Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
[CHALLANGE] Maya 2011
SilentHideButFine Offline
Member

Posts: 156
Threads: 38
Joined: May 2012
Reputation: 6
#31
RE: [CHALLANGE] Maya 2011

(07-08-2012, 06:24 AM)himynamebob1 Wrote: Not to be such a debby-downer but isn't this in the wrong section?

I Don't know :S

[url= http://www.moddb.com/mods/jessehmusic [/url] ,HOSPITAL OF HORROR MOD
07-08-2012, 01:11 PM
Find
Traggey Offline
is mildly amused

Posts: 3,257
Threads: 74
Joined: Feb 2012
Reputation: 185
#32
RE: [CHALLANGE] Maya 2011

I challange you to edit all your previous models, loose as many polygons as possible without loosing geomety.

Also practise texturing, you should look up how to do an AO bake for example.
07-08-2012, 04:57 PM
Find
SilentHideButFine Offline
Member

Posts: 156
Threads: 38
Joined: May 2012
Reputation: 6
#33
RE: [CHALLANGE] Maya 2011

(07-08-2012, 04:57 PM)Traggey Wrote: I challange you to edit all your previous models, loose as many polygons as possible without loosing geomety.



Also practise texturing, you should look up how to do an AO bake for example.
Atm i'm trying to learn the program to make better models ,

[url= http://www.moddb.com/mods/jessehmusic [/url] ,HOSPITAL OF HORROR MOD
07-08-2012, 07:26 PM
Find
SilentStriker Offline
Posting Freak

Posts: 950
Threads: 26
Joined: Jul 2011
Reputation: 43
#34
RE: [CHALLANGE] Maya 2011

(07-08-2012, 07:26 PM)SilentHideButFine Wrote:
(07-08-2012, 04:57 PM)Traggey Wrote: I challange you to edit all your previous models, loose as many polygons as possible without loosing geomety.



Also practise texturing, you should look up how to do an AO bake for example.
Atm i'm trying to learn the program to make better models ,
That's why you should take his challenge, instead of doing more complicated models learn how to optimize you models and practice texturing

(This post was last modified: 07-08-2012, 08:49 PM by SilentStriker.)
07-08-2012, 08:48 PM
Find
SilentHideButFine Offline
Member

Posts: 156
Threads: 38
Joined: May 2012
Reputation: 6
#35
RE: [CHALLANGE] Maya 2011

(07-08-2012, 08:48 PM)SilentStriker Wrote:
(07-08-2012, 07:26 PM)SilentHideButFine Wrote:
(07-08-2012, 04:57 PM)Traggey Wrote: I challange you to edit all your previous models, loose as many polygons as possible without loosing geomety.







Also practise texturing, you should look up how to do an AO bake for example.

Atm i'm trying to learn the program to make better models ,
That's why you should take his challenge, instead of doing more complicated models learn how to optimize you models and practice texturing



i have no idea where to start :S

[url= http://www.moddb.com/mods/jessehmusic [/url] ,HOSPITAL OF HORROR MOD
07-08-2012, 08:56 PM
Find
MaZiCUT Offline
Senior Member

Posts: 536
Threads: 31
Joined: Jun 2012
Reputation: 17
#36
RE: [CHALLANGE] Maya 2011

You basicly just select a model you made, and try to make it clean and combine it into one shape.


(Hint: There's actually a tool in mesh called combine that helps you create it all into one model together instead of seperate shapes)

Another tip for the clean part, use all the viewports. They will come into great help. Don't work in perspective only.

Hi.
07-08-2012, 10:12 PM
Website Find
Traggey Offline
is mildly amused

Posts: 3,257
Threads: 74
Joined: Feb 2012
Reputation: 185
#37
RE: [CHALLANGE] Maya 2011

(07-08-2012, 10:12 PM)GeneralGregsworth Wrote: You basicly just select a model you made, and try to make it clean and combine it into one shape.
Noooope, combine tools will screw up your UVW's if you already have them, which these models obviously do,
07-08-2012, 11:35 PM
Find
Acies Offline
Posting Freak

Posts: 1,643
Threads: 60
Joined: Feb 2011
Reputation: 73
#38
RE: [CHALLANGE] Maya 2011

Combining verts and stuff. You should really look over the second picture, modelwise. It has too many tris, and the smoothing is probably off where the rounder shape meet the spiky shape.

Texturing.. Well that's just a lot of practise and experimenting. But it really pays off. Textures turn your models from "lumps" to "actual stuff". Have a look here:
http://wiki.polycount.com/TexturingTutorials

[Image: mZiYnxe.png]


07-08-2012, 11:45 PM
Find




Users browsing this thread: 1 Guest(s)