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.
Yeah overall pretty good. A couple of things: Im not going to draw on this one, but Id advise, sorting the four sided poly that looks like a tri on the side of the nose, just make it the same as the others that run over the head, also the edges on the nose bridge could do with some tweaking as they are a little crunched up right now, loose a few of those loops around the eyes , just keeping the ones you need for the crease on the lids and finally the space between the eyes looks huge, it must be at least an eye and a half across!! Reduce it to an eyes width
I tweaked some vertices here and there and moved the eyes closer. Now when I look at it the thing in the middle of the forehead should not look that way.
vladimir: yeah, I've thought about that, might decrease that area a bit maybe.
Well this dude is on his way so...doesnt need too much guidance. Im getting to the point where I'll help but people need to do it themselves (find out) like I had too, and then point them in the right direction. I spend a lot of time answering than I do working somedays and I really need get Outlaws rolling along more now.
Not that I dont want to help of course, far from it..
Mayaperson: I've looked a lot at other models and their wireframes, and it takes a while 'til you got a hang of it.
gohan1842: Thank gohan, actually I'm gonna keep those loops, I use them to get some small wrinkles on the eyelids. And since there is no limit of faces in this case, it doesn't matter how many faces you've got unless it makes the model hard to handle.
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