Maya 2020 fundamentals - modelling the real world
Get halfway through a model and find it's an unworkable mess? Can't add edge loops where you need them? Can't subdivide a mesh properly? If any of this sounds familiar check this course out.
# 16 01-10-2007 , 11:12 PM
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Ok, one thing: you could probably skip the last pair of ab muscles since they rarely show, even if you're a bodybuilder in shape for competition.

# 17 02-10-2007 , 07:42 PM
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Ok,

decide to post some updated wired. My areas of concern are the tris on the elbow, and on the wrists. I've gotten rid of them elsewhere but these are tricky, they smooth out to quads though. I'm hoping when I rig to animate they don't cause any problems - any comments on this?

Also posted is a crude leg. I'm thinking of giving him trousers made from n cloth, so I think these'll do as a base. Thoughts on this also appreciated (though I'll need to model a trainer for the foot).

One question: if I was to model the trousers, and they were to be of a different material to the body obviously, how would I achieve this appearence if the objects were combined, therefore using the one texture? Or, would it be an option to have them as two objects (with the body mesh fitting inside the trouser mesh) both bound to the same skeleton?

All crits appreciated,

cheers,

gubar.

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# 18 02-10-2007 , 07:43 PM
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# 19 02-10-2007 , 07:44 PM
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hand:

I like the look, though there is a bundle of geometry on the knuckle to achieve the wrinkles: should I keep these, or simplify the geometry and bump them?

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# 20 02-10-2007 , 07:45 PM
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I would split it up to two objects, I would also consider making a pair of legs really fast as it makes it easier to make the pants(And do remember that the feet has to be attached to something. user added image)

# 21 02-10-2007 , 07:47 PM
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leg: Hi Weyu, you just beat me to it! Here's the crude leg - think it'll do for the job?

Also, with two objects, is the binding/skinning process still robust?

cheers,

gubar.

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# 22 04-10-2007 , 11:31 AM
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My favorite part has got to be those hands! You did really well with those! They're harder to model than I thought they'd be when I first started! Hey, Keep it up! It's looking great!

Sparticus


Expect to excell...
# 23 04-10-2007 , 11:21 PM
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Thanks for that, a lot of credit must go to the guy who wrote the tutorial I've posted the link ot below. It's in Portuguese but can be followed even without understanding the language, and it's very very good.

https://www.antropus.com/english/tutomao1.htm

cheers,

gubar

# 24 09-10-2007 , 01:44 PM
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Added legs, not detailed at all but the shape is there for the cloth simulation. Blocked out some trainers, gonna experiment in zbrush with them for a normal map to add detail,

crits and comments welcomed, especially on the proportions: although he matches the ref images, I'm not too sure about the leg length.

cheers,

gubar

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# 25 09-10-2007 , 01:45 PM
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full body

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# 26 09-10-2007 , 03:39 PM
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looking very cool gubar - especially the top half. not sure about the hip area though - it just looks a little undefined at the moment.

i also think the hands need a bit of work - they look a little flat.

good work so far!user added image

# 27 10-10-2007 , 05:50 AM
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Yeah great job so far, only crit from me would be around the wrist area, looks abit to flat kinda ...

keep up the good work,

# 28 10-10-2007 , 06:53 AM
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Thanks for the comments guys. I've modeled down to where the waist band would be (so the mesh under the trousers won't be seen) but I think you're both right in that the hips need more detail, they look flat and unrealistic at the moment.

The hands - they're flat just now, but they've been modeled, just flat waiting for the rig (I've read it's best to model them flat, the curvature comes when you bind then post - tell me if you think I'm wrong here though).

I'll post again soon, going to tackle the hips, the trainers in zbrush, the texture him.

Thinking of using sss fast skin shader, with textures I'll draw in photoshop. Any comments, advice or warnings regarding this appreciated as always.

cheers,

gubar.

# 29 20-10-2007 , 10:06 AM
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Starting to texture, so far applied a base skin colour (just a sking tone, noised and blurred in photoshop), base lip colour, base cheek redness and a little colouring to the hands. Still needs a lot of work, kind of looks like he's wearing make up at the moment.

Any suggestions welcomed.

Also, any pointers to texturing tutorials - loads on uv'ing, a few on sss shaders (which I'll use later) but not finding anything decent on actually texturing a human.

cheers,

gubar.

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# 30 20-10-2007 , 10:07 AM
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