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.
I think its looking great so far. Especialy the frecks, and color. I'm chewing on making skin-shaders myself at this moment, and know its hard work to get it right.
I'm having a lot of help with a textureworkshop-book by Bill Flemming, it only costs about 18 bucks, so not a bad investment,and really set my of in the right direction.
Looks good. Something does not look quite right about the veins though. Maybe the edges are a bit sharp, you can see this more clearly in pics 2, 3 and 4. Maybe you can find a way to soften the edges. Looks good though.
Hehe - it's nice that you've all noticed the one thing that I'm not happy with!
sdch1000: The change that I made between pics 4 and 5 was that I smoothed off the veins.
Incidentally - I had to do this by tweaking the Marble texture (that I'm using for the veins) - does anyone know if there is a way to just blur a channel? It seems like the kind of thing that would be really useful, but I can't find any way of doing it...
As far as the direction of the veins goes... I was trying to make it 100% procedural, but I have since decided that I am going to do an image for the path that the veins will take - that way I'll be able to make it a lot more realistic... I've been thinking specifically about how to do the back of the hand (that'll be fun!)
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