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.
# 46 15-07-2003 , 12:18 AM
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I'm feeling a bit uncertain about Borg's Bunny at present, so am reworking as a Ram-Bunny at present. I'm in one of those undecided modelly moments I am sure you are all familiar with.

I'm keeping the head as I like it. But the body is currently undergoing a somewhat radical refit. Again user added image

Updates shortly for peoples' views- when we did the tournament one didn't have a minute to think about direction, this month thing is a bad idea when one has the attention span of a gnat LOL.


Last edited by Witchy; 15-07-2003 at 12:20 AM.
# 47 15-07-2003 , 12:35 AM
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I hear ya witchy... good luck! I am sure what ever you come up with will be very creative. looking forward to being surprised again user added image

# 48 15-07-2003 , 04:57 AM
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You never know .user added image ...working on torso.

Pic shows the torso in various stages of progress with vest being added.

Am shooting for a sort of Rambo meets Duke Nukem bunny at this stage. But who knows where it will end up. user added image


Last edited by Witchy; 23-05-2008 at 02:28 PM.
# 49 15-07-2003 , 04:52 PM
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Wire.

The background image is from fineartsk - just using it to make the torso against as I don't do human like forms very well and I can cope better with a nice picture to model against. Legs won't be like that, have another idea for those user added image


Last edited by Witchy; 23-05-2008 at 02:28 PM.
# 50 15-07-2003 , 04:56 PM
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Lastly (last night, very late, chortle) imported the head, hands and two armour pieces from the original Borgs Bunny. Not converted the body to subds for this shot yet as am still pulling and pushing things so please excuse blockiness.

Bit happier with the way this one is going as I have an idea for a final image now, and can use the gun I made before, handily. Comments welcome as usual (has no neck yet incidentally). I think I might make the head a bit smaller- any views?


Last edited by Witchy; 23-05-2008 at 02:29 PM.
# 51 15-07-2003 , 05:02 PM
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Looking really great witchy!

# 52 15-07-2003 , 08:51 PM
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Thanks user added image

Started work on a pair of suitable combat trousers. Been playing witha denim look as well, but cannot decide which I pefer at present.


Last edited by Witchy; 23-05-2008 at 02:29 PM.
# 53 15-07-2003 , 09:05 PM
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He is looking good!

I like the combat look for him:p


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# 54 16-07-2003 , 05:22 PM
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Old game style bunny, old game style controller, WIP.


Last edited by Witchy; 23-05-2008 at 02:29 PM.
# 55 16-07-2003 , 05:32 PM
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to cool Witchy. Keep it up man!

# 56 16-07-2003 , 09:48 PM
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looking awesome man.

# 57 16-07-2003 , 11:19 PM
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I like it! its like arnold in predator had a child with bugs...
:thumbsup:

# 58 17-07-2003 , 12:34 AM
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Looking great witchy.. that muscle shirt really suits him! Why dont you soften the faces so that its not so bricky when you post the renders? Personally i always smooth my faces while i work on it to give me a better feel for what im modelling.


"I should call you sugar maple tree cause i'd totally tap that" haha

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# 59 17-07-2003 , 02:41 AM
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Thanks all! Bit happier with the way this one is heading. We shall see.

Sorry about the blocky poly body M, I was working on it when I took the render and hid the subd conversion instead of the poly original and didn't reconvert it. Here's a shot converted, still playing with it in the poly version, still has no neck user added image

I decided to try Howard's method of doing as much to the poly object as possible before converting, as I found that approach interesting when we did the last tournament - good stuff Howard!


Last edited by Witchy; 23-05-2008 at 02:29 PM.
# 60 17-07-2003 , 06:20 AM
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looking great...not to sure about the pants texture though - a standard green camo print would be cool (without the pinks and yellows)

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