Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 78 Guests
Online:

LATEST FORUM THREADS

»
CoD: Battle Royale
CoD+UO Map + Mod Releases
Damaged .pk3's
CoD Mapping
heli to attack ai
CoD4 SP Mapping

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Forum: All Forums : MODSonline
Category: General
General chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked
Page
Previous Page
subscribe
Author Topic: Maya Forum
rEdrUmMDK
Preferred PLUS Member
Since: May 29, 2002
Posts: 6787
Last: Feb 12, 2009
[view latest posts]
Level 10
Admin
Category: General
Posted: Wednesday, Jan. 11, 2006 03:41 pm
Thanks for the info.
Hi narc long time no see. I used 3ds sometime back or maybe it was milkshape. I seem to remember it or they had all kinds of gamesupport plugins builtin. I done spent a ton of money on Maya books so will continue learning it along the way.
When I started that V1 rocket I was using the lofting technique for the wings but deleted them and made the wings and uprights that hold the rocket on top with polygon cubes. That wasn't too hard to do.

Does the Polygon Smooth work alright without increasing the tris and polycount too much?
Backup Your Work or your Work will be gone.
http://www.modsonline.com
better red than dead
Share |
narc
General Member
Since: Dec 1, 2001
Posts: 1204
Last: Dec 31, 2006
[view latest posts]
Level 8
Category: General
Posted: Wednesday, Jan. 11, 2006 06:17 pm
no, polygon smoothing is terrible for that. what you can do is to split/subdivide the polygons yourself so as to tesselate them smaller, you should do this while youre still working with quads, then soften the normals to make it appear more rounded. see here theres a nurbs to polygon feature, never tried it but you probably would need to do heavy poly reductions on anything made that way. another option is to use subD>poly.
Share |
Janova
General Member
Since: Feb 5, 2004
Posts: 267
Last: Aug 9, 2006
[view latest posts]
Level 5
Category: General
Posted: Wednesday, Jan. 11, 2006 06:50 pm
yeah... using hte cutface tool and other dividing tools is a good idea... u can then extrude faces and edges... the extrude tools are what set maya and 3ds appart i think. which i s why i prefer Maya
Share |
rEdrUmMDK
Preferred PLUS Member
Since: May 29, 2002
Posts: 6787
Last: Feb 12, 2009
[view latest posts]
Level 10
Admin
Category: General
Posted: Wednesday, Jan. 11, 2006 07:00 pm
I have used the polygon tools like that but didn't know know if the polygon smooth tool would be allowable.
Also I have used the polygon split edge ring tool. I will need to redo part of of the V1 rocket as I used the smooth tool on it.
No big thing it's just a big cigar.
You know if the Nazi's hadn't been stopped they would have probably put a man on the moon in the 50's.
Thanks guys.
Backup Your Work or your Work will be gone.
http://www.modsonline.com
better red than dead
Share |
narc
General Member
Since: Dec 1, 2001
Posts: 1204
Last: Dec 31, 2006
[view latest posts]
Level 8
Category: General
Posted: Wednesday, Jan. 11, 2006 08:10 pm
the smooth operation is allowable but it makes a mess. if i were to make this rocket fuselage i think the easiest way is to create a poly cylinder, keep construction history on, and adjust the number of faces its composed of in the properties. its such a simple shape theres no need for other types of smoothing. when it looks good and smooth, then you can subdivide it up into sections or extrude if you prefer, and resize the cv's of each section to make it more cigar-ey looking.
Share |
rEdrUmMDK
Preferred PLUS Member
Since: May 29, 2002
Posts: 6787
Last: Feb 12, 2009
[view latest posts]
Level 10
Admin
Category: General
Posted: Wednesday, Jan. 11, 2006 08:46 pm
Yes, that sounds good.
Thanks
Backup Your Work or your Work will be gone.
http://www.modsonline.com
better red than dead
Share |
birritan
General Member
Since: Oct 26, 2004
Posts: 270
Last: May 14, 2006
[view latest posts]
Level 5
Category: General
Posted: Wednesday, Jan. 11, 2006 09:56 pm
hey I noticed on the first page you were talking about steal looking balls, you just need to setup a nice shader network in the hypershade window. Theres a material type called Dgs_material thats very good for doing quick chrome. Also for nice renders make sure you have Mental Ray swicthed on for rendering.

to switch this on just go to your plugin manager and tick both boxes by Mayatomr. You can also go into your mentalRat globals and setup Image based lighting. You can download some pretty good HDRI maps for free on the net.

This is a test I did for a shader I'm currently messing about with. The image on the reflextion is just a HDRI map I'm using as a main world light



Marcus
Share |
rEdrUmMDK
Preferred PLUS Member
Since: May 29, 2002
Posts: 6787
Last: Feb 12, 2009
[view latest posts]
Level 10
Admin
Category: General
Posted: Thursday, Jan. 12, 2006 02:23 pm
Cool. I got a rendering book the other day for Maya 6 and will practice.
I see those types of balls around the net all the time and wondered how it was done.
Thanks
Backup Your Work or your Work will be gone.
http://www.modsonline.com
better red than dead
Share |
birritan
General Member
Since: Oct 26, 2004
Posts: 270
Last: May 14, 2006
[view latest posts]
Level 5
Category: General
Posted: Thursday, Jan. 12, 2006 06:23 pm
it's not really as complicated as you really think its just a case of adding a Mental Ray material and dragging and dropping it into one of the channels in your Lambert or Blinn or what ever.

Marcus
Share |
Restricted Access Topic is Locked
Page
Previous Page
subscribe
MODSonline.com Forums : MODSonline : General

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»