Maya Training

Introduction to Hard Surface Modeling

Maya Training

Interiors and Furniture Vol 1 & 2 - Modeling & Cloth

Maya Training

Shading, Lighting and Rendering the Bedroom in MR

Maya Training

Robot volume one - Modeling with animation in mind

Maya Training

Spach-Alspaugh House the complete courseware

Maya Training

Burt The Cartoon Dinosaur Vol 01 - Modeling

New Maya Training

Robot Volume 02 - Hybrid Rigging
You are here > Home > SimplyMaya Community Forums
Loading

Welcome to Simply Maya

Please Sign in or Sign up for an account

Member Login

Lost your password?

Not a member yet? Sign Up!

Old 26-12-2005, 09:42 PM   #1
Buddy3D
Registered User
 
Join Date: Dec 2005
Posts: 2
Thanks: 0
Thanked 0 Times in 0 Posts
Default Need help following Jason Osipa's "Stop Staring"

Hey everyone, I'm new to this forum and just getting started with Maya. I am trying to make a character using Jason Osipa's book as a guide for the character's head, and I have some questions...

1.) The main structure of the head is created by taking the outside isoparm of the mouth and lofting new curves in an outward fashion. The only way I know how to do this is to duplicate the original curve, scale it, and then loft the new curve to the original surface, but that just seems way too tedious. Is there an EASIER way to loft/extrude curves in an outward/spherical pattern???

2.) Do you ever "delete history" for ANY part of your model, or does that mess up the sliders and poses?

3.) In "Stop Staring," Jason models the head at the origin. If my character is going to have a body, do I model the body and place the head at its position on the body before running the Automatic Setup, or can everything (including the sliders made by the Automatic Setup) be moved up, scaled, etc.? Basically what I'm asking is can a fully completed head (setup, sliders, the whole deal) be adjusted to fit on a body, or do I do all of the setup, sliders, and everything else AFTER fitting the head to the body?
Buddy3D is offline   Reply With Quote
Old 30-12-2005, 12:42 PM   #2
Falott
Registered User
 
Falott's Avatar
 
Join Date: Jan 2005
Location: vienna
Posts: 1,095
Thanks: 3
Thanked 20 Times in 18 Posts
Default

3) basically you can pretty much adjust everything afterwards. should be no problem.

2) I delete history every 2 minutes when modeling. but thatīs more imortant with polymodeling cause of many blindnodes created when switching between poly and subD or datanodes from cutting, splitting, merging, etc.

with nurbs itīs somehow different. if you e.g trimed the surface you delete the trimnode by deleting history and your hole is gone... or you canīt make further adjustments after deleting history on "additive operations" like loft, birail, extrud, etc. those geometrys will stay but are "static" from now on.


one advise from me if you just started using maya. use polys instead of nurbs, especially for organic forms. thatīs way more intuitive while getting to know the handling of maya. nurbs are quite more complex. but if you need to do nurbs, just keep on.


1) there are many different approaches for patch/nurbsmodeling. but in the beginning every single one of it seems to be nonrational like a nurb is. a nonrational inunderstandable thing! but thatīs only my opinion on nurbs.

cheers!
Falott is offline   Reply With Quote

A little bit about who we are
Links you might find useful
Catch up with SimplyMaya
SimplyMaya specialises in Maya tutorials. We offer over 1,000 individual Maya training videos, ranging from basic Maya tutorials through to intermediate Maya tutorials. Our tutorials are created by instructors with industry experience and are designed to get you up and running in Maya quickly without making it seem like hard work.

Copyright © 1999-2015 SimplyMaya - vBulletinŪ Copyright © 2000-2015, Jelsoft Enterprises Ltd.