Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
I think about making an elephant´s head - if time allows me to. nothing superduper hardly ever seen unique animal but it has no fur - that´s important! and it would be exciting trying to achieve the look of crumpled skin.
and here comes the basic shape. blocked out with the MJpoly tools. using the spinEdges tool now I´ll rebuild the mesh to have the edges flow along the basic muscle and bone groups.
thx for taking time to review my wip. I appreciate! this model will be changed a lot during the process of tweaking. because I have 2 completly different pics for side_ref and front_ref I just used those pics in the beginning for blocking out the basic form of the head. from then on I toggled them off and just went on tweaking intuitively.
Hey very nice underneath skull feeling so far Matt
I just got 2 little things (aprat from edge flows), nothing deep but important for the start i would say.
- I'm wondering if scaling the whole head a bit more wide, like 10-20%, would not get it closer to mds.
I think you loose a small part of volume originally set in LP, when smoothing or else. Maybe i'm wrong with the angle of view, but that's a feeling
- About the "teeth", i would rotate them so they point a bit more upwards like first mds or outwards, like second. As the length also, i guess you already set them as model while writing this. :blush:
you´re right 100% with scaling the width. that´s what I´m struggling with. also the eyepart which either matches the side or the front reference both - in hight and in width. but thx for pointing on the scaling thing. upper head needs more hydrocephalus style like this. but keep in mind that if the ears once added - creates a lot of extra volume.
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