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.
There really isn't much to the script. It's more of a batch process than anything else. You don't have to use it at all. I wrote uvLayout mainly because I hate manually applying planar projections 50 million times.
Boy, does this suck as much as I think it does? :p I still need to make a smooth transition between the snake scales and her skin for her head, but I thought I'd post what I got here...
Obviously still need to texture eyes, teeth, etc...
Small update. tweaked the shaders a bit. Just need to do eyes, teeth, belt, and I'd like to put some kinda design thingy on her veil. I might just forgo the tatoo on her chest and have be bare for now.
WOW.... this i truly love this mike ... coming along very nicely... now i would love to see some pupils in these eyes, and maybe different colored lips? I know your still working on it.. so i wont point out anything i think is weird.. i will wait until the end, and tell you if theres anything i would change. But, it looks like there wouldnt be much, if any. Great stuff mike, nice metal.
"I should call you sugar maple tree cause i'd totally tap that" haha
Well, I'm gonna have to call this one the final. Didn't come out as good as I would have liked, and I didn't get any of the scene done, but I'm fairly happy with it, I suppose. Texturing was a nightmare, but I think that was mostly due to sloppy technique... I know to do better next time. I suppose I'm too used to texturing lower polygon models for game purposes.
I'd like to continue this model eventually and put her in a scene, but we'll see what happens.
nice job mate, now ya gonna hate me and oyu probably know exactly the areas that need changing but:
the areas circled are the areas that need it...
1. The join is seeable, and texture looks stretched out.
2. this area looks as though the uvs where not laid out correctly and maybe not pulled apart big enough to actually paint on or texture
3. same here but this time the uvs are just stretched. Open deep paint and do a projection on it (if ya have dp) this would sort this np. Just use a couple of layers to blend it in
4. Teeth... this big tooth doesnt look quite right, Im not to sure what it is either.. might be that the gum needs to wrap more and have more of a "fleshy" look at the base?
5 the eye: now forgive me if im wrong but the area in the corner looks a little to big, might be this angle? if im wrong "shut up kev"
Now mike this is some awesome work... this piece of work can go down as "fantastic" so I would hate for you to just throw this all away and not do them extra tedious bits
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