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 guess I could call myself still a newbie at Maya still , but I've been trying to model a female head for like 4 months now. And the more and more, I try the different tutorials the more my head's don't look like when they're supposed to at the end. I tried the "Hobbit Guy's", and some of the poly tut's out there.
I think I find it harder to learn from a sterile webpage, so I figured I'd attempt to ask you all, you tend to model a head every challenge and do a great job everytime. I was wondering if you could tell me your method on how you start to model a basic poly head. If it be starting with a sphere, a cylinder the Hobbit Guys etc. I'm sorta curious what the rest of you do. I'd appreciate any participation.
I start off with nurbs sphere and sculpt it to my refrenece pictures as close as i can. Once the nurbs head is in proportion i covert to polys to start cutting out the eyes mouth etc. Than its all about tweaking your model, going back and forth from sub-d to poly to start adding detail.... Once i learn who to video capture ill do a mall tut for you....
I am enough of an artist to draw freely upon my imagination, knowledge is limited, imagination encircles the world. (Albert Einstein)
If you Go to the help menu for Polygons>Average Vertices, there is a section called "Emulating Subdivision Surface Workflows." I use use this method since I don't have subdivisions to work with. Your face will always be smooth and it's easy to manipulate everything. I have also seen magnificent faces made through patch modeling, although I don't believe many people here at Simply Maya use that particular technique. Here's a site that explains a lot about patch modeling if you're interested. I personally hate it. https://coldfusion.art.msstate.edu/ca...ead/NURBS.html
The navigation for the site is in the upper left hand corner.
thats the way that is easier according to me.... start out with a cube extrude extrude and split split split, move the vertexes and faces along... finally smooth it out.... works great...
nurbs sphere>poly>cut/chop, etc>then use CPS poly tools for Maya.
Another cool and FUN thing to do is to duplicate your original head at unsmoothed level several times. Smooth/Sub the original head and use the other 'unsmoothed' head to create a blendshape node on the base SubD head.
Create some extreme shapes on the duplicated meshes and then, here is the fun part>
Sculpt, in real time, the base SubD head using blendshape with sliders from the blendshape panel. When your happy with a new shape just freeze the geomety and you have a wonderful new base head shape.
the technique with the most success i had was to model the area around the eyes first,then the nose separately as well as the mouth....when these are through i connect them all to form a mask..thn i make the ears..after that is thru i sculpt a oly sphere to make it like the shape of the head then dlete some polys and connecting them to form a head...delete some more from the bottom then extrude it...this will be the neck
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