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-   -   A crack at organics (https://simplymaya.com/forum/showthread.php?t=31441)

murambi 30-11-2008 10:08 AM

A crack at organics
 
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been a while since i did anything in organics so here i go

murambi 30-11-2008 10:12 AM

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another

arran 01-12-2008 08:24 AM

not bad, but at the moment you have way too much geometry, especially around the eyes and mouth. try to get the basic shape down before adding more edge loops

murambi 01-12-2008 10:36 AM

Quote:

you have way too much geometry
dont really plan on animating so poly count isnt really an issue(and its been smoothed) or will i encounter any problems ahead

arran 01-12-2008 10:41 AM

you'll encounter problems when you try to model. if you have too much geometry it's a lot harder to get the details right. you should aim to use the least amount of geometry as possible to get the basic shape and then only add geometry when absolutely necessary- right now you have a ton of wasted geometry that's not actually doing anything. take a look a the topology thread.

gster123 01-12-2008 10:49 AM

Very true Arran.

You'll have problems if you want to try to get it more detialed with the wasted geo and when you unwrap having a dense mesh is a pain to sort out over a low poly one.

murambi 01-12-2008 10:56 AM

Quote:

when you unwrap having a dense mesh is a pain to sort out over a low poly one.
what about the almighty zbrush don't people use it to add details and uv mapping..........
or is it just good practice

gster123 01-12-2008 11:18 AM

If youv'e got Zbrush then I suppose you dont need to bother BUT, I think its very good practice to UV map, for example, using AUV tiles is a pain to alter in PS if needed, or indeed add spec maps, SSS maps based of the primary colour, etc etc as they make no sense at all as they dont care about the layout, making understanding what your looking at really hard and almose impossible to alter manually if needed.

Also you could paint a displacement map or a bump in PS to get subtle maps that say your comp may not be able to handle in Z. Or even model in the detials (large wrinkles etc), in maya giving you a basis to pait the bumps.

I wouldnt go along thinking that using Z lets you get away without doing some hard work, to get the best out of it you need to have an understanding of the workflows associated using traditional methods otherwise your not getting the most out if it or your time.

murambi 03-12-2008 10:30 PM

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well started on this agian and decided to model a woman instead

murambi 03-12-2008 10:34 PM

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with smooth

murambi 03-12-2008 10:37 PM

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so can anyone tell me if theres somthing i can change vefore i move on

murambi 09-12-2008 12:16 PM

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ok some small updates

murambi 09-12-2008 12:18 PM

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got the back cog idea from gster123 hope you dont mind oh this is for the steam punk challenge

Chirone 09-12-2008 12:51 PM

whoa... that's creepily awesome!

something isn't sitting right with the neck, the front looks weird like it has a corner to it... (unless its possible for that to happen.. but i've never seen it before)

and the stomach looks the same... it's like someone just puched her with a giant chizel

also, i see triangles on the knees and stomach area... should those be changed to quads?

honestdom 09-12-2008 02:13 PM

I think the topology of the breasts needs to be improved, also the shoulders look massive!


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