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.
# 1 23-01-2007 , 10:25 PM
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My gallery

A copter I completed. Sorta.user added image Since I hvent detailed my early models and may oneday I consider them WIP

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Last edited by wokendreams; 23-01-2007 at 10:40 PM.
# 2 23-01-2007 , 10:26 PM
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Speeder

A speedboat

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# 3 23-01-2007 , 10:33 PM
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Fighters

The fighters in my other post.

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# 4 28-01-2007 , 09:15 PM
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Looking good. Need work on your lighting though.

Watch your image sizes! Please read this thread for rules regarding image sizes.


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# 5 30-01-2007 , 04:27 AM
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Sorry about the sizes, won't happen agian.
Thanks too.
This is my newest wip I think I'll be able to get through to rigging it. I hope it deforms properly. I used Real Time Character Modeling Tutorial by Antony Ward to get this far.

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# 6 30-01-2007 , 07:57 AM
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Mmmm. She's looking a little rough. Need to attach some of the edges. ( the line down her chest)

Also, use more lights. Try using a 3 point lighting system when trying to show off your model, and take them out if the black void.

Also, take off shadows if you're just doing the WIP thing. Shadows aren't necessary until you're showing the completed model. Otherwise, some details may get lost in the shadow.


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# 7 30-01-2007 , 11:07 PM
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MAJOR tweeking, could pobably play find the tweak on it, it was worth the time because now I know. Anway I'm making a studio too to showcase her. I realise there is a center line but I have to mirror so many times when I get picky and redo something. Anyway pls c&c.

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# 8 30-01-2007 , 11:08 PM
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Studio.

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# 9 31-01-2007 , 02:54 PM
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1. We don't care about the "studio". A simple sphere with a flat bottom and lights will suffice.

2. She's looking a little thin / stretched. Her hips are way too narrow.

Find and use as much reference images as you can. Humans are the hardest things to model correctly. Aside from the hands and feet, that is.


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Digital Media Arts College
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# 10 31-01-2007 , 03:31 PM
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I think dave is right and you need to work from as much reference material as you can find. I would then try to stick to one part for as long as possible. For instance work on the head then torso then arms etc etc, trying to get each piece of anatomy correct. With some reference material though you will probably find it much easier to make these adjustments plus you should get better results. Also would it be possible to see a wireframe of your model to see if there are any problem areas.

Good luck and keep at it


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# 11 31-01-2007 , 07:43 PM
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Wow thats how print screen works... to the clipboard. Lol.
Anyway here are wireframes and new renders, using photo refences has vastly improved the face, I think i'll tweak the hips as I go, I think that the issue may be in the details not the actual proportions. Also the studio is meant to be on going, a properly made set to render projects, the shot of it was just to show how it started. Please more c&c.

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# 12 31-01-2007 , 07:45 PM
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Wire 2

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# 13 31-01-2007 , 07:46 PM
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The face, really thinks this improved, It looks human now. :attn:

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# 14 31-01-2007 , 07:47 PM
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A mental ray render.

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# 15 31-01-2007 , 10:36 PM
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Why the long face?

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