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3d Art Gallery; The Geometry Community
Topic Started: Mar 3 2005, 04:04 AM (17,979 Views)
Colesif
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Generally Uninterested.
question

in maya, is there a way to split a shape in half, then sculpt the one half, then basicly copy it and put it on the other side? (for the sake of symetry)
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humbleego
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Adam's Illegitimate Son
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Yes, Col but i haven't used Maya in quite a while and I'm way rusty. I believe it's as simple as duplicating it as an instance and mirroring the geometry. In fact, I'm pretty sure they have a "one-click" button that does that. Did you consult Maya's help file?
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croc severinsen
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Brackenwood Heavyweight
Colesif
May 14 2005, 10:16 AM
question

in maya, is there a way to split a shape in half, then sculpt the one half, then basicly copy it and put it on the other side? (for the sake of symetry)

i think if you subdivide it there's a way to split it. then mirror the object.
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Colesif
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Generally Uninterested.
meh im clueless, thanks for your help but i cant seem to figure it out

p.s yeah i did check the help thingy in maya, i couldnt find what i was lookin for, im sure its in there, but i dont know where to look.. :mellow:


edit- i learned how to finally, heres what ive made so far, tell me whats u alls thinks......


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Anghenfil
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PELICAAAAAN
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croc severinsen
May 14 2005, 11:34 AM
Colesif
May 14 2005, 10:16 AM
question

in maya, is there a way to split a shape in half, then sculpt the one half, then basicly copy it and put it on the other side? (for the sake of symetry)

i think if you subdivide it there's a way to split it. then mirror the object.

Don't use the word subdivide... it gets confused with "subdivision," which is another modeling cofiguration (like NURBS and polygons).

If you want to sculpt one half and have the other half update continuously:

-First, have a line that goes through the middle of the model. You'll need to make one if there isn't one already. Use the Snap to Grid feature (little button with a magnet and a grid) and move the verticies to a grid line in the front view if you want to make sure they're absolutely straight.

-Delete all the verticies on one half of your model. Leave all the verticies that provide the line of symmetry intact.

-Go Edit->Duplicate (it might be under Modify, I don't have the program open in front of me). Click on the little box next to Duplicate. In there, click INSTANCE instead of COPY and put the scale of X to -1. Click okay.

-Now you'll have a mirror image of your model that will continuously update with the initial half. You might need to move it so it lines up with your initial half.

Hope this helps, sorry if it's confusing :unsure: . If you need to know how to combine the objects back together into one, drop another post.
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Zugz
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Brackenwood Newbie
Here is a Pocket pc i modeled using a combination of nurbs and polys in Maya. Total of about 8 hours of work. The goal was to create a photo-realistic image.
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mr.nurbs
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And very realistic it is...

Welcome Zugs..How long did that take to render out?..
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Sweaterjon
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You're just so great my sexy Zugzy poo

plus nice textures.
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Zugz
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It took about 45 min to render out at 2048 pixels on the long side
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Cave_King
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F!
I had Maya 6 once, opened it looked around read a few help files shut it down and deleted it...


Awesome stuff Zugs very realistic.
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humbleego
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a few WIPs of Goo's environment....

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KWarp
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Brackenwood Middleweight
Cool!!

I'm not sure if 3D animation belongs here but hey why not?

http://www.kwarp.com/animations/kirbyrotate.html (Version 1)
http://www.kwarp.com/animations/kirbyrotate2.html (Version 2)
http://www.kwarp.com/animations/warpstarrotate.html

I made both of those last week with my shiny new Swift3D software. Program's sooooo good. :D
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Anghenfil
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PELICAAAAAN
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Wow humble, that rocks my socks like you wouldn't believe. I love the rocks, it looks like coral... The Kirby models are pretty cute too, KWarp.

Anyone heard of/used zbrush?
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Yembles
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I kick global arse!
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Really nice work Humble. :D

Isn't the Noise modifier great for quick and easy rock-surfaces? ;)
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humbleego
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Noise modifer is evil. All those are 100% modeled by me...

I'm slightly offended that you thought that was a mere noise modifer.... but I'll get over it.... ;)

The only liberty I took was using an FDD box on copies of the 3 different sculpted rocks in order to change their appearance without having to re-UV-unwrap them. ;)
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Yembles
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Haha. I KNEW you were going to say that.

I thought 'now I've said that he'll tell me that they were all modelled by hand.'

:rolleyes:

There's nothing wrong with taking a few shortcuts here and there to save yourself time. Surely if it looks the same but is half the work, then what's the problem. (Referring to the FFD'd rocks, of course.)
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humbleego
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You and I are always eye to eye but slightly askew... :lol:

Quote:
 
Anyone heard of/used zbrush?

Heard and used it. Many people praise it. I found it awkard, theres no sense of space when modelling.

In all fairness I just gave it a test run, did a few tutes. I've seen some amazing stuff. A game artist I met recently says he uses it a great deal for doing normal maps.

Perhaps, I need to give it another chance, but I probably won't. :P
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Sweaterjon
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Anghenfil
Jun 11 2005, 02:00 AM
Anyone heard of/used zbrush?

Yeah Z brush sounds pretty bad ass, painting directly on to a model instead of UV Unwrapping, it sounds like it would save a lot of time. I haven't used it yet, but it sounds like it would be really nice to just paint on the bump map if a charc needs another wrinkle real quick.

And Humble your models are really solid, are you planning on keeping everything really soft and squishy like that? And are you doing that in maya? Aaaand is that just a hardware render or what are you using? Really clean modeling though. How much time did you put in to it?
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mr.nurbs
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I've tried ZBrush and i must say for organic modeling it is kick ass but i wouldn't pass on my 3dsmax for anything....It's not that good...
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Colesif
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Generally Uninterested.
just curious dave, is that nurbs or polygons you are using there? :o



that looks awesome btw, are you gonna add mroe texture to it later on?
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dawhat
Brackenwood Lightweight
I model'd some pretty sweet things in 3d max 7 during my last semester of school. nothign uploaded thoguh :( Can't run it on this comp either, to slow :P
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humbleego
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Answers:

All poly modeled in MAX with Turbo Smooth applied.

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And Humble your models are really solid, are you planning on keeping everything really soft and squishy like that?


Pretty much, the enviroment is for a character called "Goo". The textures will be sort of impressionist painting style. So, the end result I'll be striving for is to make it look as close to a painting as possible.

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Aaaand is that just a hardware render or what are you using? Really clean modeling though.


Simple Sky Light with Light Tracer. No voodoo. ;)

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How much time did you put in to it?

I've yet to tally it all. I'm keeping time logs for the the enitre project, but I've been two busy to add em all.
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Sparrow
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The spaceship thingy was done in 3DS MAX 6 and the TARDIS is 3DS MAX7, Just felt like posting something, haven't in a while

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TARDIS

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Deboche
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Brackenwood Heavyweight
Hey anyone know any good 3ds Max 7 tutorials? I've searched a lot and all the ones I find are either for older versions or too complicated for me and I eventually get to a point where I can't go any further cause I don't know what to do or the function they mention doesn't exist....
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Sparrow
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Brackenwood Lightweight
you can pretty much use an tutorials from 3DS Max 5 up, it just takes a bit of looking around to find the locations of the functions. Fundamentally there is little difference between 5 and up besides a few new features and layout.
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