HARDCORE MODELING!: 80's Cartoon:Voltron


#81

Awesome, can’t wait to see it textured


#82

Sounds like you havent checked “smooth target model” in mudbox/zbrush =)

then ofcourse we have the frustrating catmullclark problem that slices the mesh strangely, but can be fixed with this mel line :smiley:

addAttr -ln “miExportCCMesh” -at bool mentalraySubdivApprox1


#83

Yeah i hate it when the rendering dies at 90%! =P There is one way to kinda solve the problem though… in the “batch render oprions” you can type in the memory limit MR will use for rendering. If you have 3gigs of ram try typing in 1,5gig or so… (taking in account that windows etc drain lots of memory) then the rendering will take longer but be more stable!


#84

haha aand the final one :wink:

This was a hard nut to crack hmm… kinda stupit question to ask but… have you tried to give the head a separate approximation? =P what happens then?


#85

I don’t know if you’ve tried any of these.

*delete history
*re-import the head geometry
*if you saved your scene as .mb, try saving it as .ma then reloading. Or vise-versa.
*import your scene rather than opening it. Try in both .ma/.mb formats. (I used maya when I was at school, and whenever I had MR issues, my teacher recomended I do this. It resloved the issue 95% of the time).

That’s all I got (I haven’t used Maya since version 7, so its been a while). Good luck and I hope you get it resolved soon.

-Rage


#86

Hey guys, thanks for all the suggestions! unfortunately I tried them all last night and that’s when I gave up and just used smooth. Since its only the head I can deal just using smooth.

Hum, you know what? I’ll try again using my office workstation, its a far better machine… will see it the extra power and RAM helps, otherwise I can live with smooth on the head.


#87

look very nice


#88

thx jhasse!

Hey I got it fixed!
It didn’t occurred to me last night to check for non-manifold geo… just ran mesh>cleanup>nonmanifold geometry. Problem fixed :wink:


#89

Well then, go with the classic.

“Form Blazing Sword” Roooaaarrrrrrrrr!


#90

Man Snows, that really looks cool now that you’ve got him up and moving around.


#91

Looking great Mr. Snows! The details are dead on. The pose I know will be a bit difficult because of geometry clipping, but I would focus on using the scale and camera angle in case there is no way around that issue. Looking great!


#92

Thanks guys for the comments :thumbsup:

Wyatt, I played with the classic, blazing sword pose and it just wasn’t working for me… looked ugly. After you posted I gave it another try and got better results, however for a turn table it wouldn’t work… I “cheated” to make it work and it would show in the turn table. Maybe I can use the other pose for the turntable.

Here it is


#93

now thats voltron :wink:


#94

Hi Damian, I’m not completely sold on that pose… will see.

here is the blazing sword :slight_smile:


#95

Lol I didn`t have time to post here this morning while my night shift was ending, but I was gonna suggest nearly that exact pose!!

But now that I see it I too am not sold on it. I think you have a great start on it. Perhaps just playing with the focal length of your camera you can get something you like.

-Rage


#96

Yeah, I guess in a turntable it would look much less epic. Still, that looks freakin’ awesome to me. :smiley:

Blazing Sword is looking good, keep up the great work.


#97

the viewport screen-cap looks awesome!


#98

awesome pose man!:bounce:


#99

WOOOHOOO =P happy for ya!


#100

hey guys, thanks you for all the comments and support!

It seems like you guys really like the classic pose. One of the reasons I’m questioning this pose is mainly because I don’t really know what else to do with it, the space background is boring to me. For the other pose I was thinking to make a small dirt crater around the feet, with rocks and mountains on the background with some fiery debris falling from the sky…

Anyway here is an AO render of the classic pose :slight_smile: