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 18-06-2005 , 02:02 PM
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Originally posted by DJbLAZER
He meant lose polys to get a better control, and smoother organic look, AFTER the smoothing of course.

DJblazer:Oh, thx, I understand it now.

Dragonhawk: Great progress, but why are you commenting on your work. Not critising(?), just curious. But you definently have improve on this model, it is coming together real nice.

# 17 18-06-2005 , 03:19 PM
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i try to avoid that others write the stuff that i already know...

# 18 19-06-2005 , 12:29 PM
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this the wire now...i made it simplier...

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# 19 19-06-2005 , 12:30 PM
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this is the low poly version rendered in cell shade

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# 20 19-06-2005 , 12:31 PM
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this is the smoothed version..why dont i get a result as on the image??i mean i use a shader from highend3d.com and i use 2 directional lights..maybe its the lighting??or the shader?i ll ask vedic kings for his mental ray shader now.

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# 21 19-06-2005 , 03:10 PM
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Originally posted by Dragonhawk
i try to avoid that others write the stuff that i already know...

Good thinking. But for a suggestion, the mouth area seems to come out a little to much to me. It makes the nose seem very long and it looks like the face is in a somewhat cone shape. But great work.

# 22 20-06-2005 , 04:19 AM
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I think it looks a little off because the jaw bones are pushed so far back

looks really good so far, keep up the good work


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# 23 20-06-2005 , 05:43 AM
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Dragonhawk,

Looking good so faruser added image

About the cel shading in mental ray, i'll have it step by step in a few minutes over on my thread strange worlduser added image

# 24 27-06-2005 , 04:56 PM
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mmaaaan everything is so crappy...the eyes...the colours...the shape itselgf.....*sad*

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# 25 27-06-2005 , 05:01 PM
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I think one the biggest problems is trying to model something with is not correct in 3D to begin with. If you look at various still images of Piccolo you'll see what I'm talking about. They don't jive in reality... sure they're fine for 2D animation, but they just don't quite add up right in 3D.



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# 26 27-06-2005 , 05:18 PM
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you want to say that cartoons/anime n stuff cant be done with maya?

# 27 27-06-2005 , 05:36 PM
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Not necessarily "can't," but you should understand that many 2D characters are not anatomically correct for 3D. So even the best model will still look a little different than it's 2D counterpart. Basically I'm saying, don't beat yourself up too hard if it's not an exact match. You'll be able to get close, but since the 3D is viewable from all angle, you will see things that the 2D doesn't show and it will look odd.



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# 28 27-06-2005 , 06:00 PM
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hmm okay...i just want that people that know dbz recognize piccolo in my model and that isnt the case farly....it shall have some similarity...do you know what changes the model needs?

# 29 27-06-2005 , 06:06 PM
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# 30 27-06-2005 , 06:44 PM
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could you explain me the shader u used in yout short clip vedic kings?

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