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 16-08-2007 , 01:17 AM
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Thanks Legolas user added image

Since I made the base meshes in Maya, I just unwrapped from the start. I textured it all in Zbrush, but some of the textures were touched up in photoshop afterwards.

Unfortunately mudbox doesn't have texturing capabilities yet...

You can always unwrap at a lower resolution and transfer the uvs to the higher resolution model or something in maya - though that can take forever to transfer :\:headbang:

# 47 16-08-2007 , 05:20 AM
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Hey man,

Looks really good, I really need to up my texturing skills as there pretty poor at the moment!

I dont know anything about mudbox but is there not an option to switch the lower geo? Like morph targets in zbrush?

Ive re UV'd my base mesh (level 1) to take into consideration the changes ive made then reimported that into Zbrush, taken out the level 3 mesh into maya, taken the uv's out and textured from there.


"No pressure, no diamonds" Thomas Carlyle
# 48 16-08-2007 , 09:14 AM
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Great work! Love his expression. user added image

# 49 16-08-2007 , 12:46 PM
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Last edited by Funky Bunnies; 16-08-2007 at 12:50 PM.
# 50 16-08-2007 , 07:20 PM
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Great modeling and texturing mate, looks very good, the only thing that seems a bit odd are the sort of climbropes on the leftside, if you texture them as a rope and make them a little bit thicker and come forward a little bit it will look much better i think

# 51 16-08-2007 , 08:20 PM
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The second pic looks much better. There’s more to look at in the scene.
user added image

# 52 16-08-2007 , 09:44 PM
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great work here funky, he does look a bit sunburned thou in the 1st pic lol

i also agree with mastone. user added image


Last edited by s2-speedy; 16-08-2007 at 09:48 PM.
# 53 17-08-2007 , 12:18 AM
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With this character, I think I'd personally prefer the look of a circular "stand" so to speak. Kinda like how they do in the Dominance War competitions if you know what I mean.

# 54 24-08-2007 , 09:54 PM
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looking nice!
i like the scene you created for this character.

a question though, i am learning zb so: when you textured this character have you painted the maps in zb so the model can be exported into another app with the textures or have you done that thing where you find the angle that you want for your character, freeze it and paint over - so this would be the only angle?

thx


Now at SMU doing BSc 3D Computer Animation so its hard to get on here
My wire render tut https://forum.simplymaya.com/showthre...threadid=20973
# 55 24-08-2007 , 11:52 PM
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yes pbman you can paint the textures in zbrush and export them as psd files so you can edit them in photoshop, as i recall correctly it's under tools==>texture==>color to texture, now you can export it ..., good luck

# 56 25-08-2007 , 06:03 AM
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Hey FB

I love this!! I agree with Mike though regarding the stand, its more a maquette style of model.

Absolutely great, good job

Cheers
Jay

# 57 26-08-2007 , 02:48 AM
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Thanks a bundle Jay, Mike, mastone, Jr. Who, s2-speedy, and pbman user added image

I think the stand is a good idea. The focus is really on the character, so I don't really want to distract the viewer with busy-ness of an explicitly modeled background. I think it's more successful when left to the viewer's imagination anyway.

Oop, back to my less fun projects for now user added image

# 58 27-08-2007 , 08:37 PM
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yeah - definitely a stand - i think the fact that he's captain crunch kind of gets lost with the pirate ship background.

A turn around of this model would look very cool!

# 59 27-08-2007 , 09:05 PM
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I agree with the stand aswell. Very nice Job on the model though! user added image

# 60 31-08-2007 , 01:55 PM
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