Beer glass scene creation
This course contains a little bit of everything with modeling, UVing, texturing and dynamics in Maya, as well as compositing multilayered EXR's in Photoshop.
# 16 07-07-2003 , 12:57 AM
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Hey Tweek, I couldnt say I have really learned Nurbs, but enough to do what I did above user added image. They are incredibly useful because they all move depending on the curve. It is very simple to keep a smooth clean mesh! Im still going to do all the detail work in polygons though user added image.

Other than that though, can anyone help me figure out what would be the best technique to model these spikes on his back? He is quite low poly so to get a good looking bulge of skin coming out of his lower back before it goes into a spike.. is kinda hard. Should I smooth the mesh and work with it smoothed from there on in, or should I manually add edges and see what i can do? Alright, any help would be much appreciated! Look at the image below for what im talking about.

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"I should call you sugar maple tree cause i'd totally tap that" haha

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# 17 07-07-2003 , 12:58 AM
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Great start mate....


I am enough of an artist to draw freely upon my imagination, knowledge is limited, imagination encircles the world. (Albert Einstein)

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# 18 07-07-2003 , 01:36 AM
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Thanks a lot kurt user added image. I think I figured out what I am going to do about the back spikes.. I will just smooth those individual faces or something. Anyways, I have added the spikes onto his feet and legs, the whole image isnt exactly pretty because I havent textured anything yet user added image.

BTW, I dont know why the foot on the left is so pixelated.. must of been something in photoshop.. or i scaled it by accident. I am also noticing that the form of his front feet is pretty bad.. heh. I need to work on that user added image.

C&C welcome user added image

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"I should call you sugar maple tree cause i'd totally tap that" haha

email - mattwettstein@gmail.com

Last edited by M; 07-07-2003 at 01:39 AM.
# 19 07-07-2003 , 01:39 AM
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How did you model that with nurbs


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# 20 07-07-2003 , 01:40 AM
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Hey traveler.. i modelled it after I watched kevins T-rex tutorial.. its really good! I just learned how to work with nurbs and the reason I chose this method is because with nurbs everything stays smooth if you try to keep it smooth. With polygons you can get creases in a second if you screw up user added image.


"I should call you sugar maple tree cause i'd totally tap that" haha

email - mattwettstein@gmail.com
# 21 07-07-2003 , 01:46 AM
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hey man i dont know if this is going to sound right im drunk .so here goes how did you get the skin around the claw to look like that


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# 22 07-07-2003 , 06:19 AM
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Hey traveler user added image.. well what i did was I picked the face i wanted to do that to.. then I extruded it upwards, then i extruded it again and i scaled it in a bit, and brought it up.. then i extruded again and just brought it inwards.. then extruded again and brought it downwards a bit... then i extrude one last time and bring it inwards.. it gives it a rounded shape that on the edges is like this:

\_/

If that made no sence, then let me know and I will post some images (Y). But yea, I did it all with extruding and positioning. If your model has low polys then it will look squarish around the claw, but when you smooth it you can find out what its going to look like when its smoothed.. then you can position it right.. then take off the smooth modifier and voila!


"I should call you sugar maple tree cause i'd totally tap that" haha

email - mattwettstein@gmail.com
# 23 07-07-2003 , 09:27 AM
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im kinda confused O_o are you modeling in nurbs or polys? it looks kina lika polys but you said you where gonna do it in nurbs.. i probobly missed something user added image

doing organic stuff with nurbs seems kinda scarey :S ..and time consumeing..:O
all those patch modelling tutorials kinda freaked me out..


sleep is for lam3rs
# 24 07-07-2003 , 10:23 AM
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Originally posted by traveler
hey man i dont know if this is going to sound right im drunk .so here goes how did you get the skin around the claw to look like that

lol oo man, Maya sounds fun when're youre drunk user added image

(I dont drink so I wouldnt know)

Anyway, M, that is Really good! I really like the right leg and the spikes on it

-Emo

# 25 07-07-2003 , 04:18 PM
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Hey guys

Al, just letting you know, I was modelling it in Nurbs and Poly's. I got the general form done in Nurbs, then converted to polys to do the merging and stuff like that. Personally I couldnt imagine doing non-organic in nurbs.. but doing organic in nurbs seems much easier. I must be missing some key features of nurbs.. I need some good tutorials on it user added image.

Emo, first off... if your drunk when modelling in maya.. most likely you will be half confused on what your doing the whole time.. and/or going slower than normal.

Thanks for the compliments guys.. I cant wait to see what I can get done today!


"I should call you sugar maple tree cause i'd totally tap that" haha

email - mattwettstein@gmail.com
# 26 07-07-2003 , 04:28 PM
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CONTROL

so how are going to control him?

Dae


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# 27 07-07-2003 , 04:32 PM
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A gauntlet Dae user added image. How are you going to control your mighty beast over at the SLW forums? I will go check now..see where your at!


"I should call you sugar maple tree cause i'd totally tap that" haha

email - mattwettstein@gmail.com
# 28 07-07-2003 , 04:42 PM
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alrighty user added image

well the key feats of nurbs that makes it good for mechaical stuff is that stuff like extracting a isospam/parm makes it easy to build surfaces of other surfaces..
like the spike thing on your beast.. if you wanna cut a hole in a poly surface you often have to do a load of egde planning and tweaking so that you dont mess up you original surface..

but with nurbs you can simply project a curve(edit nurbs > project curve on surface) on the surface and go edit nurbs > trim tool and presto user added image
if you dont like it you can just hit untrim and youre back where you where

also if you wanna to build a surf. of the hole you just made you kan use the edge of a surface just like a normal curve to do a loft or whatever..
like the hole in the back thing.. you could make the spike seperatly and then use fillet (a tool that create a surface that blends between two other surfaces) and youre (basicly)
done..

but nurbs are kinda hard to get into.. i havent gotten all the way either user added image
but build surfaces of other surfaces thing is great
and you can be very precise..

nurbs are kinda like lego, with lots of tiny peices that you can take apart and put together as you wish
and polys are more like clay witch you push and pull around to get the shape you want..

to quote bender: they're both fine chooises, whatever floats your boat user added image


sleep is for lam3rs
# 29 07-07-2003 , 05:08 PM
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great so far man, those spikes look deadly.
can't wait to see more.


________

- Jacob
# 30 07-07-2003 , 06:53 PM
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Thanks blinn... making it look deadly was the purpose.. so im glad its looking like that user added image.

I am trying to take it slow so I can figure out how to do each part. I finally got some spikes on this guys back, after I decided just to smooth out the faces I needed more polys in. Now the spikes are on his back and I am about to start to merge the spikes into ripped up flesh, right at the lower back/tail area. Thats going to take me a while to figure out how i will model that. Anyways, heres a render of the whole thing to show you what it looks like so far user added image. Im just doodling with the temporary textures for now.. trying to get somethign that looks decent without me having to go into UV unwrapping.

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"I should call you sugar maple tree cause i'd totally tap that" haha

email - mattwettstein@gmail.com
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