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 03-12-2013 , 04:26 AM
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M16

Haven't been around for a while, finally had sometime to start a project. Will probably be redoing a lot of this, just trying to get back into the flow of things.

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# 2 03-12-2013 , 07:14 AM
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Gotta watch out for those booleans. Avoid at all costs unless you are CTBram and clean up shop afterwards...

# 3 03-12-2013 , 04:34 PM
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Haha yea that was more or less just a test, trying to decide how i want to go about creating that section. I might redo a lot of it anyway to reduce poly count, not sure if i want to do anything with this yet.

# 4 03-12-2013 , 07:12 PM
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Gotta watch out for those booleans. Avoid at all costs unless you are CTBram and clean up shop afterwards...

user added image Yes! Booleans + NURB's are only for the L33T! user added image


"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675

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# 5 04-12-2013 , 02:10 AM
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bahahaha, teach me Mr. l33t

# 6 04-12-2013 , 02:12 AM
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Booleans are damn easy....you just have to go through a bit of pain to learn them....took me a long time but now...too easy man. Having Rick as a benchmark does help user added image

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"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 7 09-12-2013 , 10:51 PM
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Decided to go high poly after cleaning up the booleans lol, considering just those alone caused the poly count to be about half of my entire model. Over the next couple of days (assuming work doesnt get in the way) the poly count/detail is going to sky rocket.

I also saved out a receiver that does not have the boolean operation done, just in case I want to do a low poly one as well.

Not much of an update but did what I could with the time I had.

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# 8 30-12-2013 , 04:34 AM
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Had some time today, added both sights, Safety Switch, Bolt Catch, and kind of the Forward Assist. Will be adding more detail to them all and adding a few more things when I have a chance. The big things I want to add before getting to crazy with adding the final details are the Charging Handle and the Ejection Port.

Also cleaned up those booleans :p

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# 9 30-12-2013 , 04:58 AM
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Are they photoshop composites Oz? they are way too bright man. If they are reduce the opacity of the AO to about 65%, try that over the Master beauty pass user added image

cheers bullet


bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 10 30-12-2013 , 07:54 PM
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nah no Photoshop, just quick renders out of Maya. Will clean them up on the next update.

# 11 31-12-2013 , 03:33 AM
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Good rendering for me.

# 12 31-12-2013 , 04:48 AM
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It's good for comp, but not for viewing the details of the model. A lot of shape information is conveyed in subtle changes in shading user added image


Imagination is more important than knowledge.
# 13 05-01-2014 , 01:15 AM
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Still need to get my renders on track, but added a few things mainly fleshed out the Forward Assist.

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# 14 22-02-2014 , 04:45 AM
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Lookin' good. Couple things to note:

The indents on the mag should go all the way to the bottom. I'd use a seperate poly plane for the end cap, or just bridge the sides together and put a few edges in or harden the normals if you aren't smoothing

https://www.cranetechnologiesinc.com/...dMagazine1.jpg

The chamber in the upper reciever should be fatter, the bulges would make up a big circle if they were connected in the middle (I mean that each buldge would be x degrees of a circle, not each bulge is 180 degrees) Note the delta ring here and how it goes back to form the bulges. Delta ring would be maybe twice the thickness of the barrel, or a bit more

https://shop.ehobbyasia.com/media/cat...22_a2_mark.jpg

# 15 22-02-2014 , 04:15 PM
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Thanks Acid, I will go back through and redo the mag, I am having some issues with the upper receiver/chamber right now, trying to work through those issues (thanks for the reference photos btw). It's a very slow moving project right now, just got back from vacation and the company I work for launched our game while I was gone....have a lot of catching up/work to get done lol.

Will post as soon as I have a good reform


Last edited by Ozgalis; 22-02-2014 at 04:19 PM.
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