View Full Version : makin them cool lookin caves
well im getting to know maya ple and i really want to know how to do those caves you see like in rajar mines or something, or DM-Sae and i want to know how to do them in maya,
you cant see the outside of them but you can see the inside what do i do? :dunno:
thanks for any help ANY help
Lord_Simeon
11-16-2004, 11:02 PM
It might be the same as in 3D MAX, you have to flip the normals.
evil_blue_dude
11-16-2004, 11:12 PM
Build them (by creating a cube and move vertices and stuff) then go to Edit Polygons > Normals > Reverse.
I have suspicians (written proof on Hourences site) that DM-Sae was made in Max. But It is possible to do it in Maya aswell.
Maya > Max
[/ebd]
sae was done in max but there are like 3 pics to give you a idea how to do it in maya.
thanks for the help i got it working and now im on to making caves , hooray!
I know that tut. Well, I make caves in Maya in exactly the same way.
Maya > Max
nevarr max is and always will be the #1 program for games models/film sfx/still renders and animations :beer:
Here we go again. ;) Take a :beer:
King Mango
01-18-2005, 01:04 PM
hehe... bump!
OK so I can not seem to get normals to conform on a new object I'm working on. Never had a problem before. It's one piece and I had to fill some holes with created polygons so I could do some booleans but the booleans wouldn't work still so I checked the normals and they're all jacked and the model is completely closed now so there can be NO question of what way they should conform to. I've tried reversing then conforming several times but no go. The same set of normals is always reversed from the others. The model is several pieces which have been combined, then vertices merged so there is no waste. Do I perhaps have overlapping edges somewhere? I selcted all edge and deleted, then selected all vertices and deleted to clean it up. Anyway, I am way behind on a project and I'm tired of fighting it lol. Any one have any thing to toss out? Also can someone tell me why the make hole tool set to project first doesn't actually make a hole but only puts the poly face geometry to the first (outer) face leaving me with a still solid shape and nothing to delete because the two polys have become one so I can't even delete the new face that seems to have appeared lol... meh
Do you select the whole model and then reverse normals or just the face?
To eliminate 'hidden' faces: select all vertexes set merge vertex to .2 and merge.
Every vertex in a .2 range of another will be merged. You can of course adjust the setting to your likings.
- Just some thoughts -
King Mango
01-18-2005, 02:11 PM
The polys are all quite large so for this particular file I have merge verts set to something like eight.
I'm selecting the whole model and in fact tried selective groups. :(
Doing it manually. Will probably take a couple hours but **** it. Time is short and deadline is nigh.
3DTexturizer
02-06-2005, 02:21 AM
Use cylinders, and a cube subdivided appropriately. The cylinders work well for the tunnel sections and the cube in face mode(Maya) using the resize tool. Select some groups of faces, and resize them. This will take a while. When you have gotten the cave part done, delete the faces where the tunnels will connect, then you have to carefully use merge vertices to connect the tunnels to the cave. simple. Then comes the texture, hehehe... ALWAYS use automatic mapping, all the other mapping styles require a knowlege base that you have to work up to. Hope this helps, oh yeah you have to select all polys and reverse the normals.
To create rock like surfaces in Maya use the sculpt polygons tool.
Works similar to the terrain painting tool in ued.
PointlesS
02-12-2005, 08:17 PM
I'm just wondering if anyone here has any suggestions on how to go about doing this? I created a simple cave like structure that I'm fairly proud of but when it comes to designing one for your level and getting all the specifics I find it really tough to get things like scale and accuracy correct...
Thanks to my exporter-tool I can easily export meshes from Maya to ued.
So, if I make a cave for example. I just make one in maya and export it, If it need adjustments I go back to maya change whatever needs changing and export it again. It takes less than 20 sec. to export and than import stuff.
So, i kinda constantly switch between maya and ued.
Of course setting the maya grid to match ued grid helps.
Of course setting the maya grid to match ued grid helps.
how HOW HOW!, i gotta know !
http://www.unrealplayground.com/forums/showthread.php?t=24756&highlight=grid+maya
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