This course contains a little bit of everything with modeling, UVing, texturing and dynamics in Maya, as well as compositing multilayered EXR's in Photoshop.
Since depth is based on our own assumptions on any particular part of modeling (Lighting/shadow also work)
Is it viable to have only a side picture of what you wish to create? I've seen a tutorial on someone mainly using a side view to create a human looking head, but I am curious on peoples views of this approach.
ok for lowres. ofr hires stuff i use as many refs as i can get. mainly front and side ofc. but try it yourself. if you´re not so experience I´d try to use more than sideview only.
everything starts and ends in the right place at the right time.
yeah - if you have the other refs than use them - why limit yourself?
not sure what you mean by 'depth is based on your own assumptions.'
if you only have a side view of the head you want to model than it's possible to wing it, but i might look for a front and 3/4 ref of a couple of similar looking people just to help block it in.
What I meant by depth, is that is based on ones perception. As I may think something has more definition, another may feel is lacks it. Depth is an illusion, a trickery of light and shadowing. Of course something may actually have depth, it can very will have a 3D look to it with the right placing of said lights and shadowing. (Of course I still wish to make my 3D character)
I understand that Polygon modelings is commonly used in making lowres models, so then would I use nerbs if I was creating an animated video? I am teaching myself currently, reading reading reading... Anyways, I have read that nurbs can suffer from "tearing". So would it be advisable to use polygons rather than nurbs to make a 3d animation?
that´s a choice of taste. but with hires chars I also stick to polys. i use nurbs just for technical stuff.
What I meant by depth, is that is based on ones perception.
from this point of view you could also use a front pic and dump the side_ref or even use no reference at all and just watch the model and bring your perceptions to paper.
but - the more reference you use, the better the model.
everything starts and ends in the right place at the right time.
Modeling without any reference is kinda fun tho, and I find it more relaxing as you just play around instead of trying to follow your own or someones else's scetch.
I agree it can be nice, but this is not a "human" face. That I would find much easier to accomplish.
I am making a hybrid human/lion(?) type look.
Also, the toughest part is the mouth, as a lions mouth is quite long(?) where a humans is more on a circle. I thought about just stretching a human mouth, but I feel it distorts the face as a whole. I guess I could always make the edges of the mouth myself.
This is something I have wanted to learn and do for a long time. I can see in my mind what I want, but I can't seem to express it the way I like in maya, and its frusterating. It never seems to come out the way I like. gggrrr I guess I am trying to be too perfect and in the end, its my own downfall. Or it could be a lack of experience... heh
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