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.
# 1 31-01-2005 , 02:43 AM
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humanoid

This is the start of the humanoid part of my scene.

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# 2 31-01-2005 , 06:41 AM
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Can you show a reference drawing?



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# 3 31-01-2005 , 08:22 PM
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Well actually I have no particular reference. I'm just doing this model based upon many other robots I have seen.


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# 4 31-01-2005 , 09:13 PM
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Did some more work on the knee joints. I made it easier for me to animate. Now I am going to fix the joint where the leg and the ankle connect.

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# 5 31-01-2005 , 09:41 PM
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I have a question. Since I am going to be rigging this thing will I need to add weights. Keep in mind it is going to be a robot so the skin will not be deformed.


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# 6 31-01-2005 , 09:47 PM
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for something with entirely rigid componants you won't need to bind the skin at all. Just parant the different componants to the different bones they'll rotate about.

# 7 01-02-2005 , 12:23 AM
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Yea I know how to go about rigging him up. I was just wondering about weights because I have not read up them yet.


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# 8 01-02-2005 , 01:23 AM
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Ok. I have completed the legs for now. Now I am working on making the torso. I have another question though. Does anybody have suggestions on how to go about modeling the torso to make it easy to animate. (twist, leaning forward and bakward, etc.) But it also needs to look good. user added image


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# 9 01-02-2005 , 01:40 AM
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I think I've finally found a good shader.

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# 10 01-02-2005 , 04:01 PM
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As for the torso my best guess would be to make it from two parts: stomach (or abdomen of whatever) and chestpiece and then assemble them with some kind of ball joint so that it can move in all the desired directions...

EDIT: I can make you a quick sketch if you don't know what I mean...


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# 11 01-02-2005 , 05:11 PM
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Yes. Can you make a quick sketch. I know what you mean I just want to have some reference


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# 12 01-02-2005 , 05:17 PM
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Looks like its comeing along. 2 sugestions. The screen shots could be more eazy to understand with out the Xray on, at least for some of them. Also a sugestion, maybe put the ankel joint lower to the foot .

# 13 01-02-2005 , 05:19 PM
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Ok. No problem. I'll make the foot lower to the joint. The reason why it's xrayed right now is because its faster on my computer lol. But I'll get you a picture without it. I'll more than likely post an image today after I finish the torso.


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# 14 01-02-2005 , 05:47 PM
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This is the kind of look I would be aiming for (really quick sketch!) since it seems as though you're going for an organic look, and since it's a humaniod, I'd suggest using a ribcage as reference for the upper part and then shape the bottom part accordingly. The dotted lines are to represent the joint between the two parts. If you make it as a ball joint, the upper part can move in any direction on it and thereby lean forwards, backwards and sideways...

Another way to do it would be to model a spine and then somehow attach a chest and maybe stomach part to it in someway, but that would probably require some more modelling of internal parts to seem convincing...

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# 15 01-02-2005 , 05:53 PM
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Yea, that was exactly what I was thinking. Thank god I save the model befor I combined all the parts. Because now I have to lower the ankel like Pony said.


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