This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with
complex objects.
A small film festival here in country Australia (www.barff.com.au) has a logo of a Border Collie. Next year will be our third year and we wanted to go for BARFF 3D.
Thanks. This is the base model and when I start to learn how to put clothes on them then yeah, he'll be wearing a 'costume'.
Here's some of the sketches I've been working off. You can see here that he has quite a few different outfits.
But as i said, I'm really new to this so the basic model will have to do.
I have made one mistake though. I coloured it with all these new blinn's as I was going. And from what I've read on these forums it should be to create the basic model first and then texture it.
No need to delete, if you may use them later. Open up hypershade, select all the objects in the model, then right click on the basic lambert in hypershade. From the marking menu select assign material to selected (of something to that affect). This will give it back the basic gray lambert and leave you defined blinns for use later on.
Love the sketches. Pretty good imitation of Frank Miller's Dark Knight, but my favorite has to be the Indianna Jones riff.
AIM: mhcannonDMC
"If you love your job, you'll never work another day in your life."
Booleans are pretty picky. Intersection has to deep enough, vertices can't be too closely spaced, no weird (edges swapped, face missing, or normals reversed). Depending on what you trying to boolean, an alternative may be the comine, delete faces from where they'll join then merging or appending the edges.
AIM: mhcannonDMC
"If you love your job, you'll never work another day in your life."
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