This course contains a little bit of everything with modeling, UVing, texturing and dynamics in Maya, as well as compositing multilayered EXR's in Photoshop.
Unfinished models: civilian and nazi guys (World War 2)
Hi. I´ll post here the WIP I was going to post in my entry to the June/August Challenge.
I don´t know if anyone will be interested on it, but meredith, a user of this forum, suggested it. There is nothing special with the models, and they are still without the wrinkles I planned to put on their clothes. I think I´ll try it in the next week, just for the sake of curiosity and feel of completion. But I can´t swear I will.
Maybe one feel that an interesting thing here is the approach. The way I did things to get the models "done". Some practical tips that I learned from various tutorials on the web and them twisted and mixed together, picking those which I feel more confortable to use.
The first still is the head of the jew civilian. I´ve taken some photo references of a middle-aged man in google. He had an interesting rounded head with a nose that seems like classical greek sculptures, more or less.
You can see by the low poly head in the right that I used a polygonal approach, with the Connect Poly Shape (CPS) plugin for Maya, by Dirk Bialluch (https://dirk-bialluch.mayaring.com/).
The head on the left is just a smoothed version of the one on the right, generated with the help of the plugin, using the options subdvisions 1, mirror X and stitch.
I will resume things here to the interesting combinations in the approach (as I am in no way a maya expert to write tutorials).
As a note: I don´t remember to have seen a tutorial using this combination of approachs, but surely they may exist in the web.
1. Began with a good utility for nurbs: a dense base mesh to sculpt with artisan tools and quickly obtain forms of human anatomy (don´t need to be detailed, just suggestions). I used an image plane with a photo ref. to keep control of things.
2. Make it live (Modify > Make live) and use the maya´s create polygon tool to make the eye and mouth edgeloops, rough nose, chin, back of the head and finish it up. Delete or hide the nurbs head. It´s useless from now on.
Detail the eye, nose and mouth regions adding loops etc.
At this time I´ve gone ahead based upon the Krishnamurti Costa´s tutorial (www.antropus.com) on poly-by-poly head modeling.
This was the nazi guy soldier´s head. To obtain the civilian´s head I used the soft modification tool, looking all the time to the photo and character design references, until I´ve reach the fisionomy I wanted and time was over (or my entry would be).
You can see that the tight time I had made me leave the nazi guy´s fisionomy unfinished, looking a bit generic.
Someone may have noticed that almost all my post had been edited recently. It is because I read then often looking for english language mistakes (it´s not my native language) and correcting them.
I´ve taken about 1:30h or 2h (30 min. distracted with experimentation). But the ear I made two days before, and just combined it with the head, making minor adjustements.
If I hadn´t to care about the geometry being all quads, I could have done it a little faster.
Because of the time I had, I was counting the time I had to do each model.
This Luger, for an instance, I modeled in 1h. But it has some unresolved geometry.
I´ll post the maya scene files here later, in the case someone want to see it in 3d and play with it.
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