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 started the Pilot girl tutorial over the weekend. I've never done a humanoid model before so this should be interesting. The shots below is what I've achieved after part six. I'll take a break from the head for now and start on the body.
The angle of the screenshot probably makes it look worse than it is. It's a little barren in poly form around the back, but the sub d on the right looks ok i think
You want to try to get rid of the polys going to a point and "cube it off" so to speak. So the back looks more like this. You can get strange "pointing" and render artifacts keeping like that when rendering.
please dont tell me you did that in a flash??? I will cry!!!
You are right but..thats how I used to do shapes and it didnt work out well mack. Unless the tut is doing it that way?? I have 2 tuts on heads and both seem to start with the vertical lines like gsters.
Im interested here mate..how did the tut do it??
cheers bullet
bullet1968
"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
The tut may clear them up later on, I generally like to keep the topology in there frome the start, saves any problems of adjusting the shape later on when retoping.
Thanks for the responses guys. I've followed Kurt's tutorial fairly closely. The head was made with a nurbs sphere to start with which was then rotated so that the bottom point was were the mouth would be, and the top point were you see it in the picture. The nurbs was converted to a poly and then back and forth between the poly and sub d to add detail.
I am using the ref images provided but to be honest I'm not sticking to them 100% in terms of proportion but I'm not too far off either.
This is the latest image. The boots need more work around the heel and I'll finish the hands / gloves when the coat is made.
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