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-   -   ***TOPOLOGY*** (https://simplymaya.com/forum/showthread.php?t=24483)

arran 11-01-2007 11:53 AM

cool! cheers Jay! :beer:

DJbLAZER 11-01-2007 12:04 PM

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And here's a low poly hand I did a while back ago.

publicFunction 11-01-2007 12:13 PM

Jay,

Much love to you. I don't think you really know how much this sticky is helping.

Thanks a lot from everyone...

Jay 11-01-2007 01:10 PM

R@nsid

thank you, it's not a problem.. have fun with it all,

Jay

99GsTurbo 11-01-2007 01:48 PM

nice hand jay lol

Lt Jim 11-01-2007 03:11 PM

Fascinating stuff here! Good to see the mysteries of polygonal face modelling put into simple terms!

gster123 12-01-2007 03:09 AM

Hey Jay,

Any chance you could post that Ear that you made as ears are a pain in the ear!

vedic kings 12-01-2007 08:02 AM

here my wire:)

This head is Krishna, off the thread Bhagavad Gita.

http://star.walagata.com/w/vedic_kings/wirefsm.jpg

DJbLAZER 12-01-2007 08:19 AM

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And here are some wires from my devil guy.

Jay 12-01-2007 10:46 PM

Steve

Here you go. One ear. Im not sure how you'll be able to decipher the direction of the polys as its a little jumbled there.

The ear was made from 8polys starting on the side of the head, then basically extruded and spun faces to get stuff into position as a subd. This way I dont cut into the head itself and end up with unecessary tris.

http://img225.imageshack.us/img225/8110/earwd6.jpg


VedicKings:
Looks very nice, my wife is a Hindu and we have a couple of these in the house, the expression is very good, the serene smile. Watch out for the 'topo' around that pole area on the cheek, the polys differ quite a bit on the way toward the mouth, try and keep them as square as the model will allow, this way your uvs will be less of a headache. Thats basically a rule I try and stick with on most models, obviously there are exceptions though.


DJ:
Interesting looking dude. My crit would be to bring that forehead further forwards. Get some references to check the alignment with the cheeks. I know its a Devilish character but if you keep to the rules of anatomy it will turnout for the better in the end

I had a fiddle where I think you could improve, hope you dont mind

http://img225.imageshack.us/img225/5...adwiresfh5.jpg

Cheers
Jay

vedic kings 13-01-2007 03:44 AM

Quote:

Originally posted by Jay
VedicKings:
Looks very nice, my wife is a Hindu and we have a couple of these in the house, the expression is very good, the serene smile. Watch out for the 'topo' around that pole area on the cheek, the polys differ quite a bit on the way toward the mouth, try and keep them as square as the model will allow, this way your uvs will be less of a headache. Thats basically a rule I try and stick with on most models, obviously there are exceptions though.
Hey Jay:)

Wow a Hindu wife! You are a lucky man:bow:

I worked more on the mouth area, as you pointed out, which I think looks much better now. I also worked more on the head overall shape and flow of the wires.

What do you think?



http://star.walagata.com/w/vedic_kings/kh4.jpg

arran 13-01-2007 03:51 AM

vedic kings - this should explain -

http://forum.simplymaya.com/showthre...threadid=24218

oh, and your mouth is looking much better.:beer:

vedic kings 13-01-2007 04:45 AM

Quote:

Originally posted by arran
vedic kings - this should explain -

http://forum.simplymaya.com/showthre...threadid=24218

oh, and your mouth is looking much better.:beer:

Wow the "Bot" thread, I thought Aned90 was being weird, but now I know, thank arran.

Jay 13-01-2007 08:18 PM

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VK:

theres been alot of Porno spamming going on here so be vigilante. Its just some jackass trying piss everybody off. Just report the posts if you see one, they'll get bored eventually.

Anyway, this job is looking good. I took the liberty of drawing over your mesh, to help with the ear, the red is how I'd redirect some of the edges the green is the 8 polys I'd use forthe ears and the blue id the kind of shape you want to extrude from, these are purely suggestions from my pov, somebody else may find it useful if you have your own way of doing the ears.

Cheers
Jay

vedic kings 17-01-2007 12:11 AM

Quote:

Originally posted by Jay
VK:

theres been alot of Porno spamming going on here so be vigilante. Its just some jackass trying piss everybody off. Just report the posts if you see one, they'll get bored eventually.



I'll do my best to report them.

Quote:

Anyway, this job is looking good. I took the liberty of drawing over your mesh, to help with the ear, the red is how I'd redirect some of the edges the green is the 8 polys I'd use forthe ears and the blue id the kind of shape you want to extrude from, these are purely suggestions from my pov, somebody else may find it useful if you have your own way of doing the ears.

Cheers
IMG]Jay
Thank you for taking the time to point that out, it helps. But there are many ways to loop your models, but your way works good, heres an update on the head and ear.

vedic kings 17-01-2007 12:15 AM

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opp.

vladimirjp 20-01-2007 12:44 AM

ears are always a pain to stitch.
i dont even bother paying attention to the topology in ears anymore. as long as it looks good. if it were me i would eliminate a lot of those edges that are so close to each ther where the ears are connecting to the head. ngons work well in an area like that.

here's my contro to this. its my current wip. typical comicbook hero head guy.
i went n-gon crazy in areas that stay planar all the time, or areas that normally have funny creases in the face. it easier to get away with them that way.
---------------
http://farm1.static.flickr.com/172/3...3d1788.jpg?v=0

http://farm1.static.flickr.com/150/3...f03561.jpg?v=0
http://farm1.static.flickr.com/181/3...5f75cfe0_o.jpg

Mickeal_alex 21-01-2007 12:53 PM

Wow! Man your really good! How long have you been using maya?

vladimirjp 22-01-2007 04:31 PM

for a while now.
:blush:

younglion 22-01-2007 04:47 PM

thats a nice model but it looks like xsi to me but of course i could be wrong. btw nice thread

vladimirjp 22-01-2007 08:12 PM

yup. its done in xsi.

