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.
This is my very first model I've ever created, and it would be neat if some people could place some (not too critical) comments... I have no idea how to make a good model..... :\
hey
doesn't look too bad for a head, just looks like you need to invest some more time into it.
it looks like you made it with artisan. if that's the case, use what you have as sort of a foundation and now go in and start pushing and pulling vertices (rclick on object and go to vertex). that will give you more definition (i.e. you can make the eye sockets and mouth deeper, pull out cheekbones some, even out jaw line).
one problem you might run into is making it even on both sides, since it's not mirrored or anything you'll have to manually select the same vertices on both sides in order to make it look even on both sides, it might be more trouble than it's worth. if it becomes too much of a problem i'd scrap it and start over again (one other problem is that you won't be able to animate this head or really put it in any other poses).
if you want to learn more about head modelling, here's some tutorials and reference stuff.
there's also a polygon head modelling tutorial right here on simplymaya that you have to pay for (i haven't seen it...if i weren't flat broke i'd buy it though).
i don't know much about nurbs modelling so i havne't posted any links to nurbs modelling...just polygon.
all in all there's plenty of tutorials and references out there...just read up on all of them and you'll kind of get a broad education about head making, hehe.
*disclaimer* i am by no means an expert on head making, i've only made maybe 2 or 3 in the 3ish months that i've been using maya, i'm just passing along some of the info i've gathered and read that has been the most helpful to me.
Last edited by soulcialism; 16-11-2003 at 06:57 PM.
Yeah, I would not recomend Artisan as you advance. It's ok for the beginning, when you are coming to terms with how the geometry works.
The biggest thing I think, is to really get to know the gist of how anatomy, especially muscles look and work. Radial geometry (also known as edge loops) are an important part of that, as when your eye blinks, or your eyebrows raise, or your mouth opens, or your nostrils flare, or whatever, the majority of that is being performed by circular muscles around the eyes and mouth. Your geometry would benefit from mimicing that kind of structure.
Here's an old pic of the wireframe of one of my old models... ignore the scar.
Hope that helps some. Check out the head modeling tutorial we've got. It goes over a different method (and the one I, personally, prefer - but it's all a matter of preference).
This is my update..... Does anyone have any idea how to reduce the number of edges significantely without losing the 'main edge loops'? Also how to define the mout and the nose better?
Arg, what an idiot am I to use bmp.... well, if you're wondering how I made edited the head, I used hobbit guy's tutorial and pics and just thought a different sized head and a nose attached to it, since my scanner isn't working an I can't use my own drawings :\
the hobbit guy's tutorial is a really good way to go. I use it my self.
About the number of polys.. there is no good way to do it, as far as I have ever heard. besides deleating edges your self. (long time) if you use the poly reduction in maya it will not smooth for crap after that.
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