This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
I decided to start a new model this morning. I finally (after looking forever) found some nice blueprints. (https://www.suurland.com/ <<< great blueprint site) I found blueprints for a dodge viper (one of my favorite cars). I recently posted and thread on box modeling and mtmckinley helped me to understand that more. I wanted to try that out but the more I looked at the viper I decided that box modeling probably wasn't the way to go. Mainly because the viper is all smooth curves, there are almost no hard edges etc. My problem is I have never modeled by patch modeling ( i think that is what I am doing) I have attached an image to show you what I am doing. I just need some advice and where to go next. I have drawn a profile curve but I don't know where to go now. please help.
P.S. sorry about the image size, I tried to make it as small as possible.
a good tut on modeling a car with (the Porshe)NURBS.
modeling a car in NURBS is not patch modeling.
this is an intermediate tut, but for the most part he tries to explain things as clearly as he can.
as for the no hard edges on the viper, box modeling can give as good as result
assuming you have good poly modeling skills.
besides nurbs modeling is much more involved and time consuming than poly modeling.
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