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.
Your speed amazes me, you really made that head fast as well. The only crit I can give is that the hands look a bit flat on top, but maybe that is all the detail that you need since you will be giving her those gloves. Excellent progress, I'll have to keep watching this.
Thanks contrast! Ur rite about the hands, they are a bit flat above. Although she will have the gloves I thought the more detail i build into her the better so i can always have options.
Things are going a little slow at present, my midterms are upon me so I have very little time, and all of that is going on rigging her up. Its the first time i've managed to complete a character. Nearly time for some test poses though. Then i'll accessorise....
Awsome mate. And like Contrast said your speed amazes me. How did you build the head so fast? Also I too agree that the hands look a bit boxy. okay, thread's bookmarked now. Nice work mate!
Not sure how many my other threads u guys have seen, but they've been very intensive head building lessons. I found the speediest technique to be start with a cube, proportioned roughly for ur head. one extrude downwards to give the jawline, one more to give urself the start of the neck. Then poly smooth it with just one sud division. gives a nice form to start from.
Then its just split poly and finding where those lines can run with minimum fuss.
I'll post a wire of the head when i get a chance, its not perfect. far too heavy around the nose for one.
I've had a play around with several different methods. First was a play with cloth. I had too, it was tempting me. Then I had a look at building a polygon shirt from scratch. That just wound me up. Then I 'cut' the shirt out of shiko herself and just duplicated faces and played around with the vertices.
The one u see there is the cloth version. I thought I'd get it up and on here as soon as i was able... not sure what i'm going to stick with though... any ideas anyone?
still no real progess... but midterms are finally over. Been playing about with different rig setups. quick question on that point.
With hand controls, if i set a driven key on the finger rotations then how can i fine tune the motion with individual rotations. Setting DK's makes the rotations uneditable, but certain finger movements still can't be achieved. The only idea i can come up with is too make two seperate driven keys, one for the first knuckle and one for the other two.
If i'm after finer control wud it be more sensible to leave it until the GUI phase?
Someone please help, its driving me nuts! :s
And is it possible to switch expressions on and off? like if i had an expression that averages the distance of the torso between the two feet, cud i then disable it for certain purposes?
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