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 14-09-2006 , 06:03 AM
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my first head model.... tell me what you think,

Hey guys, ived got holidays now soo yeah ived started to work on the Ninja Model Made by Kurt...
Only spent couple of hours on it and still in progress but yeah tell me what you think,
cheers,

-Marlon.J

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Last edited by marlonjohn; 23-09-2006 at 06:17 AM.
# 2 15-09-2006 , 06:56 PM
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Looks like a cool start.

Keep showing updates. Are you modeling from an image reference or from scratch?

# 3 15-09-2006 , 10:55 PM
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Hey Wishbonekenobi,
thanks for the comment.... and yes im modeling from a ref =]

# 4 15-09-2006 , 11:52 PM
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heres a update real quick... i kinda forgot to save the pants, so im doing them right about now. (im just having a break from the head since its giving me headaches :S )

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# 5 16-09-2006 , 01:51 AM
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hey looking good keep it up

man i hate doin heads too many edge loops to make an still keep the shape a little tweaking an that should look good


Now at SMU doing BSc 3D Computer Animation so its hard to get on here
My wire render tut https://forum.simplymaya.com/showthre...threadid=20973
# 6 16-09-2006 , 12:54 PM
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It's hard to keep all polgons four sided but it's great for if you want to rig it later. I learned a common technique of starting with a box and using only ring select and splits and the extrude face tool. That way you can treat the poly model like a nurb. the edge rings are like isoparams (Spelling?). Of coarse lattices clusters and sculp geometry tool are all usefool to and they dont change the polygon sides in the topology.

I'm curious if you use a method similar to this or if you model with nurbs and convert them.

# 7 16-09-2006 , 03:02 PM
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the head above the eyes (skull) is too tall
looks like a cone head


First year 3D Grad
# 8 17-09-2006 , 11:50 AM
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@ pbman - ehehe thanks man... =)

@ Wishbonekenobi - yeah i recently came across a tutorial which tells you about just by starting off with a box which you are refering to. About which method i use, im generally using the nurbs to get the overal shape then convering them into polygon and adding alot of split polygon tool then just converting to subdiv to teak them up so it would look awesome..(even though its not really happening for me, lol user added image)

@ Turbo Dan - Hey man, yeah i though that aswell... since i joined the neck and the head.. its kinda lost its shape really because ived kinda been using sculpt tool abit to much :S

thanks again for the comments and the crits, cheers
-Marlon.J

# 9 17-09-2006 , 08:12 PM
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Could you show a wire frame for the head?

Cheers

# 10 17-09-2006 , 10:44 PM
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Here you go gster123, just wondering why you want it...


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# 11 17-09-2006 , 10:50 PM
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To be honest its just to be nosey, to compare it to mine (comment on it if you want to) and maybe to give a few suggestions.


One thing that I found helpful was to use the ploy smooth tool (in the poly sculpt) to get nice even wires.

# 12 17-09-2006 , 10:58 PM
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haha cool, hey i was just wondering if you dont mind.. can i see your head in polygon wireframe? because im having trouble with mine, :S "the tapology on mine isnt that great i think"

thanks,

# 13 17-09-2006 , 11:05 PM
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# 14 17-09-2006 , 11:11 PM
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cooool, thanks dude.. you rock!
yeah ived been thinking of doing more loops...

thanks again,
-MJ

# 15 18-09-2006 , 07:51 AM
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Don't forget the topology of the mouth area! Take a closer look at the mouth on Gster's head. Really clean! One thing I noticed is that you seem to have a lot of extra geometry around the edges of the lips (including some which goes halfway up the nose and just stops). You can probably get rid of that.

Basically, if you wish to animate the character's mouth/eyes in the future, clean, elliptical geometry surrounding the mouth and eye area is de rigeur! If you don't already have it, I HIGHLY recommend the book "Stop Staring" by Jason Osipa. He's got some great advice on creating clean heads.

Otherwise, looking very nice! Keep up the good work!


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