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 07-01-2003 , 06:57 AM
-<{ JB }>-'s Avatar
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Medieval Ages - -<{ JB }>-

ok, here's my first sketches. I will be modelling a sword, and I'm going to place it on a grassy hill overlooking a forked path with a figure pushing a cart through the mist. I will (hopefully) make some blood on the sword too.


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# 2 07-01-2003 , 07:00 AM
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and...


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# 3 07-01-2003 , 07:05 AM
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actually, I might remove the character, make the cart a weapons cart and make it broken with a few scattered weapons lying by it. This would make it look like someone has killed the weapons merchant with the sword stolen from the cart, then left it lying on the small hill.


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# 4 07-01-2003 , 07:57 PM
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The sword sketch looks nice, Mabe you could use a medieval monk as your character. carrying the dead body away.

# 5 08-01-2003 , 02:56 AM
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hey, that's not a bad idea!

Anyway, I've started by modelling the blade. It was polys but I converted to Sub-d's for a smoother look. I somehow managed to generate myself a topology error which kinda screwed up a boolean I was trying to do on the poly version. user added image But, i fixed it... eventually.


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# 6 08-01-2003 , 10:26 AM
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Some more progress... at different angles. I've decided that it's a going to be a 2-handed sword (hence the long handle). I don't particularly like the little thingy on the end of the handle though - I'll prob change it to be more like the sketch and add a gem to it.

Sorry about the quality of the JPEG compression.

Please let me know what you think of its overall shape and proportions. Thanx


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# 7 08-01-2003 , 10:37 AM
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Looks great!
Could be that the part between the handle and the blade is too big to be real (?) on a two handed sword.

Oh, and a question:
How did you model the handle JB ???


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# 8 08-01-2003 , 10:54 AM
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yeah probably, but I think that it sort of gives an "artefact" look.

The handle --- I made a long poly cube with about 20 divisions along it's length then scaled every 2nd set of verts a bit smaller to make ridges like a zig-zag. I split a line of 20 verts along 1 side and shifted the whole thing across by exactly 1 ridge to make it spiralled. I then merged the verts to their new partners, converted to sub-d's and creased the smaller of the 2 spiralled ridges. (I hope i said that all properly)

thanx for your comments


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# 9 10-01-2003 , 07:11 AM
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Update:

I remade the thing on the end of the handle, added a gem and I've given everything some simple textures.

Oh, and its now back to being a single-handed sword because I didn't like shape before.


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# 10 10-01-2003 , 07:21 AM
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I've also had a bit of a shot at modelling the small grassy mound. It still needs HEAPS of work though!


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# 11 10-01-2003 , 09:46 AM
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that grass is looking very cool, how did you do it?

I think the texture on the gold part of the sword handle is too plain at the moment. It needs more detail. Will you be adding this later?

Looks good though.

Alan


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# 12 10-01-2003 , 10:36 AM
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yes, I'm not quite finished with the textures yet - they will still be modified some more. There is a mild bump map applied to the gold, but it's destroyed in the low quality JPEG compression I used on the pic.

The ground is a poly plane that I used the 'sculpt poly' tool on to shape, and the grass is just applied using some fur.


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# 13 10-01-2003 , 11:49 AM
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like the sword - : )


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# 14 10-01-2003 , 03:23 PM
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Looking good bud, like teh hilt design=) keep it up...


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# 15 10-01-2003 , 10:01 PM
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Love the overall look of your scene.user added image

Small observation.
To me,,,,, the handle grip of the sword looks a bit thin, mabe you could make it a bit thicker to balance the sword.

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