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 03-02-2010 , 04:58 PM
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user added image

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# 17 04-02-2010 , 01:40 PM
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worked on the boots and reworked the face, pretty much done now just need to make a few minor tweeks here and there and i can start the retopology process

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# 18 04-02-2010 , 01:41 PM
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user added image

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# 19 05-02-2010 , 12:11 PM
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normal and AO map test

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# 20 05-02-2010 , 08:31 PM
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Wow!
I realy like the boots and pants the size makes it look a bit cartoony. I have one question: did you do all this is maya?

# 21 05-02-2010 , 09:29 PM
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Originally posted by Johndoe050
Wow!
I realy like the boots and pants the size makes it look a bit cartoony. I have one question: did you do all this is maya?

thanks for the comments, the trousers are meant to be big, and loose, it's a homeless guy so, he isn't really gonna care to much about wheater his cloths fit all the well, but thanks for the crit anyway, i'll try to fix it if i can,

as for your second question, i did the base mesh in maya, then took it into zbrush where i sculpted the details into it, ,

then i took the model back into maya and retoplogised the mesh,

it's along process

# 22 07-02-2010 , 12:38 PM
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I didn't mean to criticize, I think the pants and the boots suit the character well.

# 23 07-02-2010 , 07:38 PM
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update, i'm a happy man i'm under by poly limmit, user added image character stands at just under 9k tris, i gave myself a 10k limmit, might use the remaining poly's to add some personality to the character,

Also finished all the uv mapping, started baking out the normal and AO maps,

just a few minor things to fix, mostly ont the shirt, some how the normals flipped on the shirt sleevs and colar, which caused the normals to come out funky, how that happend is beyond me, anyway will fix it soon,

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Last edited by jali; 07-02-2010 at 07:47 PM.
# 24 07-02-2010 , 07:40 PM
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wireframe

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# 25 07-02-2010 , 07:49 PM
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very clean user added image ...but, u could have raised the poly count much higher...that would have helped to mimic more natural shapes...especially, the cloth and hand.

# 26 07-02-2010 , 08:00 PM
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Originally posted by iamcreasy
very clean user added image ...but, u could have raised the poly count much higher...that would have helped to mimic more natural shapes...especially, the cloth and hand.

thanks for the comments, you're right i could have raised the poly count,

but i thought i'd play it safe and keep things simple, i didn't realise that i'd be that much below my target poly counts, but i'm still happy with how it turned out, pluse with all the polys i have left over i'll be able to add other stuff,

will start textureing soon,

# 27 07-02-2010 , 09:58 PM
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did u use zmapper for the normal maps?

# 28 07-02-2010 , 10:16 PM
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Originally posted by ben hobden
did u use zmapper for the normal maps?

nope, all done in maya

# 29 08-02-2010 , 02:25 PM
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AO maps finished maneged to fix the shirt normal map to a certain degree still some funky stuff going on, but not as much as before,

doea anyone here have a mac computer with zbursh and maya installed?

cause theres this plugin called goZ which will fix my problem
completly,

will start texturing tomorrow

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# 30 09-02-2010 , 01:17 PM
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started working on the diffuse map, still alot of work to do but, at least its a start user added image

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