Maya for 3D Printing - Rapid Prototyping
In this course we're going to look at something a little different, creating technically accurate 3D printed parts.
# 16 27-11-2007 , 04:39 PM
djknucklez1's Avatar
Registered User
Join Date: Oct 2007
Location: San Francisco
Posts: 131
Yeah do that and I can guide you in how to clean up the scene. Like I said before, this is something that will get better with time.


EA Games
# 17 27-11-2007 , 05:45 PM
anasasis's Avatar
Registered User
Join Date: Apr 2007
Location: Melbourne
Posts: 347
ok here we go here is some head shot renders of the character there are a fair few tris and proportinally it needs a bit of work once again all c&c is welcome

Attached Thumbnails
# 18 27-11-2007 , 06:04 PM
anasasis's Avatar
Registered User
Join Date: Apr 2007
Location: Melbourne
Posts: 347
and here is a close up of the gloves

Attached Thumbnails
# 19 27-11-2007 , 06:12 PM
djknucklez1's Avatar
Registered User
Join Date: Oct 2007
Location: San Francisco
Posts: 131
OK, thanks! Great start.

Here's a quick fix for the hand.

For the lower part of the pinky bring it in towards the other fingers, inward. I understand it's a glove but It would be that thick.

Attached Images

EA Games
# 20 27-11-2007 , 06:46 PM
anasasis's Avatar
Registered User
Join Date: Apr 2007
Location: Melbourne
Posts: 347
cheers all get right on it once again all your little comments are invaluable thankyou

# 21 27-11-2007 , 08:46 PM
djknucklez1's Avatar
Registered User
Join Date: Oct 2007
Location: San Francisco
Posts: 131
One more thing I would suggest, Try to add more loops around the eye and mouth. I don't know if you're going to animate this character but this will help you with proper deformations when it's animated. Try to get rid of some tris on the nose.

Here is an example to better guide you.

Attached Thumbnails

EA Games

Last edited by djknucklez1; 27-11-2007 at 08:50 PM.
# 22 28-11-2007 , 01:50 PM
anasasis's Avatar
Registered User
Join Date: Apr 2007
Location: Melbourne
Posts: 347
ive fixed up the hand/glove they do look a lot better thankyou. Just another question for everyone when low poly modelling for animation should you increase the amount of geometry around the joints example knees, elbows arpits etc.

# 23 28-11-2007 , 02:51 PM
djknucklez1's Avatar
Registered User
Join Date: Oct 2007
Location: San Francisco
Posts: 131
yes. Especially where there is going to be some type of major deformation like the knees, wrist, elbow, ankle and shoulder. The shoulder can be a bit tricky, especially when you paint weights


EA Games
Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads