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 22-01-2007, 08:12 PM   #61
vladimirjp
Subscriber
 
vladimirjp's Avatar
 
Join Date: Jun 2003
Location: stuck in the 90's boston, USA
Posts: 1,871
Thanks: 0
Thanked 4 Times in 3 Posts
Default

yup. its done in xsi.
__________________
Image dump
vladimirjp is offline   Reply With Quote
Old 23-01-2007, 04:05 PM   #62
Wishbonekenobi
Subscriber
 
Wishbonekenobi's Avatar
 
Join Date: Jan 2006
Location: San Francisco
Posts: 227
Thanks: 0
Thanked 0 Times in 0 Posts
Default

Here's my t-rex W.I.P. from another thread... pretty much all quads I think...
Attached Thumbnails
 
Wishbonekenobi is offline   Reply With Quote
Old 23-01-2007, 04:50 PM   #63
vladimirjp
Subscriber
 
vladimirjp's Avatar
 
Join Date: Jun 2003
Location: stuck in the 90's boston, USA
Posts: 1,871
Thanks: 0
Thanked 4 Times in 3 Posts
Default

pretty nice model.
the area near the eyes look a bit cluttered.

can we also post only base mesh wires.

its hard to read edge flow on a smoothed model in maya.
__________________
Image dump
vladimirjp is offline   Reply With Quote
Old 23-01-2007, 04:53 PM   #64
Wishbonekenobi
Subscriber
 
Wishbonekenobi's Avatar
 
Join Date: Jan 2006
Location: San Francisco
Posts: 227
Thanks: 0
Thanked 0 Times in 0 Posts
Default

yeah it can get a little cluttered but I don't want to loose the deinition. This is my base mesh, I didn't run a smooth at any time. I will use it on a smooth proxy later because this is suppose to be a very high res creature.
Wishbonekenobi is offline   Reply With Quote
Old 23-01-2007, 04:57 PM   #65
vladimirjp
Subscriber
 
vladimirjp's Avatar
 
Join Date: Jun 2003
Location: stuck in the 90's boston, USA
Posts: 1,871
Thanks: 0
Thanked 4 Times in 3 Posts
Default

Originally posted by Wishbonekenobi
yeah it can get a little cluttered but I don't want to loose the deinition. This is my base mesh, I didn't run a smooth at any time. I will use it on a smooth proxy later because this is suppose to be a very high res creature.
are you joking? its obvious its a poly smooth. come on... u dont get points fpr mesh density hehe.
__________________
Image dump
vladimirjp is offline   Reply With Quote
Old 23-01-2007, 05:12 PM   #66
Wishbonekenobi
Subscriber
 
Wishbonekenobi's Avatar
 
Join Date: Jan 2006
Location: San Francisco
Posts: 227
Thanks: 0
Thanked 0 Times in 0 Posts
Default

No I used some nurbs modeling and my the shrink wrap technique I talked abouth in the other thread. The way I made the topology even was by adding edge loops. also some of the shrink wrapped parts are from nurbs patches. The head was modeled basically vertex to vertex. I took a long time on every tooth doing extrude faces and adding edge loops and moving points. I never applied a smooth to anything. If you read the hyper realistic creature creation book it talks about how you souldn't use smooth's because you loose some control of the modeling...

Last edited by Wishbonekenobi : 23-01-2007 at 06:12 PM.
Wishbonekenobi is offline   Reply With Quote
Old 23-01-2007, 09:38 PM   #67
Wishbonekenobi
Subscriber
 
Wishbonekenobi's Avatar
 
Join Date: Jan 2006
Location: San Francisco
Posts: 227
Thanks: 0
Thanked 0 Times in 0 Posts
Default

here this is a close up of the base mesh...
Attached Thumbnails
 
Wishbonekenobi is offline   Reply With Quote
Old 23-01-2007, 11:50 PM   #68
Jay
Senior Modeler - Framestore
 
Jay's Avatar
 
Join Date: Feb 2003
Location: UK
Posts: 6,234
Thanks: 39
Thanked 425 Times in 381 Posts
Default

Yeah a base mesh would be ideal really for this thread as its the starting point for the model itself albeit polys, subds, nurbs or even Lego! And Vlad is right, no points for a dense mesh LOL

This way its easier to help those interested in topology, about edgeflow techniques and how to set up a character for possible animation by optimizing the mesh in all areas, particularly those that will be deforming. Also taking in the importance of keeping uvs well balanced too for really good texturing and to avoid stretching, and more importantly a lower mesh will help with editing them instead of going insane!

