Maya for 3D Printing - Rapid Prototyping
In this course we're going to look at something a little different, creating technically accurate 3D printed parts.
# 16 17-01-2007 , 02:52 AM
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Sure, but the proportions are quite off at the minute, and by the looks of it, it would be a pain in the arse correcting it with such a dense mesh. (unless you can lower the subdivisions) you should work from as low a mesh as poss, then when your happy you have all the detail possible with the current mesh, you could sub divide, and continue sculpting, if you get too carried away with subdividing before all the detail is put in you leave youself with a serious uphill battle and will be left with lots of perculiar deformations in the mesh like you have. Once you have a shape to work with then I would transfer to Zbrush to add the finest details.


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# 17 17-01-2007 , 02:57 AM
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Thanks for the advice!

# 18 17-01-2007 , 03:03 AM
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Yeah, You should really place the polys on the low poly mesh in the correct places to get the details that you want, then go into Zbrush and add the details.

Like Jive said, adding polys dosent make it more realistic offt he bat, its how you use the added polys.

My advice would be to go back to the low poly mesh and get the proportions right to start with, then go into Z to add details, that way you will need less polys and it will flow and look much better as the base is correct to start with


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# 19 17-01-2007 , 03:09 AM
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Can you tell me where the proportions are off?

# 20 17-01-2007 , 03:17 AM
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the neck muscles look a bit too big and the width of the upper back appears to be too wide.

On the head the eyes are too elipitcal, and his eyebrows really stick out.

Are you going for arealistic human or more of a cartoon look?


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# 21 17-01-2007 , 03:21 AM
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I am trying to make it look as realistic as possible and as i sayed before i will be using a anatomy book.That you see there is before i had a chance to use the book.

# 22 17-01-2007 , 03:28 AM
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when your using the book I would suggest to go back to your low poly model and adjust ot to fit, keeping an eye on edgeloops and proportions, then go into Z brush with it, trust me it will be esier in the long run.


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# 23 17-01-2007 , 12:04 PM
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Here is a latest picture of my work with the body model.I also have used lower polygons about 20.000 and i have used a anatomy book, but i still think i have more to work on it.

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# 24 17-01-2007 , 12:36 PM
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in the wip section, you can post your progress.

# 25 19-01-2007 , 11:28 AM
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I'm hoping since I plan to animate these, the lower the poly count, the easier it will be for my system to animate and render these animations. I'm really hoping Zbrush will help me keep the poly count down and add some really good detail without suffering severe bogging down on my system that you would have trying to render an animation with models of such high resolution. ( Displacement, bump and normal mapping I hope will help a great deal... )This is absolutely essential, especially in games... they acheive greatly detailed animated models but have to have as low a poly count as they can get. I'm not really going for gaming right now, I'm more into animated shorts, but the principles are the same. Your far ahead of me with Zbrush so keep up the good work.


Last edited by Blayd; 19-01-2007 at 11:32 AM.
# 26 19-01-2007 , 01:11 PM
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I agree the lower the better, but the higher the more realistic. I think that the hardest part of a model when thying to animate it is to rig it up an to paint the weights.

# 27 19-01-2007 , 08:06 PM
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If you want more comments post this into the WIP thread


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# 28 07-02-2007 , 10:02 PM
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I am looking forward to see you models made with the help of Zbrush. I have made this devil head started in maya with the basic shape and the defined in Zbrush. It isn't finished and it has a lot of polys.

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# 29 08-02-2007 , 04:48 AM
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# 30 10-02-2007 , 04:06 PM
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Originally posted by Mickeal_alex
Here is a latest picture of my work with the body model.I also have used lower polygons about 20.000 and i have used a anatomy book, but i still think i have more to work on it.

It can use more work, but then again, tweaking is an endless process...

You've nonetheless come very far and made a vast improvement; good job user added image


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