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.
# 1 11-10-2009 , 04:43 PM
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Monkey see Monkey do_WIP

Hi guys,
I am working on a monkey character here.
I need some feed back on it. Not really the design but the topology itself.
I have always had problems with keeping my geometry clean in past projects.
I am trying to build the character to be mostly quads. but I keep getting triangles here and there.
The character will be 3000 polygons. Right now it's over by 78 and its 80% complete.
Let me know what you think.


Last edited by RockyMills_01; 17-04-2013 at 12:04 AM.
# 2 11-10-2009 , 04:45 PM
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The left half of the character is not connected.


Last edited by RockyMills_01; 11-10-2009 at 04:47 PM.
# 3 11-10-2009 , 04:50 PM
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close up


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# 4 11-10-2009 , 08:06 PM
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Great looking character and the topoplogy looks good to me for the most part. I can see the tris appearing around the ears but I am not at my workstation till tomorrow but will take a look then to see if I can sugest anything to get them to quads.
One possible way to get the polycount down might be to get rid of the hair you have modelled and instead create a couple of poly planes with the hair attached as an alpha map.

Great work so far though, you intending to rig and texure him as well.

# 5 11-10-2009 , 11:07 PM
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yes...you dont sound not non double negative
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nice design.


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# 6 12-10-2009 , 02:14 AM
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Thanks for the quick response guys.

The thought about the alpha plane idea but the character would be seen from the side as well.

The character will be smoothed for final render presentations but for animation purposes I want to keep the model base resolution at around 3000 polys.

Here is the 2D render of the character.


Last edited by RockyMills_01; 17-04-2013 at 12:04 AM.
# 7 12-10-2009 , 05:09 AM
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wait you rendered that out of maya?
that's so cool, it looks so lively and happy
i've never used toon shaders ( i assume it's using a toon shader )

maybe you could use the alpha plane idea for the hair but have their rotation alter depending on their angle from the camera? like having a point constraint and then adding an expression?




that's a "Ch" pronounced as a "K"

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# 8 12-10-2009 , 06:08 AM
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the 2d render is not from the same 3d model you posted right? Looks different, the sleeves aren't tapered out and such. Just curious


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# 9 12-10-2009 , 11:45 AM
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Originally posted by Chirone
wait you rendered that out of maya?

I don`t think thats what he meant by a 2D render - I think its just a image coloured in Photoshop


# 10 12-10-2009 , 03:22 PM
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lol, I apologise for the confusion.

I drew the image in Photoshop and Toon Boom Studio. I am sure a render from Maya toon render would produce a much cleaner result.
I just decided to make it into 3d and parharps add him to my animated cartoon.
I don't know too much about Maya toon shader though. Would propably get into that later.

@ Chirone - gonna try the alpha plane technique and see if it looks good. but thinking about it now, putting the alpha planes is a good idea.

# 11 18-10-2009 , 04:57 PM
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Hey Guys,
Here are some more updates on he character.
I decided to keep the polygon hair but I wont smooth them with the rest of the model to keep its sharpness.
I added more geometry like the teeth and tongue and a few accessories. The final base Poly count is 3702 not too bad. I think the character is still fairly light.

If you guys identify any issues in the mesh please let me know.

Thanks for the comments.


Last edited by RockyMills_01; 17-04-2013 at 12:04 AM.
# 12 18-10-2009 , 04:59 PM
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front view


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# 13 18-10-2009 , 05:00 PM
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back view


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