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.
# 1 14-10-2011 , 08:05 AM
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Smiffy Character

Cartoon character job from an original design by Dave Howarth. Maya & Mudbox.

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Last edited by clearairstudios; 14-10-2011 at 09:13 AM.
# 2 14-10-2011 , 08:13 AM
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Nice design

but I think the mesh would have been better had you added the edge loops properly around the mouth allowing you to sculpt the correct nasal labial folds, as these look a little lumpy right now where youve just sculpted

J

# 3 14-10-2011 , 09:07 AM
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Thanks Jay,

Yeah it could do with flowing a little better round there. I rushed the base mesh in my eagerness to get it into Mudbox and sculpt.

Lesson learned for next time.

Regards

Gary


Last edited by clearairstudios; 14-10-2011 at 10:03 AM.
# 4 14-10-2011 , 03:52 PM
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T-shirt modeled and smoothed a bit of the bumpiness

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# 5 16-10-2011 , 12:48 AM
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This whole lumpy thing is why I prefer sculpting geo from the get-go. Just retopo afterwards. Prevents the pinching and lump issues. The second I bring in a proper mesh to ZBrush this becomes a problem. I even know how to apply proper topo within ZBrush and don't. They have a whole edge loop workflow for anim topo but after several uses you get trapped. Obviously lots of skill can prevent this but skill means tons of failure in my opinion. Those who are good have failed the most.

# 6 16-10-2011 , 10:07 AM
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A bit more. Time for UV's, pose and shading.

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# 7 16-10-2011 , 10:29 AM
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I dont retopologize at all as I always make sure the base mesh is doing what it needs to first, whether for animation or otherwise. I just dont see the point of doubling the work load...sculpting first, finding mistakes and then redo it? No thanks...time is a limited thing in a production environment...so getting it right off the bat as much as possible with a base mesh is imperitive.....

I have used the retop tools in Zbrush to build clothing but thats as far as it goes......I wouldnt bother otherwise

Jay

# 8 17-10-2011 , 03:16 PM
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I have redone the topology on the head I just wasn't happy with it.

I agree with Jay that the best practice is to get that right at the start, I jumped in as I was just trying out Mudbox and Zbrush prior to my purchasing decision. Anyway here is the updates mesh with no Mudbox work done as yet.

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# 9 17-10-2011 , 03:24 PM
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i'm glad you split the eyes, it looks much less freaky! user added image

umm... not sure, but is he holding a small green toilet with a big poo in it?

# 10 17-10-2011 , 03:58 PM
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He is indeed Dom. A long story which I will go into later.

# 11 17-10-2011 , 04:23 PM
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cool, i've always wanted to do a realistic CG poo.

# 12 18-10-2011 , 07:49 PM
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Remodeled head, symetrical this time. added colours, bit of work in Mudbox and textures to do.

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# 13 31-10-2011 , 05:56 PM
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The modeling test has gone well and was well received. Hopefully more to come.
To get more up to speed I'm going to try Jay's new tutorial in preparation for next stage of models after Christmas.

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Last edited by clearairstudios; 01-11-2011 at 04:15 PM.
# 14 13-11-2011 , 11:59 AM
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Facial expression blendshapes done and he's got legs and trainers now.

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