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3 Dimensional Chat / First project with Maya

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Venge
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Posted: 15th Jul 2009 04:04 Edited at: 15th Jul 2009 04:12
Okay, I know what you're thinking. "He made ANOTHER car? Seriously??" and "This guy sucks" come to mind.

But this time it's totally somewhat different! Because I have been learning Maya with the 8.5 PLE since I'll be using it for the next 4 years in college. I've got the basics of modelling down and will be doing a series of still scenes to work on materials, lighting, and rendering thingys. I probably won't do any animations until school starts and I can get the student version.

Anyhoo, I've finished the modelling on this here vehicular contraption and I'm about to start on materials. I've simplified the modelling a bit compared to my Blender projects so I can focus on the parts that I'm not good at yet, so it's not much to look at.


And a wireframe of the non-subdivided mesh:

I've found the workflow for Maya to be easier to get into than Blender for some reason, so modelling on this took me about 2 days as compared to several weeks/never for some previous projects.

Also, this model is not based on any real car. I didn't use any blueprints or reference images when making it, but it ended up looking like the unfinished heap of improvisation known as my last Blender project. There are some weird creases in spots where I didn't put any (the front wheel-well in the first pic, and around the windows in the 2nd). If anyone knows what's causing this, it would be a great help.

I've already learned a few things just getting this far. I discovered two unheard-of-in-the-freaking-tutorials menu sets that have been a great help in modelling with any expediency(one of the most prominent shortcomings of Maya in my mind is the apparent lack of hotkeys that made Blender so awesome), as well as several ways to make Maya crash.

EDIT: And also in addition furthermore, I did realize the rear track is narrower than the front, but not until I made the tires and stopped really caring. Maybe that will give it additional traction.

Better than a thousand hollow words, is one word that brings peace.
tjaabee
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Posted: 15th Jul 2009 12:54
Nice that you use Maya, I do too. The car seems nice, what's the polycount? About the creases, is the model smoothed? I guess it could be a face which should acctually be 2 tri's instead, producing errors in the smoothing.

Best.

It's very good to know all links to Youtube that contain Rick-rolls. Sadly I don't.
Venge
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Posted: 15th Jul 2009 15:20 Edited at: 15th Jul 2009 17:03
Yes, I'm using a subdiv proxy with creases. There are a few triangles in the mesh, but not in the places where those odd creases are. I'm going to delete those parts of the mesh and rebuild them to see if it helps, and probably remove the triangles as well.

EDIT: Okay, I think I found what's causing some problems. The purple edges here are border edges, and for some reason there are some inside the model which I can't seem to get rid of. At each of these places, the geometry is pinched on the subdiv proxy.

EDIT EDIT: Figured it out! Apparently when using Bridge to create new polygons, it sometimes keeps the border edges around part of the new face. I've gone through and deleted the affected faces, and used Fill Hole to make them instead. Looks much nicer now.

The remaining weird spots are caused by triangles in the mesh, which I'm going to remove next.

Better than a thousand hollow words, is one word that brings peace.

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tjaabee
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Posted: 15th Jul 2009 17:51
Bridge? You didn't mirror the mesh and merge the meshes?

Best.

It's very good to know all links to Youtube that contain Rick-rolls. Sadly I don't.
Venge
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Posted: 15th Jul 2009 18:26 Edited at: 15th Jul 2009 18:26
Yes, I mirrored it. The bridges are where I changed the topology of the mesh and it created a hole, which I filled with using bridge.

No more triangles, and a reflection test:


Better than a thousand hollow words, is one word that brings peace.

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JLMoondog
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Posted: 15th Jul 2009 18:39
From what I can see the topology is pretty good. It looks like your building a high poly model. I've found that when creating cars for use in rendering, it's best to keep each part of the car a separate mesh. If your using SubDivision, this makes it a heck of a lot easier to create hard lines in your design. Especially seams between parts such as the fender and hood.

Keep up the good work.

Venge
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Posted: 15th Jul 2009 22:07 Edited at: 15th Jul 2009 23:13
Thanks Josh, and that is what I've done in the past with Blender -- create each part separately. However I will just be keeping this as one solid mesh, since I'm not too worried about modelling accurately yet. I'm more concerned with learning the other aspects of scene creation, as I said above.

EDIT: Finished materials. Poly count is 4694 for the unsmoothed proxy, sorry I missed that earlier.


Better than a thousand hollow words, is one word that brings peace.

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mike5424
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Posted: 16th Jul 2009 00:03
and you can do better in blender? if yes then.... TUTORIAL! TUTORIAL! TUTORIAL!

that car is
Amazing![i]


www.madninjas.co.nr we are mad and we are ninjas
Venge
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Posted: 16th Jul 2009 00:36
Well, I don't really use Blender any more and haven't for some time, so I can't give you a tutorial. You may learn something, though, from my last completed Blender project, Lamborghini Gallardo, and a more recent unfinished project (upon which this one is loosely based), Coast Road.

Better than a thousand hollow words, is one word that brings peace.
Venge
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Posted: 16th Jul 2009 05:41 Edited at: 16th Jul 2009 05:41
Added some of the environment (supposed to be a bridge, I know I've seen pictures of one like it but its location eludes me). Also experimenting with sunrisey-lighting and camera angle.


Better than a thousand hollow words, is one word that brings peace.

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tjaabee
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Posted: 16th Jul 2009 12:52
Nice Now just get a material on that and a background and we have a nice scene!

Best.

It's very good to know all links to Youtube that contain Rick-rolls. Sadly I don't.
Venge
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Posted: 16th Jul 2009 18:54 Edited at: 16th Jul 2009 22:12
I think I'm gonna call this one done. Not bad for a quick little first project, and this way I have something to look back on later and think about how I could have found a better image for the background, UVmapped the bridge properly and applied a bumpmap to it, made a better paint material for the car, use global illumination to make the shadows better, smoothed out the errors in the car body, chosen a camera angle that brought out more of the details in the car body, etc.

I'll Know about that stuff later on.


Oh! And motion blur. Definitely need to learn how to do that.

Better than a thousand hollow words, is one word that brings peace.

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Azunaki
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Posted: 17th Jul 2009 04:44
...the texture doesn't even fit together on the bridge...
mike5424
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Posted: 18th Jul 2009 11:16
Quote: "Oh! And motion blur. Definitely need to learn how to do that."


use paint.net (effects > blur > motion blur)

www.madninjas.co.nr we are mad and we are ninjas

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