Hey everyone, I just noticed the challenge last afternoon and decided to jump in and get to cranking on something to get back into modeling. I think at this point I'm done with the modeling, UVs are unwrapped, but I'd definitely love a little critique, as I'm sure there could be quite a few problems I might have overlooked. Right now he's at 497, and the Drill/Tank I'm counting under the 150 allowed for weapons/equip. I'll spend tomorrow on the texture, so hopefully it'll be ready by the 16th.
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Helpful Critique/Comments are very much appreciated! Also, kind of a silly question, but how do I get the alphamap/transparent pieces of my texture to appear transparent in the viewport in Maya?
remove the connections in your shader for color and alpha,
then just link to your new 32-bit tga with alpha as colormap.
the transparency input should automatically detect the alpha channel from your tga.
love the model!
If I use no lights, the planes just show up as white.
The areas that are supposed to be transparent look correctly on the swatch in the hypershade, and or even in the UV editor.
I think I've dealt with this before, but I have this bad habit of setting Maya aside every now and then and when I come back to it I've forgotten how to fix stuff like this. I'm sure it's a simple/newb question, so sorry if it's something stupid that I'm overlooking.
Thanks for the comments guys, I'm fairly certain I can get it done by the end of the day.
are you in High Quality mode?
Or you could maybe try a cg shader or something if you can find one that handles it better? I don't know if it'll have hte same problem or not
Anyway, if your alpha map hasn't been working, be sure you check on the 'Alpha is Luminance' checkbox on the filetexture node, if you want it to work without High Quality render you need to go to the hardware texturing section of the shader and change the texture channel to 'combined'
Turn off High Quality rendering and turn on Polygon Transparency Sorting in the viewport menu (I think its under Shading. I don't have a recent version of maya close handy). That should solve your problems.
So I am at a point where I'm pretty happy with the texture, not sure if it's technically after the deadline (it's still 10:30 here on the West Coast, but I notice the forum time is 2 hours ahead. So I'll post the final here, and if anyone says it's cool, I'll post it in the submission thread.
I really liked this project, it got a lot of ideas for new projects going.
Thumb:
Turnaround:
Construction:
Edit: Just realized I didn't post the textures @ fullsize. Kind of feeling in a bit of a daze after cranking on this for the last couple days.
Went ahead and posted in the Challenge thread (11:59 my time!). Hope I did it right, this is my first time attempting a challenge like this and seeing it all the way through to the end. Please let me know if the images should be bigger, smaller, etc.
Other than all that, Phew. What a ride. Learned a lot, made a lot of mistakes, and even now see things I could really stand to fix (reusing the texture space on the big bar coming down the front, for example. Don't know why I didn't).
I think I'll finish trying to rig him up for animation and pose him in a couple days. For now though, I need a break.