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invertednormal — Mech Legs

Published: 2004-05-26 06:05:26 +0000 UTC; Views: 232; Favourites: 1; Downloads: 55
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Description Part of a project I was working on about a year ago and haven't gotten around to picking back up... I need to do that one of these days
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Comments: 15

Krodil [2006-12-10 17:02:36 +0000 UTC]

Nice job there!!!
+fav

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angrymikko [2004-11-05 07:55:19 +0000 UTC]

That looks like really detailed and complicated modelling I hope you find the strenght to finish it.

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invertednormal In reply to angrymikko [2004-11-06 08:36:07 +0000 UTC]

Thanks! Motivation seems to be the hardest part sometimes -I guess I'm kinda lazy. Love your work by the way, reminds me somewhat of craig mullin's work. Keep it up

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angrymikko In reply to invertednormal [2004-11-06 12:37:05 +0000 UTC]

Funny you said that because it's the second time I've heard it this week and I first saw his work like a week ago when that other guy said it. It's okay though because he's a good artist.

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DivineError [2004-08-26 22:25:59 +0000 UTC]

that model is VERY nice! i wish i could model like you! jeez. then i would have more than just basic shapes to render!

anyways, yeah, great job on this

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invertednormal In reply to DivineError [2004-08-27 06:31:36 +0000 UTC]

Thanks!!

hehe.. maybe I should get you to render some stuff for me sometime

That Maya mentor thing sounds awesome - I kinda knew about it, but I thought it was just something alias wavefront made that was just a preset bunch of tutorials - I had no idea that you could record your own tutorials for other people!

That'll actually help me a bunch.. I try to explain to friends of mine how I model certain things sometimes... and I usually end up confusing them more than helping them.

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DivineError In reply to invertednormal [2004-08-27 06:46:09 +0000 UTC]

that would be sweet. we could do a collaboration piece. if you ever want to tell me for sure

im not ENTIRELY sure about the maya mentor thing, i jsut tried it out today, and it looked like they will add support for making your own files soon. if they can make them, why cant we? its a very nice system too by the way, progress bars, audio, the works.

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invertednormal In reply to DivineError [2004-08-27 20:26:01 +0000 UTC]

I would be thrilled to model something for ya - modeling's been my strong point, at the cost of everything else... hehe.. most of my renders are just default grey textures with some simple final gathering. Do you have any ideas on something we could do?

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DivineError In reply to invertednormal [2004-08-27 20:34:14 +0000 UTC]

gosh, im not very creative when it comes to coming up with scene ideas, i ussually just take ideas from other people

we can try an experiment, you jsut model soemthing cool, anything... mech legs, characters, whatever, and ill render it. just anything.

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invertednormal In reply to DivineError [2004-08-27 21:12:57 +0000 UTC]

Alrighty - I'll see what I can come up with - do you have any preferences when it comes to surface type? I usually just model with proxy polygons... So I imagine that shouldn't cause any problems. Anyway, give me a little time and I'll have something for ya-- Thanks again for wanting to do something, I'm honored

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DivineError In reply to invertednormal [2004-08-28 00:34:02 +0000 UTC]

take all the time you want. polygons is fine, actually, any type of surface is fine. i have a good deal of knowledge in the mray approximation nodes so you could even use nurbs with trims if you want to. just us whatever you need to use i guess.

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invertednormal In reply to DivineError [2004-08-28 06:17:49 +0000 UTC]

Hehe - I used to use nurbs quite a bit, but not any more... trimmed surfaces are evil - can't ever get the tesselation to match up... well, maybe there's a way with mental's approximation, but haven't really messed with nurbs since mental came onto the scene.

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DivineError In reply to invertednormal [2004-08-28 06:34:37 +0000 UTC]

there actually is supposed to be a way in mental ray to get them to line up automaticall,y no matter how low the tesselation is, but i have been unable to figure that one out yet. all i do is use the nurbs trim approximation nodes to put like eleventy billion polygons on the trims so you cant see, haha

thats actually a good idea, i should read up some more on trim approximation.

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invertednormal In reply to DivineError [2004-09-06 18:49:54 +0000 UTC]

I did some research into mental ray's trim approximation... doesn't seem to hard to get mental ray to do it's part right, but the problem is a lot of the time that maya doesn't line up the surfaces just right... at least with fillets. I had to set my positional tolorance really low to kill any gaps.

Sorry I still haven't done anything for you to render... If you think of anything you want just let me know though... I've got some ideas for something I want to do, but it's pretty complex and is going to need a decent scetching phase before I can start on the model

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DivineError In reply to invertednormal [2004-09-06 21:18:46 +0000 UTC]

no rush, just tell me if you ever make anything you want me to render. im not an impatient person

yeah, i know about the tolerance thing, but it still doesnt always get rid of them all if you zoom in reallly close. wha ti was tlaking about i read in the mental ray docs, somehwere, i heard mental ray has some sort of switch for objects to automatically line up the surfaces no matter how high or low the tesselation is. chances are maya hasnt made it into the interface yet, like all of mental rays other cool features. like.... i just learned the other day that by simply adding a miMinSamples and miMaxSamples (integer) to the shape node of an object you can have each object have its own sampling settings! isnt that awsome. yet maya doesnt have it in the interface even though it would have been easy cheese for alias to add and very handy.

so yeah, just take you time, no rush.

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