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.
Hello, everybody. I'v just started modeling my bike.
So, here is the first detail. It's a rim (ant a photo of the original wheel in the corner). So, what do you think of it?
Wow, a bunch of views, no replys.... I like the detail on the sprocket (the brake rotor type thing in the middle...i think its a sproket...). But the rim itself has little detail compared to the center part. Other than that, nice work.
Edit: I just noticed that the 3 oclock-ish and the 11 oclock-ish spokes look like they have a hole down the center of them. I dunno if its just shadow or....
"The brake rotor type thing in the middle" is a brake disc .
There are no holes in the spokes, but I've just noticed that the spokes are too thick . I'll have to fix this.
you've done a lovely job on the wheel and disc, I'm looking forward to seeing the finished product. The first model I tried to make on maya was my bike but I could not do it justice. Good luck,
I haven't done much sicne yesterday. I had to rebuild the rim , cos it was too detailed. So now it's not a subdiv. I decided to use only polygonal geometry to model the bike, when i use nurbs or subdivs, my computer works very slow, and now, even if the rim consists of 7800 polygons, my computer works faster. I think the final bike model will have abuot 100000 polys., that's too many, isn't it?
That's a pretty neat mesh you've got there, I would lose some of the detail on the hub though. I rekon that you will probably not see much of it when you attach the forks and you may be able to get away with a simple cylinder if you want to lower the poly count. Take it easy,
The front wheel is finaly finished. 8818 polygons, but I've expected 10000, so that's ok. I will think about reducing the polys count, when my computer can't work properly.
Wow, nice meshes. Besides the hub, the only place I can suggest might be the tinier mesh section such as the quick release bar? and some of the curvature around the disc base? Meshes obviously get dense in smaller areas, but unless the model will be seen very close up in those areas then our eyes and antialiasing will "smooth" those areas automatically. But, Hey! You're under your own estimate, so it's all good.
AIM: mhcannonDMC
"If you love your job, you'll never work another day in your life."
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