Maya 2020 fundamentals - modelling the real world
Get halfway through a model and find it's an unworkable mess? Can't add edge loops where you need them? Can't subdivide a mesh properly? If any of this sounds familiar check this course out.
# 31 28-10-2005 , 01:20 PM
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hey uptal, you been sleeping? still waiting for some updates :p


There's nothing normal about normals. In FACT i think the are abnormal.
# 32 28-10-2005 , 04:35 PM
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yeah man, i got a connection here which is called night unlimited. it only works from 10 in the night to 8 in the morning. can't wake up early, so i surf till late. can't log in during the day.
well, there is not much to show for today's work. ran some errands, watched some movie, didn't work today.

about texturing, i think i must have forgotten how uv texture edirot works. or, maybe my file's uvs are messed up real bad. but, i see my poly in the editor, and this is what i see.
can you make any sense of it? or should i be reading the Help right now?user added image

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# 33 28-10-2005 , 06:07 PM
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user added imageUtpal! The front view of your unsmoothed model looks great! I think what was sticking out to me about the lips was the upper part of the lower lip. There are a couple of verts that I think could use some attention. Your loops are very nice. The temple/ear area is a bit chaotic but it stands out because you've got the rest of the model looking clean. You're really moving along nicely!

Ah... UVs ... Yeah, you're gonna have to start sorting out that mess point by point .... user added imagej/k. For mapping out a head try using a cylindrical map for starters. Then move to creating some planar projections for the top of the head and throat area to combat any stretching you may encounter. If you've got the time, fiddle around with all the different mapping projections and their options. A lot of people use automatic mapping almost exclusively and then piece things together by cutting and sewing UVs.

# 34 28-10-2005 , 08:06 PM
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well, dave, hmm, right, come again......
man, what you say about uv texturing sounds like gaelic to me. it sounds familiar, i can make out most of the words, but what they all mean together is hard to figure out
:blush:
yeah. time to open those help files once again... :zzz:
about the lower lip, i'll have to fiddle with it a bit...

# 35 28-10-2005 , 08:39 PM
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Hey Utpal - Yeah, reading the help files can't hurt. Although sometimes they raise more questions then they answer (which can be a good thing as well). I would suggest looking into some of the tutorials on this site. I would be more than happy to help walk you through things but I'm far from an expert. You would just be learning the "Dave Way" which perhaps could lead you to dissaster:p

Above all, take your time. I see too many folks on this site running through projects way too fast. Then they still ask the same questions when they're done 'cause they didn't take the time to actually learn what they were doing. I'm not saying this about you. Its just a friendly warning from your buddy!

# 36 28-10-2005 , 08:59 PM
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Lol. gotta love that uv maps. imagine trying to texture that in photoshop user added image
Hey Utpal do you have zbrush?
If so, why not use GUVTiles, its basically non distortion uv mapping, and it real simple.
If not. well your going to have to do it the hard way. Good luck user added image


There's nothing normal about normals. In FACT i think the are abnormal.
# 37 29-10-2005 , 04:54 PM
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well, who needs uv texture editor anyway, when you've got lamberts??? have you heard the story about the fox and the grapes being sour? :p
so anyway, my purpose mainly is to rig the face with joints. i am trying to make some decent work that i can put in my portfolio. uptill now, i just used to make stuff to learn. and when the learning was done, or i got bored; i left the stuff unfinished. so, i don't have much finished work to show.
also, i can't animate, so i don't know what i can put in my showreel. i want to work as a rigger/modeler.
next, i will try to make a joint controlled facial rig. but, i don't know how to go about it.
do you guys know of any tutorials about joint controlled facial rig that i can download??

# 38 29-10-2005 , 09:03 PM
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Hi utpal
Check this out thread out. Im exactly in the same boat. A modeler but not an animator, so i posted the question.
https://forums.simplymaya.com/showthr...threadid=18820

Cant help you with the joints in the face sorry, ive always just used blend shapes
But i would say its just a matter, of creating the jaw bone, and then when you smooth bind the body to the rig, you would use the "paint skin wieghts tool" . Have you done skinning before?


There's nothing normal about normals. In FACT i think the are abnormal.
# 39 29-10-2005 , 09:16 PM
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yeah, i have done skinning. that's a tedious job, but not too complicated once you get the hang of it. the face, might be a completely different thing, though. cause there will be so many joints there...
so far i have been using blendshapes for my facial deformation as well. but then, blendshapes limit you, sort of. you make a fix number of expressions, and that's it. i saw the reel of a guy named Joe Sandstorm, and he had used joints to control facial deformation. and, it was really impressive.
so, i want to try and copy him. only, i don't have his skills. nor do i know how he did it.

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