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 27-11-2007 , 04:39 PM
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Yeah do that and I can guide you in how to clean up the scene. Like I said before, this is something that will get better with time.


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# 17 27-11-2007 , 05:45 PM
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ok here we go here is some head shot renders of the character there are a fair few tris and proportinally it needs a bit of work once again all c&c is welcome

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# 18 27-11-2007 , 06:04 PM
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and here is a close up of the gloves

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# 19 27-11-2007 , 06:12 PM
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OK, thanks! Great start.

Here's a quick fix for the hand.

For the lower part of the pinky bring it in towards the other fingers, inward. I understand it's a glove but It would be that thick.

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# 20 27-11-2007 , 06:46 PM
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cheers all get right on it once again all your little comments are invaluable thankyou

# 21 27-11-2007 , 08:46 PM
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One more thing I would suggest, Try to add more loops around the eye and mouth. I don't know if you're going to animate this character but this will help you with proper deformations when it's animated. Try to get rid of some tris on the nose.

Here is an example to better guide you.

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Last edited by djknucklez1; 27-11-2007 at 08:50 PM.
# 22 28-11-2007 , 01:50 PM
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ive fixed up the hand/glove they do look a lot better thankyou. Just another question for everyone when low poly modelling for animation should you increase the amount of geometry around the joints example knees, elbows arpits etc.

# 23 28-11-2007 , 02:51 PM
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yes. Especially where there is going to be some type of major deformation like the knees, wrist, elbow, ankle and shoulder. The shoulder can be a bit tricky, especially when you paint weights


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