Introduction to Maya - Modeling Fundamentals Vol 2
This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with complex objects.
# 16 28-08-2003 , 01:21 PM
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guess I should show that I modelled the hand. there's a simply skeleton rig to twist the hand model to what I need.

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# 17 28-08-2003 , 02:38 PM
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Here are a couple more shots for tonight - it's past midnight here in Australia and for those of you who read the CGTalk forums - you guys should have heard/read about me being mugged a couple of nights ago (still less than a week ago). Well, I should get on home now in case I get attacked again (but then again I should go home really really late, so all the druggies will be asleep)

Cheerio.

TGG

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# 18 28-08-2003 , 02:40 PM
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another view - shaded wire

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# 19 28-08-2003 , 02:42 PM
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final shot for tonight

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# 20 28-08-2003 , 08:34 PM
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Hey! Fingers and sausages! I hope it's Frankfurters!

TGG, when you do the hand, do you make a basic palm and five extrusion frist and then add detail to the fingers, or do you complete each finger before moving on to the next? My fingers always ended up too close to each other and I got confused about which CVs are which, and I thought maybe I should do them one by one?

Sorry about your house being mugged, I hope you have house insurance....

# 21 29-08-2003 , 12:07 AM
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Hello Happy Lemon.

There are many ways to model the hand - one way is to get a cube, flatten that so it's more rectangularly, then split one face into four sections and extrude the fingers out of that. Use an image plane for reference and you should be fine.

In my instance - I kind of did the first step (with the cube) but I modelled the fingers seperately (Modelled one, made it fairly detailed - but only detailed enough for smoothing - hence the low poly hand) duplicated 3 fingers to go where each should, (hence no confusing business with the cv/vertices), combined poly to get the fingers and cube into one object and merged edges to create a seamless poly model at that stage. The thumb was done in a similar fashion but extruded out of the cube I mentioned. Detail is then added to the hand by splitting polys where needed (following contours of the hand.. but keeping the model in quad state)

TGG

* I am having fun with this challenge so far. Been good to sit down and do some modelling. Great theme M. user added image


Last edited by TheGreenGiant; 29-08-2003 at 12:09 AM.
# 22 29-08-2003 , 04:28 AM
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Hmmm.... that does seem like a better way to make fingers than painstakingly doing them one by one, I'll have to try next time. Thanks!

# 23 29-08-2003 , 04:44 AM
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Hello. Here'a quick update. No feedback? I want to finish this cause I'm running out of time and I want to do some texturing/lighting.

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# 24 29-08-2003 , 04:49 AM
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LOL this looks like it's gonna be hilarious, i like =D


# 25 29-08-2003 , 07:01 AM
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Hello. The scene is almost done. Might slap in a doorway/stairs combo somewhere in the scene. But then it depends on what the need for wires/differing shots are. I am not looking forward to the texturing work.

C+C C+C C+C C+C welcome.

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# 26 29-08-2003 , 07:06 AM
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Here's a wire comped on the render view.

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# 27 29-08-2003 , 07:45 AM
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k well the limbs are what bug me the most. The wrists look too flat, I know they are meant to be a prop but still its just one lil thing that bugs me about your scene.

Since they are flat like that it causes strange deformations and indents that just don't look right.
The flatness I am speaking of is at the wrists and base of the hand, also the forearm seems too thin. Other than that the scene looks cool.


# 28 29-08-2003 , 08:09 AM
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Your scene looks very spooky. The flat wrist actually reminds me of hands with no wrist bones. Is the big tub on the right for grinded meat?

# 29 29-08-2003 , 08:21 AM
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thanks. goal achieved. It's meant to look spooky.

my mad scientist has to shower. user added image j/k but I am going for the serial killer - pyscho mad type scientist - I'm doing the mad wall at the moment - but its a largely textural job so... SCREAMSSSSSSSSSS..... later... (depending on what shot I'm using, I'm swaping walls (in/out onto layers) so I can bypass the "4th wall".

Oh, the tub is there cause he'll need somewhere to collect that yummy blood. Mmmm... Actually with the tub I meant to pop in a floating head (but its too much work for this stage in time and it'd be gruesome) and some more body parts and some icecubes. Depends on how I go.

I kept the body parts to hands at the moment cause I wanted to keep a motif running - slapping torso and legs on will be just too chaotic - I modelled a quick leg and it looked wrong so I chucked it out.

# 30 29-08-2003 , 08:49 AM
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Your Lab :D

Hmmm, I got up early to do some modelling, somehow I don't feel so hungry anymore..... I love it! Ewwwwww!

I can find no fault at all... Scraggy

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