Get halfway through a model and find it's an unworkable mess? Can't add edge loops where you need them? Can't subdivide a mesh properly? If any of this sounds familiar check this course out.
er... i think he needs a body. what are you going for here? - he just kind of looks like your run of the mill green alien smoking a cigarette...is that what you're after?
A part of the body...
I had some ideas that didn't work too well so I decided to go with this one: An insect-alien.
I don't know how to make the hands (Edit:and feet) ... Ideas and comments are welcome.
not bad so far for as new as you are. I didn't even get that far when I first messed around in maya.
I would suggest doing the Free Franky tutorial on this site, it will give you a good basis of how to start creating your own characters from head, to body, to legs, feet, arms, and hands. Very easy to follow.
'I would suggest doing the Free Franky tutorial on this site'
I did that tutorial already, and almost every other free tutorial on this site. Unfortunately I'm 15 and I don't really have money for anything that isn't (free) .
By "I don't know how to make the hands (Edit:and feet)" I meant ideas for a design, not for how to build it...
"or is it a case of why not!"
It's exactly that case. I'm still learning Maya and I decided to experiment with some lighting effects.
The wire-frame you asked is attached. It's a bit high poly because of these claws (1600 together) and more.
Edit: BTW, I'm not planing to animate him yet because I don't know how... And I'm still learning some other stuff. Experimenting with fur and hair now .
I was looking for tutorials for fur and it says:
"Applying fur to a polygon or subdivision surface model is similar to applying textures in that the geometry needs a specific arrangement of UVs so that the fur looks correct when applied to the model."
I'm comletely new to creating/ mapping/ whatever UVs, so I looked in Modeling > Mapping UVs > Creating UVs.
This is what's written there:
"In Maya, UV texture coordinates (UVs) can be created for polygon surface meshes using the following UV mapping techniques:
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