Maya 2020 fundamentals - modelling the real world
Get halfway through a model and find it's an unworkable mess? Can't add edge loops where you need them? Can't subdivide a mesh properly? If any of this sounds familiar check this course out.
# 16 13-06-2008 , 08:34 PM
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mayaniac: those are nice refs but their for high ooly models...u have any mid poly game model head refs......because that's what I'm doing


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# 17 15-06-2008 , 11:49 PM
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Originally posted by 99GsTurbo
well again this is going to be low poly and I'm aiming for 3k tris so I'm not too worried about having tris since game models are nothing but tris....just rather thens the right time to use tris and the best way to reduce polys and still get a good model without having to rely soley on your painting program.........


Yea I understand that perfectly, it's just that I reckon that you could make it a bit more "efficent" round that area, whilst keeping the same level of detial....


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# 18 16-06-2008 , 07:01 AM
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yea you are def right gster...I'm still working on it. Do you have any pointers for me (draw on my refs to show me ideas). As you know, this is only my 2nd model. Cheers...


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# 19 16-06-2008 , 09:42 PM
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This is how I would go about it if it was my model.

Just cleaned it up a bit really. I know that having all quads in a game environment isnt a requirement but if your planning on animating and/or sculpting out a normal map reducing the tris helps you out as they can possibly be a bit "lumpy" when sculpting.

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# 20 17-06-2008 , 03:09 AM
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thanks dude, ill work on it later on...


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