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freshNfunky
10-21-2004, 09:52 PM
discussion from a email:----- Original Message -----

From:
To:
Sent: Thursday, October 21, 2004 5:43 PM
Subject: Hi


Tnx for answer me , i try to be beter , i lerning now model basic poly and nurbs.........i dont know the other stuff yet..........


weell that's no problem....




this one looks a little better ;)

i wanted to ask u , im been trying to make a hanger for fighter planes but from some reason im not able to find a way to make this simple shape and its very annoy me:(


istn't this panlel a 3ds max Panel?

well in 3ds max i didn't made much modeling yet.

as i see this object in the green circle is the hangar and you try to model it.

at first if you start that you should be aware how the hangars will look like so you first create some scetches
of the object, then if possible i would seperate each hangar in single objects as long they aren not attached.

you maybe could start with making boolean operantions to get the desired shape with polygons
but this is rather akward.

download some modeling tutorials from the web
e.g try this link:
http://www.learning-maya.com/tutorials.php

it's always good to diskuss problems at cgtalk or similar
communitys there are:
http://www.3dtotal.com/
http://www.3dbuzz.com/
http://www.cgchannel.com/
http://www.vocanson.com/
http://www.highend3d.com/
&alotmore...


i sent u pics of some guy that made it in max.........and its the same i wanna do in maya .........



well use some of the modeling tutorials to learn modeling


use a cube as basic object. go in the object mode (F8) then activate maybe edges or
vertices and move them (W) in the direction that thae create a the outer shape.
then create 4 cylinders in the z direction modify their size in the channel editor and subtract them by a boolean operation. finish

next you map the UV coordinates by using planar projection... this is the way later the texture will lay
the UVtexture editor will show how each face will lay in the 01-square of the texture ajust the layout of the faces
if necessary, you also can cut and stich uv-faces like a peace of cloth.

animals often do have textures like pet-cloths:


G:_PC DATAtexturescharactersnrk_hi.jpg

if u can give me tip how to do it ?(i feel bad asking this qustioion , i wanted to make it alone but i cant:(....


i think for others we will put the duscussion into a community i raised a thread at cgtalk:


i will subscribe the tread so when ever a duscussion comes i will be notified.




tnx again
joshua.


file:///C:/Dokumente%20und%20Einstellungen/user/Eigene%20Dateien/Eigene%20Bilder/how%20i%20make%20this%20%20hangers.jpg

freshNfunky
10-22-2004, 03:57 PM
i wanted to finsh this work but still im stuked. i started by making scktech in photoshop and put it in front view in maya by going to view>camera atrrbute editor.
the went to enviormunts>create(imageplane) and it made me yellow square in from view. now i need to loaded the scketch in >imageplane_attributes.
i made some Y axis adjusment by going to the placement extera>and put in Y "5"# so the sctech go above the grid..............

thats was the easy part........!

i went to from view and made poly cube i made him bigger and chk views, and went back to front view and did>>.compenent mode>>vertex> than i move the vertex to the left lines of the hangers like in the scketch.............i used the spilt poly tool to make another face in the right high corner so i can exturde it to the right side , where!i duplcated my left object and convert it 180 degree..............


NOW IM STUUCKED:(((((((((( I CANT FIGURE OUT HOW TO MAKE THE 2 ARC'S , IM ALL CONFUSED!:(
i sent u the scketch+ ma ascii? (why i need to save in ascii?)


Tnx again.
Joshua.

freshNfunky
10-22-2004, 04:13 PM
well at all you was modeling the hangar in a complete wrong way. :rolleyes:

polygons are solids like clay or anything which supposed to be solid like bodies.

if you wanna model surface based and model with nurbs you need a complete different
way to approach, which is also much more complicated and needs a lot more background knowlede

.... anyway.

when modeling solids like as polygons basically are designed for.

you either sculp the geometry by extruding and splitting it out of ONE body
OR:
you use boolean Operations, like i did, because in this case it's a much faster process.

see the attachment tutorial how i modeled your Hangar.

then please next time dont spare my time with those very easy to solving question
(just make up your mind and be a little inventive, it's not very difficult)

at first before you make your own projects i would recomment to do some tutorials
so you can later put some out four your own solutions, sometimes things can be solved on the same way.

so please DO SOME TUTORIALS FIRST!

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