Wishbonekenobi 23-01-2007 04:05 PM

1 Attachment(s)
Here's my t-rex W.I.P. from another thread... pretty much all quads I think...

vladimirjp 23-01-2007 04:50 PM

pretty nice model.
the area near the eyes look a bit cluttered.

can we also post only base mesh wires.

its hard to read edge flow on a smoothed model in maya.

Wishbonekenobi 23-01-2007 04:53 PM

yeah it can get a little cluttered but I don't want to loose the deinition. This is my base mesh, I didn't run a smooth at any time. I will use it on a smooth proxy later because this is suppose to be a very high res creature.

vladimirjp 23-01-2007 04:57 PM

Quote:

Originally posted by Wishbonekenobi
yeah it can get a little cluttered but I don't want to loose the deinition. This is my base mesh, I didn't run a smooth at any time. I will use it on a smooth proxy later because this is suppose to be a very high res creature.
are you joking? its obvious its a poly smooth. come on... u dont get points fpr mesh density hehe.

Wishbonekenobi 23-01-2007 05:12 PM

No I used some nurbs modeling and my the shrink wrap technique I talked abouth in the other thread. The way I made the topology even was by adding edge loops. also some of the shrink wrapped parts are from nurbs patches. The head was modeled basically vertex to vertex. I took a long time on every tooth doing extrude faces and adding edge loops and moving points. I never applied a smooth to anything. If you read the hyper realistic creature creation book it talks about how you souldn't use smooth's because you loose some control of the modeling...

Wishbonekenobi 23-01-2007 09:38 PM

1 Attachment(s)
here this is a close up of the base mesh...

Jay 23-01-2007 11:50 PM

Yeah a base mesh would be ideal really for this thread as its the starting point for the model itself albeit polys, subds, nurbs or even Lego! And Vlad is right, no points for a dense mesh LOL

This way its easier to help those interested in topology, about edgeflow techniques and how to set up a character for possible animation by optimizing the mesh in all areas, particularly those that will be deforming. Also taking in the importance of keeping uvs well balanced too for really good texturing and to avoid stretching, and more importantly a lower mesh will help with editing them instead of going insane!

The t-rex is a good model but perhaps you could lose a few edges, theres a bit of bunching on the thigh toward the top, I think you could lose evry other row of edges right now, but keep the deforming areas to four or five rows.

Do you not have a lower resolution of the mesh? The last image looks the same, just closer. I think the teeth should be modeled separately too, thiswill be easier for rigging too

Cheers
Jay

Wishbonekenobi 24-01-2007 12:08 AM

there's no lower res. it was stiched to gether with the topology seen here. mayby you're right about loosing some edges. I usuall wait till I finish the model and get it how I like and then see what I could loose.

Jay 24-01-2007 02:47 AM

Hey Wishbone

Yeah sure, it will help you for sure later on, uvs and all that stuff...

Cheers
Jay

gster123 29-01-2007 08:50 AM

Not too sure if I should post this in here, but for me it goes under the "topology" research, its a series of videos from youtube going over drawing for anatomy study, which i'm sure will be helpful to everyone creating human models in 3d.

http://www.youtube.com/profile?user=RivenPhoenix

I cant take credit for the link as I got it from a post on ZBrushCentral, with the thread started by Cannedmushrooms.

Hope its ok to post this here and its useful to everyone.

Jay 29-01-2007 04:45 PM

Great link Steve

I think everyone would benefit from a little '2d work' it really is the basic understanding of creating good form albeit 2d or 3d, clay sculpting is a good one too if anyone has a good link to share

good stuff
Jay

t1ck135 06-02-2007 02:50 PM

going back to one of the first posts about facial muscles, here is a nice little flash movie that lets you overlay each of the individual face muscles over the head to get a better idea of where they are and what they do. There's also info on expressions and which muscles are involved in what:

http://www.artnatomia.net/uk/index.html
(click the application link to the right)

Si

p.s, it runs as an swf flash movie so you 'can' (even though I wouldnt condone it other than for personal use) grab a copy from your browser cache and use it offline as most of it is contained in the single swf.

AnthonyCg 12-02-2007 09:59 PM

A quick question...
What if I wanted to create a character with three eyes?
How would the edge loops have to look¿?

Jay 13-02-2007 05:52 AM

Well assuming you know how to create two eyes do exactly the same for the third, pretty straight forward when you actually think about it, just because its a third eye doesnt make the basic principles any different.

Jay

gster123 13-02-2007 06:10 AM

This might give you some idea

http://www.antropus.com/

In the galleries section theres a "triclopse"with a wireframe. The website is full of great little tutorials etc for modeling from, IMO a great artist.

As you can see, to echo Jays comments, the basic principles are the same.

Also as some advice that was given to me by Jay, try drawing/sketching out your mesh over a concept drawing so thatyou can see how the loops look, that way you wont get into a mess when your making your model as youve got some idea of how the geo flows.

Falott 20-02-2007 12:38 AM

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thought I drop a pic too. edgeLoop might be not too perfect but it is working well. still needs some work.

Mickeal_alex 23-02-2007 12:00 PM

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Nice model, here is mine, it isn't finished and i have a question.What was the base object that you used to model the ear?

Falott 23-02-2007 02:23 PM

base was the cap of a cylinder. but i really dont have a system with modeling ears. it´s just one big mess with adding and deleting edges. but after 3-4 hours i get something like a ear.

lmner 27-02-2007 04:39 PM

thank you everyone!

I can effort more and more


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