Maya 2020 fundamentals - modelling the real world
Get halfway through a model and find it's an unworkable mess? Can't add edge loops where you need them? Can't subdivide a mesh properly? If any of this sounds familiar check this course out.
# 16 18-07-2005 , 10:20 AM
t1ck135's Avatar
Registered User
Join Date: May 2004
Location: UK
Posts: 1,991
thanks user added image I've not been happy with both the edges through the head and the nose/mouth so have changed the topography a bit and added an ear in.
Couldn't post the changes up last night but will get the screenshots up tonight. I've also got some rigging tutorials and will give that a go later.

This challenge forum is definately the way to get people modelling - its a great motivator user added image

# 17 18-07-2005 , 05:03 PM
t1ck135's Avatar
Registered User
Join Date: May 2004
Location: UK
Posts: 1,991

# 18 18-07-2005 , 05:20 PM
t1ck135's Avatar
Registered User
Join Date: May 2004
Location: UK
Posts: 1,991
oh and a smooth render to show how its progressing user added image

Not really happy with the nose and mouth and it needs more of a depression under the eyes but I'm not concentrating on photorealism otherwise it wouldn't get done till next year user added image

https://www.flash-fx.net/images/3D/si...sign_male5.jpg

# 19 18-07-2005 , 06:52 PM
vedic kings's Avatar
Registered User
Join Date: Oct 2003
Location: florence OR, USA
Posts: 958
Nice edgelooping for a noobuser added image

Keep it up!

# 20 18-07-2005 , 07:11 PM
t1ck135's Avatar
Registered User
Join Date: May 2004
Location: UK
Posts: 1,991
cheers vedic kings - its amazing what sinks in from reading and re-reading tons of tutorials user added image

Just added a hand to the model, its more polys than I wanted but having only ever done one before (in nurbs) I think it'll do for now. Next up is the foot.

Currently weighing in at 1800 faces or about 3500 tris

https://www.flash-fx.net/images/3D/si...sign_male6.jpg

# 21 19-07-2005 , 08:43 PM
t1ck135's Avatar
Registered User
Join Date: May 2004
Location: UK
Posts: 1,991
A final update on the male character - added the feet which seem to make his legs a bit long at the moment...
About 2000 faces/4000 tri so is that way too much for a game character nowadays? I know I can simplify the model at a later stage for something like a game though.

I think that as he is huddled up on the floor (next to a fire down to its embers) in the scene then he might have a blanket which will cover a fair amount of his form (and be easy to model?)

I've just started (learning) to rig him so that I can move him into the huddled position.

https://www.flash-fx.net/images/3D/si...sign_male7.jpg

https://www.flash-fx.net/images/3D/si...sign_male8.jpg

# 22 20-07-2005 , 04:27 PM
t1ck135's Avatar
Registered User
Join Date: May 2004
Location: UK
Posts: 1,991

# 23 21-07-2005 , 12:13 PM
t1ck135's Avatar
Registered User
Join Date: May 2004
Location: UK
Posts: 1,991
Just a question but somebody appears to have changed the title in my thread from noob to norm?

I would very much like to be a norm but dont think I'm anywhere near that good yet user added image
As background I had a go at modelling for a few months last year and have been doing it this year for a few months whilst on the train (an hour or two a day if I'm lucky - and the trains arent screwy user added image )
Never done lighting, rigging or animation before and have done a few tutorials on uv mapping but I'm still struggling with it user added image

I have done lots of art in the past but never anything as groovy as 3D modelling which is absolutely fantastic user added image

# 24 21-07-2005 , 12:42 PM
mtmckinley's Avatar
The Maya Mountain
Join Date: Aug 2002
Location: Seattle, WA
Posts: 8,245
I believe the quality of the work you have done so far is up to par to compete with normal.

Keep it up and congrats. user added image

# 25 21-07-2005 , 04:26 PM
t1ck135's Avatar
Registered User
Join Date: May 2004
Location: UK
Posts: 1,991
well if the big man speaketh then who am I to argue, cheers user added image

thank you very much for the upgrade - better learn this rigging / lighting thing fast then user added image

# 26 22-07-2005 , 04:33 PM
t1ck135's Avatar
Registered User
Join Date: May 2004
Location: UK
Posts: 1,991
Very small update - just added a basic cape around the character and given him a slightly different pose. Moved the eyebrows too to get a more worried frown but they may have to be exaggerated a bit more. Not added any detail to the cape yet (hence the slightly strange shoulder).

One thing I did learn was to make sure you've rigged ALL the bits that might move - forgot to do the hands which were quite important for this pose.
The cape is actually hiding a pretty bad shoulder warp on both sides. I guess with practice (and some tutorials!) that could be resolved. user added image



https://www.flash-fx.net/images/3D/si...male_pose3.jpg

# 27 22-07-2005 , 04:47 PM
t1ck135's Avatar
Registered User
Join Date: May 2004
Location: UK
Posts: 1,991

# 28 24-07-2005 , 03:58 PM
t1ck135's Avatar
Registered User
Join Date: May 2004
Location: UK
Posts: 1,991
Small update on the female robot, added some hands, feet and am playing with a simple almost plasticy outer shell.

When I smooth though it appears to give artifacts (is that right?) around the adges. Is this because the shell parts aren't solid? I've pointed all the normals in one direction as I thought it might have something to do with that but to no avail. Any help would be appreciated user added image

https://www.flash-fx.net/images/3D/simplymaya/robot1.jpg

https://www.flash-fx.net/images/3D/simplymaya/robot2.jpg

https://www.flash-fx.net/images/3D/si...ge_problem.jpg

# 29 25-07-2005 , 07:46 PM
t1ck135's Avatar
Registered User
Join Date: May 2004
Location: UK
Posts: 1,991
Well I've been creating a solid unit out of the female robot and her outer armour (mainly to try cutting down the number of faces/tris. Looks about the same as the current posts so am going to leave it till I get back off hols in a week and a half.
Can't wait to see how other people's scenes have developed in that time user added image

adios amigos user added image

# 30 28-07-2005 , 07:37 AM
publicFunction's Avatar
Senior Software Developer
Join Date: Jan 2005
Location: Livingston, Scotland
Posts: 1,701

Originally posted by t1ck135
About 2000 faces/4000 tri so is that way too much for a game character nowadays? I know I can simplify the model at a later stage for something like a game though.

Well,

Not anymore as far as I am aware... Half Life 2 (Source Engine) can user charaters with about 7000 - 10,000 faces. Valve recommended 5000 - 7000.

Mike might disagree as he is the man who wrote THE book...


Chris (formerly R@nSiD)
Twitter
When the power of love overcomes the love of power the world will truely know peace - Jimmy Hendrix
Winner SM VFX Challenge 1
3rd Place SM SteamPunk Challenge (May 2007)
Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is Off | HTML code is Off

Similar Threads