Introduction to Maya - Rendering in Arnold
This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
# 1 22-07-2003 , 11:18 AM
vertiis's Avatar
Registered User
Join Date: Apr 2003
Posts: 36

newbie: head modeling

hi there.
this is my first wip from maya. i have never used any nurbs modeller user added image it's really hard one...

comments are welcome... im still working on this model... a lot of stuff to do...

v.

Attached Thumbnails
# 2 22-07-2003 , 11:29 AM
Kurt's Avatar
Registered User
Join Date: May 2002
Location: Niagara Falls, Canada
Posts: 5,310
great start for your first nurbs head mate.....


I am enough of an artist to draw freely upon my imagination, knowledge is limited, imagination encircles the world. (Albert Einstein)

https://www.artstation.com/kurtb
# 3 22-07-2003 , 11:47 AM
vertiis's Avatar
Registered User
Join Date: Apr 2003
Posts: 36
thanks user added image actually that's my first maya model ever too...

now i know why SDS is faster user added image

v.

# 4 22-07-2003 , 11:56 AM
LauriePriest's Avatar
Moderator
Join Date: May 2003
Location: London
Posts: 1,001
lol.. what tutorial are you using, this is a good start


FX supervisor - double negative
# 5 22-07-2003 , 01:44 PM
vertiis's Avatar
Registered User
Join Date: Apr 2003
Posts: 36

Attached Thumbnails
# 6 23-07-2003 , 04:06 AM
Raull's Avatar
Registered User
Join Date: Feb 2003
Posts: 165
great nurbs is the only way

# 7 23-07-2003 , 12:00 PM
Jeppe's Avatar
Registered User
Join Date: Jul 2003
Location: Copenhagen, Denmark
Posts: 10
Hey vertiis,

The modelling you've done looks great! looking forward to seeing the rest of the head user added image. I have to admit that nurbs are no longer my prefered surface-choice when doing organic modelling. I know this sound a bit contradictionary but I just don't find patch-modelling to be as intuitive as box-modelling is. I think sub-d's (as you mention yourself) and even polygon modelling seems a lot more straight forward. I can highly recommend "connect-polyshape" which can be found at www.highend3d.com which we use for all our organic-modelling.

user added image Jeppe


Jeppe Nygaard Christensen
Ghost aps, Denmark
https://www.ghost.dk
# 8 24-07-2003 , 04:17 AM
Raull's Avatar
Registered User
Join Date: Feb 2003
Posts: 165
you got a world of pain to deal with. you got match up paths seams in nurbs its hell. Maya made it super hard.

# 9 24-07-2003 , 07:09 AM
vertiis's Avatar
Registered User
Join Date: Apr 2003
Posts: 36
jeppe:
thanks for the links to this script! user added image)

i should post some updates on my head soon... today i mean...

thanks for ur comments.

regards,
v.

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