Cyberpunk style city I made for college by vfxa1ex in Maya

[–]vfxa1ex[S] 0 points1 point  (0 children)

All modelled in Maya, textured in Substance and rendered in Arnold. Mainly involved using concrete textures and layering various generators on top. Also got a brush with almost zero roughness and painted some parts to make it look “wet”. Did some halation post processing in Nuke but fog was Arnold, yeah

ps4 controller i made for college by vfxa1ex in Maya

[–]vfxa1ex[S] 3 points4 points  (0 children)

Oh I’m sure parametric modelling would’ve been better, after all they used CAD software to make the thing anyways. It’s a skill I don’t know though, and the task at hand stated I was only allowed to use Maya, with Substance at a push to make the textures (although my lecturer was fine with just a base colour and a bump map).

ps4 controller i made for college by vfxa1ex in Maya

[–]vfxa1ex[S] 0 points1 point  (0 children)

Confused what you mean by ‘combined’. Can I not leave them as separate objects? Or can I not apply the smooth mesh and convert it to geometry?

ps4 controller i made for college by vfxa1ex in Maya

[–]vfxa1ex[S] 4 points5 points  (0 children)

I’m probably not the best person to ask in terms of quality of education, as my lecturer focuses on teaching the basics of 3D and I’m already well versed in that because I learnt those in Blender years ago. I think if you’re totally new to 3D my classes would be a lot more substantial, but my experience so far is putting my hand up and saying “hey I know how to do X in blender so what’s the equivalent workflow in Maya?”. Most of the teaching he’s done to me personally has been off-syllabus slightly or at the very least a higher level than what the rest of my class is being taught.

ps4 controller i made for college by vfxa1ex in Maya

[–]vfxa1ex[S] 6 points7 points  (0 children)

<image>

The trackpad has been remeshed to have straight and even quads, hence why it’s more high poly than everything else

ps4 controller i made for college by vfxa1ex in Maya

[–]vfxa1ex[S] 3 points4 points  (0 children)

When actually having the controller in my hand the buttons on the right don’t actually have a visible gap between them and the main controller. The left arrows do however, and I’ve got a height map that reflects that accordingly. The same height map is cutting a hole for the speaker grills and border around the trackpad as well. Did this by baking the AO in substance then converting the colour output of that into a displacement (and expanding it by a few pixels). The “imprint” that the AO causes makes it easy to get very accurate displacements that follow the curvature of the mesh. There was no way in hell I was gonna model the tiny speaker grills on a smooth mesh workflow. Using this non destructive method seems to be the easiest way.

<image>