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.
From a readers' Q and A column in TV GUIDE: "If we get involved in a nuclear war, would the electromagnetic pulses from exploding bombs damage my videotapes?"
Yeah the real gun is made of Plastic. No need for too much MR shaders on this, I was going to but I figured I could do it with a blinn, still looks okay and there is a perlin noise bump added but the renders on the site dont do it much justice bing of a low res.
I recently purchased this off the site, working through it now. Nice to see a different approach to modeling this stuff... i've looked at other box modeling gun tuts before which ended up having tons of triangles. (usually the result of beveling edges to get creases going).
This is looking really clean so far having worked up towards part 4.
Well anyways, I noticed you're using some mel scripts to cut faces in half (by selecting edges)...not too dissimilar to selecting a row of faces (maya 2009) and using cut faces tool. But you mentioned you would provide the scripts 'on the dvd'... as far as I can tell I didn't get these with my download. I'm interested in checking these mel scripts out and wondered if you could maybe forward them to me. thanks.
Erm.. at one point you switch over to a tab named MJpolytools (a quick google tells me this is a collection of scripts for various processes - trouble is all the links i'm finding for it are dead).
You used one that creates an edge loop at central point of a selected edge (this is handy because in maya 2009 the only default options are cut faces tool which does something similar but you have to select the entire face loop for which to cut along first)
Another thing was cleaning up script based history. If you have the MJpolytools handy that would be good. At the moment i've been able to replicate everything comfortably but having a look at those scripts cant hurt. judging by your toolbar, i'm guessing you used to using a lot of custom scripts to speed up your workflow.
Well, those other tuts I referred weren't specifically game related i don't think...i'm saying this because there was smoothing applied, which because of the triangles resulted in quite a few pinches and glitchy areas were its not subdividing properly. I've only been using maya for 6 months so i'm fairly new to all this stuff...but as I understand it in games work there's no smooth applied, instead softening/hardening face/edge normals to varying degrees to give surfaces smooth like appearance. Is this true?
I probably want to end up in vfx/post...so detailed modeling techniques like this is what i'm interested in for the moment.