Introduction to Maya - Modeling Fundamentals Vol 1
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.
# 16 23-11-2007 , 11:46 AM
gster123's Avatar
Moderator
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300
Looking good man! Liking the feel to him, do you have any plans to animate him in the end?

As for the mole, I personally would have bumped it, but I can see where your coming from as it would be easier to visulise where you want it when painting the maps for the textures.

Knowing the basics well is always in my mind one of the best things that you can do when learning anything, its the building blocks for more detialed stuff.


"No pressure, no diamonds" Thomas Carlyle
# 17 23-11-2007 , 03:56 PM
Registered User
Join Date: Jan 2007
Location: Edmonton, Alberta
Posts: 153
DJknucklez has a very good point, and a great example.

# 18 24-11-2007 , 10:50 AM
THX1138's Avatar
19 year Veteran
Join Date: Sep 2002
Location: U.S.A.
Posts: 2,140
Yes, but not all people are modeling for a game. I don't recall pipistrel ever saying he was going to use it for a game. it's very common for people to model detail in the geometry, and I have seen models where vast amounts of detail have been added directly on the mesh. Let pipistrel decide for himself.

# 19 25-11-2007 , 04:10 AM
djknucklez1's Avatar
Registered User
Join Date: Oct 2007
Location: San Francisco
Posts: 131
Uhh...Yeah THX1138. I think pipistrel made up his mind a long time ago. user added image


EA Games
# 20 25-11-2007 , 04:56 AM
THX1138's Avatar
19 year Veteran
Join Date: Sep 2002
Location: U.S.A.
Posts: 2,140
Yeah, he decided you weren't his boss, (no offence). user added image

# 21 25-11-2007 , 06:30 AM
LauriePriest's Avatar
Moderator
Join Date: May 2003
Location: London
Posts: 1,001
You need to model by edge, avoids texture swimming etc, avoid trying to model by looking at your smooth version.

aim for your low poly to be convincing enough.

Your have a few edges that don't appear to be used (as in they are not changing the form / profile) When you add detail make sure you are defining something new.

This is an excellent first piece of work for a beginning and has direction and character a lot of higher end work lacks.

# 22 26-11-2007 , 04:37 PM
Registered User
Join Date: Nov 2007
Location: Huntsville, AL
Posts: 27
I wasn't trying to instigate an all out offense- sorry.
I vote for efficiency, but either way works


Chris Howell
Respower, a Self-Service Render Farm
# 23 26-11-2007 , 05:31 PM
djknucklez1's Avatar
Registered User
Join Date: Oct 2007
Location: San Francisco
Posts: 131
WOw THX1138 ur funny, you seem to be on my case for some reason. Take it easy dude it's just a forum. user added image don't be bitter. Peace!


EA Games
# 24 26-11-2007 , 09:09 PM
Funky Bunnies's Avatar
Subscriber
Join Date: Mar 2005
Location: Illinois, USA
Posts: 250
probably because you keep talking down to people.

I don't mean to derail the thread even more, but while I do agree with your suggestions I don't agree with the reasoning behind it and I think - although your example is very true - we've digressed from the subject a bit too much.

I wouldn't add the mole. It's completely your call though. The difference in rendertime is minimal and really unimportant in your case. But if you do want it to be a visible form, one thing to note is the density and animat-ability of your mesh. Looking at the relative edge spacing, some parts of your mesh are really dense while others are very undefined and leave a lot for polysmooth to do which can make specific expressions hard to achieve when you get to animating.

While you definitely don't need to keep every polygon the same size, it's generally nice to keep the detail fairly uniform except for the animation-friendly geometry and especially detailed parts that are important to the character because they'll attract the eye more and it'll keep your mesh tidier.

Anyway, this is a great first model. For the most part, the anatomy works pretty well with the cartoony style. I'd try focusing on the ears. At the moment, it looks like you approximated a very realistic form to the ears and then given it very simplistic cartoony detailing. You've gotta be more consistent with them or they'll look awkward. I'd push the ear shape to be more cartoony, but you could flesh out realistic details instead. Ears are actually deceivingly predictable if you take the time to study them.

Aside from the forms, I think the color could use more variation. It looks fairly washed out with yellow-brown. I'd add some red in the nose and cheeks, a few cool colors in the eyes to desaturate, and some darker colors inside the lips to start off.

keep at it man.

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