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.
finaly getting a feel for this model, it's hard steering away from the traditional crocodile, and putting a dino-theme in there but i THINK i am achieving it...
yeah i've used polys, but this is the first time i have ever used polys, raise a couple of edges or vert's up and then use the smooth command from the poly menu, or can utilise the sculpt tool on very very fine, i am sure there are ppl laughing at my miss-use of these tools and there are proberly better ways of doing it, but if it works eh?
right i am off now to scope out the rest of the competition....
lol cheers dude, my wife said exactly the same thing about the eyebrows 10 mins ago, but no i wasn't aiming for it to be a girl... they were supposed to be manly armour plates for his eyes, maybe need to rework them a bit...
Hi Murph it's looking good , here's a general rule for you when working with polygons ...try to stick to 4 sided faces,I noticed on your model you have quite a few nth sided (meaning 5 or more) and quite a few 3 sided too.You can get away with the odd 3 but if you leave those 5's ect ,if you wanted to rig and animate it in future it would make it really difficult.
to get rid of the 5 sided ect use the split polygon tool and add some lines and maybe delete a few to try and clean it up , the result will be a lot smoother mesh.
Hope this doesn't put you off cause you are doing well, but just wanted to start you out right.
yes that is exactly right , you should try to avoid the creating areas like the red areas, it's not too hard to add a few splits or maybe delete a few to make the geometry more or less all quads.Don't be too worried if you have an odd triangle here and there as sometimes it is kinder hard to avoid , but definately avoid 5,6,7 sided ect.
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