Introduction to Maya - Modeling Fundamentals Vol 1
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.
# 46 24-12-2005 , 04:50 PM
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thanx a lot jay. its always nice to receive compliment from people.

# 47 24-12-2005 , 05:37 PM
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hey I made this long time ago : )
It was my first character with skeleton and also the only one.
I made usig cell shading (cartoon like) technique.It was hard for me then, because before maya 7 you had to built the shader by yourself.
I love the shader i could improve the modeling a lot now that im more experienced.
I've never shown it in the forum

Hope you like it!

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# 48 24-12-2005 , 05:38 PM
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by the way, jhon romita's spiderman was my inspiration.
user added image

# 49 24-12-2005 , 06:00 PM
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hey very nice spider-man! i am starting to skin my character.
i use smooth bind and i have a lot of problem to use it.its very hard, it never does what i want.
how do you guys skin your character.

# 50 24-12-2005 , 06:06 PM
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McFleury

Smooth bind takes time to weight nicely but its worth it in the end.

I usually set my influence quite low to around 3 joints easier to control that way Ive found

Jay

# 51 24-12-2005 , 06:16 PM
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thanx a lot jay.my problem is that sometimes i dont know which joint to choose to start painting weight.iam user added image

is there a way to paint weight as there is a way to place edges(topology).


Last edited by mc-fleury; 24-12-2005 at 06:20 PM.
# 52 24-12-2005 , 10:38 PM
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Start easy like an elbow or knee

Jay

# 53 25-12-2005 , 12:43 AM
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thanx can i moves the vertex instead of painting weight.

# 54 25-12-2005 , 10:34 AM
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you shouldn´t do that - stick to the paint weights tool. keep in mind that painting weights will never give you the finished look you wanna achieve. weight painting - in the best case - gives you a rubber-like behaviour of your geometry. from that on it´s up to creating blendshapes or influence objects for certain problem areas like shoulder or hinch joints to perform a desired deformation.

conclusion: make sure that all your vertices move in a smooth way. then move on to blendshapes or influence objects.

# 55 27-12-2005 , 02:18 AM
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hey mc, the arms are looking great now, keep at it, lookin forward to cool spiderman poses user added image


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# 56 27-12-2005 , 05:19 PM
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maybe the pose will look like that. now i just have to skin my character and this is very though.

# 57 27-12-2005 , 05:20 PM
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# 58 13-01-2006 , 05:20 AM
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Wow, I'm in the process of modeling Batman, I'll have to post some images soon... curious; what technique did you use for this, the one from Kurt's DVDs?


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