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.
...and I just had to add details to the rotor. I also got some great close ups of this chopper, so i figured that I may well invest in adding some details for close-up-renderings.
Thats a lot of choppers! Thanks! Every pic has that little something to add to my experience with choppers.
I just love nurbs! I even got to learn to use the surface fillet tools properly. I'll use this tool when I have skinned the whole exterior of this helicopter.
I have finished tweaking the surfaces in this pic.
edit:
Oh and thanks guys, and just ask me for advice, it is so fruitful to be handed over a solution when you have a problem you either cannot solve or dont quite understand. It speed up the learning process I think, having a teatcher to help you out on those questions and be done with it, and move on to other problems.
dave_baer:
I usually stick to the default lightning when modeling, but the one shown last is lit with a directional ligh. It is nice to have some shadows to create a better spacial effect, rather than a kind of ambient-looking light, with the defaults.
I usually use raytraced shadows, im not too good with the depthmap setting.
watch it now. McDonalds has some pretty good insurance for employees....
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And after calming me down with some orange slices and some fetal spooning,
E.T. revealed to me his singular purpose.
Haha, well here's some more development. Actually I plan to show you how I make the nose;
1) I first wondered if I should simply make half of a nurbs sphere and tweak it, and then attatch it to the rest of the fuselage BUT I made some tests and it did not work as I expected. so...
I have now started to model the nose by copying the fuselage and tweaking it. This will of course generate an issue with the nose tip, as the non-tweaked suface isn't capped.
So, I will take Mtmckinleys advice and simply scale the end-hulls/vertices close to 0. I will put these vertices at the same single vertice position later, for making the surface to a polygon object later on (after I have finished all the modleing on the fuselage).
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