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.
# 76 28-06-2011 , 11:17 PM
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LOL dango...what heat bahahahahaha....now working outdoors like I do in 50 plus celsius 12 hours a day...thats bloody hot!!!...the rain is best! We have had some ripper storms coming through Perth man...got another coming this Thursday! cant wait he he he he


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# 77 28-06-2011 , 11:20 PM
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Nice, that happened to me last week, working in a nursery garden, we had just made a shelter for the tools out of two bits of ply board and an old shed door and had to dive under it when it started to pour down, then there was a massive clap of thunder directly above, I thought I was going to get fried! Hahaha

# 78 28-06-2011 , 11:46 PM
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user added image. I actually thought of you Ant earlier when I was involved in a conversation about the weather. Someone was saying to me how unbearable the heat was, and I was agreeing, and thinking...that's typical English, moan you never get the sun, then moan as soon as it comes out, what must people in hot countries think.

# 79 02-07-2011 , 11:35 PM
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Thought I'd post this up. Been putting it off as I just can't seem to get happy with the colours. Been playing with them for the last couple of days, and the materials too, but cant seem to get anything to quite 'fit', even though I've followed the concept fairly closely. Perhaps theyre too plain and some more involved paintwork will improve things. Some key parts, like the feathers on the shoulders, and boots, cant think what colour they should be full stop, and then the purple should be a little more blue I think. Sigh, sigh.

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# 80 03-07-2011 , 01:23 AM
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It depends on what refs you are using ben....are you?


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"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 81 03-07-2011 , 07:49 AM
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Hi Ben

Looks great, maybe try a bit of a darker colorscheme?
Bright and colors which are a bit more saturated tend to be reserved for happy fun time character, where as your model falls more in the somewhat darker category ( I pressume)

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# 82 03-07-2011 , 12:06 PM
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Yeah, you might have a point Mastone with the saturation. Hadnt considered green either for the boots...

Ant, Mastone: this is the pic Ive been working alongside:-

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# 83 03-07-2011 , 04:35 PM
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Desaturated some of the colours, and made the boots green...cheers Mastone. Just carried add layering up a few other colours and trying to add a little more general interest. STill not really finished with the sculpting, or the colour yet. But am more settled with the colourscheme. Cheers again.

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# 84 03-07-2011 , 05:05 PM
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That does look nice Ben, have you tryed getting some thing this complicated back into maya...............dave




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# 85 03-07-2011 , 05:18 PM
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hmm. Well, it all came from Maya to begin with, really, so that'd be a start. I have 7 or 8 subtools, so I guess that would mean having as many maps each for things like colour and normals...but then, due to the way I have split it all up, I couldnt do anything with it, like animate it, so if it was just for a still render, I guess I could merge everything. I dont know if that would work. I think I'd planned to put it back in Maya but not so sure anymore...although I have thought about bringing just the body at least back into Maya so that I could do some more rigging practice. Then I would have some ready made accessories that could help me in understanding how to rig a character with things like clothes and armour.....

Overall, I'. sure its more than doable to get this back to Maya.

# 86 03-07-2011 , 06:27 PM
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You could group them in zbrush then get one map each colour spec, then in maya just split (seperate) the meshes up again.....just thinking...........dave




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# 87 03-07-2011 , 07:14 PM
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If you have pnly 8 different subtools you can parent some pieces to the joints in the rig , or even add a joint somewhere, which you parent(constrain) to the rig and in turn parent the geometry to that joint ( game artist us this to add secondary motion to armour pieces)

# 88 03-07-2011 , 07:28 PM
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Dave - not sure how you mean by grouping them in Zbrush.... do you mean using merge in the subtool pallet? And then using extract and seperate in Maya?

Mastone - problem with that I think is four of my subtools are like the picture underneath, with pieces scattered across the whole figure...

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# 89 03-07-2011 , 08:50 PM
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You can merge or seperate them as you see fit, either in maya or zbrush. The UVs are not affected by merging or seperating geometry so the displacement maps will still work fine,

gubar

# 90 03-07-2011 , 09:15 PM
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If you have UV's on separate objects you do get overlapping, so you have to do some retopo work and then bake (all) the maps onto the lowress

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