Hello guys,
FINAL PROJECT
It has been two weeks since I got maya, instead of random forum threads for projects, I will put all my wip stuff here.
To begin with, this is my first project, a robot (design is inspired by old memories of lego robots)
Hello guys,
FINAL PROJECT
It has been two weeks since I got maya, instead of random forum threads for projects, I will put all my wip stuff here.
To begin with, this is my first project, a robot (design is inspired by old memories of lego robots)
I updated the model, I am really happy how back of leg turned out, but I might want redesign front armor. four days of work so far
I spent a bit more time on model and then started to learn UVs in maya, took me two days to make it.
Btw what tools are used for texturing this kind of assets? I cant really imagine someone textring this in photoshop.
Also it is hard to hide seams without distorting image on this model. I haven’t seen literally any uv/texturing tutorials on HI-POLY hardsurface assets. and 90% tutorials are just unwraping 1000 poly head or body.
I would look into Mari, or Quixel’s DDO software for texturing something like that. Should yield good results.
Oh I completely forgot about ddo for a while. Does it work also for hi poly assets and arnold/vray materials? for games/low res mesh, quixel stuff works really good.
I heard photoshop can do 3d painting now, I might have PS only for next possible job test, does anyone know if 3d painting in ps is any good? I am for Mari all the way
I don’t know about high poly assets, I remember the viewport performance was kind iffy when painting across seams even with a semi low poly model. Mari would be my go-to though, but an art test stipulating only PS usage would well suck since I know I don’t actively use it for texturing work much anymore.
I took a break from modeling and uving and tried to make very simple model look as nice as possible. I also give photoshop a shot, but yeah model before would be really difficult to texture, especialy with tons of seams.
I used simple aiStandard for arm, and then aiLayer with aiSurface mats on hand and joints.
I still need to figure out how does bump behave when two bump materials are combined in aiLayer mat, but it makes work much faster.
I made another speed model/textures (please dont judge design)
I gave myself only one day for each step, modeling UVing, texturing, and followed will be rigging, animating and compositing, each one day as well
Another day spent with rigging and I played around with displacement a bit.
I am really happy how it looks in natural pose instead default t-pose lets hope animation will go smoothly tomorrow
full res
full res back view


some preview images from compositing stage, still I need to render out whole sequence, and do a bit more compositing, mainly environment masking
full res
full res 2


Thank you. Also this would be the end of my “one month maya learning” thread, because project is complete - no longer wip