This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
i got inspired by kurts thread https://forum.simplymaya.com/showthre...&threadid=2419 and thought that is a good way to learn poly modeling. right now i am at 100 faces (a round number) - so i thought i could ask for advice if i am on the right track. c&c welcome.
edit: the smooth version is only to show how it might look like. the smooth version is at 402 faces - i wonder why not 400 - it is all quads
little update. now you cannot mistake her for him any more. 146 quads - so if i triangulate and mirror i end up with 584 faces - so it gets really tight if i want to smooth her and stay below the 3000 faces. need to see how much i will be able to smooth in the end
Looking pretty good, BabyDuck. Can't wait to see more progress (and more of the character).
Like Kurt said, make sure you triangulate the mesh. That will ensure that Maya doesn't create any weird convex/concave areas with quads. You will also have explicit control over where all the edges are.
Also that will give you an accurate poly count that game developers are looking for. In games, a poly is a triangle. When they refer to poly counts, they are referring to the number of triangles. In Maya, a poly is a face with 3 or more edges. A square is a poly/face, but it is actually 2 triangles. A poly count in Maya can be deceiving if your mesh contains any quads.
thanks for the input. but i want to learn rigging, so i leave her in quads - only trianglulate as last step.
poly count right now is 357 quads (714 tri when triangulating). and as she will wear a backpack - the back is therefore not really shaped and looks a bit flat - it will be hidden anyway. i think i am good on the faces i use right now - but the arms, the head, the boots and the backpack are missing and only 2200 faces left to use
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