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.
# 46 24-12-2005 , 04:50 PM
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thanx a lot jay. its always nice to receive compliment from people.

# 47 24-12-2005 , 05:37 PM
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hey I made this long time ago : )
It was my first character with skeleton and also the only one.
I made usig cell shading (cartoon like) technique.It was hard for me then, because before maya 7 you had to built the shader by yourself.
I love the shader i could improve the modeling a lot now that im more experienced.
I've never shown it in the forum

Hope you like it!

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# 48 24-12-2005 , 05:38 PM
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by the way, jhon romita's spiderman was my inspiration.
user added image

# 49 24-12-2005 , 06:00 PM
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hey very nice spider-man! i am starting to skin my character.
i use smooth bind and i have a lot of problem to use it.its very hard, it never does what i want.
how do you guys skin your character.

# 50 24-12-2005 , 06:06 PM
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McFleury

Smooth bind takes time to weight nicely but its worth it in the end.

I usually set my influence quite low to around 3 joints easier to control that way Ive found

Jay

# 51 24-12-2005 , 06:16 PM
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thanx a lot jay.my problem is that sometimes i dont know which joint to choose to start painting weight.iam user added image

is there a way to paint weight as there is a way to place edges(topology).


Last edited by mc-fleury; 24-12-2005 at 06:20 PM.
# 52 24-12-2005 , 10:38 PM
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Start easy like an elbow or knee

Jay

# 53 25-12-2005 , 12:43 AM
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thanx can i moves the vertex instead of painting weight.

# 54 25-12-2005 , 10:34 AM
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you shouldn´t do that - stick to the paint weights tool. keep in mind that painting weights will never give you the finished look you wanna achieve. weight painting - in the best case - gives you a rubber-like behaviour of your geometry. from that on it´s up to creating blendshapes or influence objects for certain problem areas like shoulder or hinch joints to perform a desired deformation.

conclusion: make sure that all your vertices move in a smooth way. then move on to blendshapes or influence objects.

# 55 27-12-2005 , 02:18 AM
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hey mc, the arms are looking great now, keep at it, lookin forward to cool spiderman poses user added image


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# 56 27-12-2005 , 05:19 PM
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maybe the pose will look like that. now i just have to skin my character and this is very though.

# 57 27-12-2005 , 05:20 PM
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# 58 13-01-2006 , 05:20 AM
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Wow, I'm in the process of modeling Batman, I'll have to post some images soon... curious; what technique did you use for this, the one from Kurt's DVDs?


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