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.
Why not? Howard makes great models and if he wins it will be because he deserves it and his model deserves it. And that's how it should be. I put loads of effort into my model last month and it was fairly beaten by better made models. That's fair and not many things in life are!
Howard entering should inspire people to join in my view, not put them off.
Imho (and no disrespects to anyone) it takes far more artistic skills (which I lack) to do characters with the amount of personality that yours have than it takes to make a detailed non-organic model, especially stuff that already exists. So I look at your work to improve mine in that area, and I look at Brian (who does wonderful stuff) to improve my detailing skills.
Yeah, and to get edges that are sharp, but not knife sharp, put atleast 2 edges close to each other in parallel and smooth or convert to subd's, that will get a natural looking edge (sharp but not too sharp). I try to put most of the detail in the low-poly object into the edges, since those are the ones that will be most visible later.
thanks guys, I think i will revisit that ship after this comp. Hopefully then I will have more than my revolve skills up to snuff Today I practiced extruding some wire-tube things and I am having a problem.
-what settings should I use to get the smoothest transitions? When the wire bends alot I am getting some sharp edges.
You can increase tessellations in the global renders thing, or add some points to the curve, I find that makes things smoother and bendier. I also find if you convert from the nurbs to subds that has a smoothing effect, and as I am scared of nurbs and don't like them lurking, also useful lol.
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