I'm nearing the end of my university year so I think that I'm up for this one.

I'll start a thread shortly.

Good luck folks,

Mat.

# 4 30-04-2007 , 12:21 AM
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You may need to right click the save links and "Save File As..." as sometimes when just left clicking them, they open up as text files.

# 5 30-04-2007 , 12:46 AM
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Count me in!


Don't be satisfied with what you can do but rather strive to do the things you can't do!
Exceed Expectations!
# 6 30-04-2007 , 12:47 AM
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*Puts on some techno/trance/rave music, cranks up the base to "ear-bleeding" and get's to work*

Thanks Mike user added image


# 7 30-04-2007 , 02:58 AM
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FYI:

If texturing for renders (not games) you don't have to try to fit an entire mesh's UVs onto one texture or anything. You can have a texture for the face, a texture for the eyes, a texture for the hands, etc if you wanted.

If texturing for game type stuff, that's when you want to try to fit as much as you can onto a single texture map. Typical game texture resolutions are:

1024x1024
512x512
256x256
128x128
etc.

Normal maps, spec maps, etc are all free to use. Feel free to zbrush the heck out of these things if you'd like. user added image

# 8 30-04-2007 , 05:28 AM
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ooo this looks fun (must try and organise time around uni work....)
thats a nice selection of models mike user added image

Si


Examples of bTraffic - a traffic animation tool for Maya
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# 9 30-04-2007 , 04:29 PM
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Whats that cylinder supposed to be, Not very child safe user added image
But seriously, can i do that (You know what i mean)? I'd keep it clean...ish


"If Less is more then think how much more more would be..."


Winner June 2009 Spaceship Challenge
# 10 30-04-2007 , 08:57 PM
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It was originally made to be a canister worn on someone's back, like a scuba tank.

# 11 30-04-2007 , 09:28 PM
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Or those wierd green-stuff-filled canisters that were on the back of Calamity Jane? user added image


# 12 30-04-2007 , 11:16 PM
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or that user added image

# 13 03-05-2007 , 05:37 PM
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if anyone has any questions about how to texture or anything, feel free to ask here. user added image That's what the community is here for.

# 14 03-05-2007 , 07:24 PM
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Thanks to Severinianthony, I can somewhat UV texture map. For times sake, I would like if someone could instruct me how to use shader's or textures that I download from the web. More specifically, once I download, where do I need to put the files, or does it matter?


Don't be satisfied with what you can do but rather strive to do the things you can't do!
Exceed Expectations!
# 15 03-05-2007 , 08:30 PM
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You're supposed to make your textures yourself for the challenge. user added image

But anyway, color maps apply to the color attribute, transparency maps to transparency attribute, bump map to bump attribute, etc.

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