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 17-07-2003 , 06:35 PM
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Thank you very much Emo. As I mentioned in another posting, what I did was rough in the modeling and then go through it piece by piece to fix things. Up to now I have done the head and the wings. I tend to agree with you about the attachment of the wings having to be thicker, although I have tried to keep the wings as light-looking as possible. I was also wondering if the neck shouldn't have a thicker base.


Sy
# 17 18-07-2003 , 12:00 AM
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I have done some work on the hands, adding knuckles and claws. I also refined the neck area and widened the attachment of the wings. For not having much experience modeling living things I think I am doing not bad, even if I say so myself (and hope BabyDuck doesn't hear me... user added image

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# 18 18-07-2003 , 05:30 AM
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I think the modeling is pretty much done, now, unless anyone has suggestions to give.
Now I need a little help from you guys more expert than me: what should I do first, animate it or texture it?

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# 19 22-07-2003 , 08:26 PM
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I have started skinning the dragon. I figured I was going to do the animation before I did the texture.
This is absolutely the first character that I am skinning and I have to say that between skin weights, clusters and flexors I am going crazy, but I am also having great fun. Here is an example of the shoulder movement.

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# 20 23-07-2003 , 04:03 AM
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great stuff..

# 21 23-07-2003 , 04:28 AM
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Thanks very much! It is slow work. By the way, does anybody know if there is a way, once I set up all the weights, flexors and clusters on one side of the body to mirror them all on the other side? I know with smooth binding there is such option, but don't know if there is anything similar for rigid binding.


Sy
# 22 26-07-2003 , 11:02 PM
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I have spent about a week trying to figure out how to make the back leg bend in an acceptable way. Now I am an expert on assigning skin weights by hand, but I am also going crazy :eek2:
Anyway, this is the result.

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Sy
# 23 26-07-2003 , 11:14 PM
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wow
i like i like

some things i think that are not completely right:
the claws a just a bit to long
make the head a bit bigger
something about the tale does not seem right (maybe add some spikes or something at the end of it)

apart from that that is one awesome dragon.

regarding the skinning, sorry can't help you. I don't know anything about it myself.

alex


MSN: mizin_alex@hotmail.com
E-MAIL: mizina@alphalink.com.au
# 24 26-07-2003 , 11:26 PM
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# 25 27-07-2003 , 01:09 AM
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You have got to be kidding me if you think that after doing and redoing and redoing... and redoing the back leg weights, deformations, clusters, and the kitchen sink, I am going to throw it all away and start with a new skeleton!!!!!!!! Don't get me wrong, I saw your point immediately when I saw the pictures, and I wish I had seen them earlier, but I think I am going to the loony hospital if I have to redo that leg ONE MORE TIME!!!!!


Sy
# 26 27-07-2003 , 06:25 AM
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Lol, Don´t worry mate.
Just thought I´d point it out. :p

# 27 27-07-2003 , 06:44 AM
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You did well pointing it out! It will be useful for the next time. I had seen some reference in a book about using additional joints and bones to better simulate muscles. I should have done that. In this one I use clusters to simulate the bicep-tricep push and pull. Thanks again adldesigner!


Sy
# 28 27-07-2003 , 06:54 PM
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At first I thought this was the dragon from the site banner. I like it so far, very nice use of the wings.

# 29 27-07-2003 , 07:01 PM
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Your Dragon needs to go on a Jenny Craig diet, hehe no it looks cool, but a little big in the middle,, Dragon's got back..user added image

# 30 27-07-2003 , 07:09 PM
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neat! I am just learning about skinning too, so i share your frustration in the weighting department!user added image

looking good!:thumbsup:

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