The t-rex is a good model but perhaps you could lose a few edges, theres a bit of bunching on the thigh toward the top, I think you could lose evry other row of edges right now, but keep the deforming areas to four or five rows.

Do you not have a lower resolution of the mesh? The last image looks the same, just closer. I think the teeth should be modeled separately too, thiswill be easier for rigging too

Cheers
Jay
Jay is offline   Reply With Quote
Old 24-01-2007, 12:08 AM   #69
Wishbonekenobi
Subscriber
 
Wishbonekenobi's Avatar
 
Join Date: Jan 2006
Location: San Francisco
Posts: 227
Thanks: 0
Thanked 0 Times in 0 Posts
Default

there's no lower res. it was stiched to gether with the topology seen here. mayby you're right about loosing some edges. I usuall wait till I finish the model and get it how I like and then see what I could loose.
Wishbonekenobi is offline   Reply With Quote
Old 24-01-2007, 02:47 AM   #70
Jay
Senior Modeler - Framestore
 
Jay's Avatar
 
Join Date: Feb 2003
Location: UK
Posts: 6,234
Thanks: 39
Thanked 425 Times in 381 Posts
Default

Hey Wishbone

Yeah sure, it will help you for sure later on, uvs and all that stuff...

Cheers
Jay
Jay is offline   Reply With Quote
Old 29-01-2007, 08:50 AM   #71
gster123
Moderator
 
gster123's Avatar
 
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300
Thanks: 1
Thanked 51 Times in 45 Posts
Default

Not too sure if I should post this in here, but for me it goes under the "topology" research, its a series of videos from youtube going over drawing for anatomy study, which i'm sure will be helpful to everyone creating human models in 3d.

http://www.youtube.com/profile?user=RivenPhoenix

I cant take credit for the link as I got it from a post on ZBrushCentral, with the thread started by Cannedmushrooms.

Hope its ok to post this here and its useful to everyone.
__________________
"No pressure, no diamonds" Thomas Carlyle
gster123 is offline   Reply With Quote
Old 29-01-2007, 04:45 PM   #72
Jay
Senior Modeler - Framestore
 
Jay's Avatar
 
Join Date: Feb 2003
Location: UK
Posts: 6,234
Thanks: 39
Thanked 425 Times in 381 Posts
Default

Great link Steve

I think everyone would benefit from a little '2d work' it really is the basic understanding of creating good form albeit 2d or 3d, clay sculpting is a good one too if anyone has a good link to share

good stuff
Jay
Jay is offline   Reply With Quote
Old 06-02-2007, 02:50 PM   #73
t1ck135
Registered User
 
t1ck135's Avatar
 
Join Date: May 2004
Location: UK
Posts: 1,991
Thanks: 0
Thanked 0 Times in 0 Posts
Default

going back to one of the first posts about facial muscles, here is a nice little flash movie that lets you overlay each of the individual face muscles over the head to get a better idea of where they are and what they do. There's also info on expressions and which muscles are involved in what:

http://www.artnatomia.net/uk/index.html
(click the application link to the right)

Si

p.s, it runs as an swf flash movie so you 'can' (even though I wouldnt condone it other than for personal use) grab a copy from your browser cache and use it offline as most of it is contained in the single swf.
__________________
Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
www.flash-fx.net
t1ck135 is offline   Reply With Quote
Old 12-02-2007, 09:59 PM   #74
AnthonyCg
Registered User
 
AnthonyCg's Avatar
 
Join Date: Jun 2006
Location: Washington D.C
Posts: 620
Thanks: 0
Thanked 0 Times in 0 Posts
Default

A quick question...
What if I wanted to create a character with three eyes?
How would the edge loops have to look¿?
__________________
"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man."

George Bernard Shaw - Man and Superman
AnthonyCg is offline   Reply With Quote
Old 13-02-2007, 05:52 AM   #75
Jay
Senior Modeler - Framestore
 
Jay's Avatar
 
Join Date: Feb 2003
Location: UK
Posts: 6,234
Thanks: 39
Thanked 425 Times in 381 Posts
Default

Well assuming you know how to create two eyes do exactly the same for the third, pretty straight forward when you actually think about it, just because its a third eye doesnt make the basic principles any different.

Jay
Jay 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 - vBulletin® Copyright © 2000-2015, Jelsoft Enterprises Ltd.