This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with
complex objects.
Following my move to Vray for Maya, on the last few projects I have used stock models in order to concentrate on getting to grips with the new renderer.
Looking over the models while preparing them for the scenes a few things have been confirmed, mainly that a great number of commercially available models leave a lot to be desired in terms of quality. This can be in a number of areas, ngons, mesh flow and bad, or non existent UV's. So much so that I have found myself putting in almost as much time in sorting things out as I would have starting from scratch.
My latest project is an image of the Nissan GTR, again a supplied main model. I have found a few niggles and things that are just downright wrong. One such area are the Brake Calipers and as I am having a close up of the wheel area this wouldn't do. With that in mind I have remodelled the Nissan Brembo caliper and here is the latest work in progress.
More to follow.
Thanks.
Last edited by clearairstudios; 08-02-2013 at 03:01 PM.
I think Jay said some thing like that about stock models a few days back, Ive done the same thought it would save time to download some thing just to find out how bad the model was not I just model what I need now saves a lot of time, nice work Clearair..........dave
Is there a time limit on this? I discovered that when you start playing with materials the progress of the project usually takes a hit......but then again you might be more disciplined than I am
clearair Ive noticed that you have more tri's in your mesh than normal is this ok in your work flow, I would have made this mainly quads but there would be a lot more polys..................dave
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