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 07-12-2003 , 02:24 AM
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male body model

hey everyone,
first attempt at a box model of a head - wanted to know if anyone had any criticism. if you can't see the wire well, i'll take another screenshot to put up.

user added image

i'm hoping to put together a rest of the body for him, if anyone has any good guideline/tutorial sites or good anatomy sites for muscular reference, let me know.

i want to keep him polygonal, i made his hair a bunch of edge extrudes and i think it looks pretty decent. smoothing it makes him look very funny (naturally, with all those funny edges), so i think maybe i'll just keep him unsmoothed, i like the way it is turning out. any comments are helpful.


aim: rabidflamingo

Last edited by soulcialism; 12-12-2003 at 01:18 AM.
# 2 07-12-2003 , 10:42 PM
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Could you post a smooth model


Yeah, but no but yeah but no....

Last edited by doodle; 07-12-2003 at 10:45 PM.
# 3 07-12-2003 , 10:48 PM
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looks good.. , hair is kinda cool. teath on the bottom look a little smallish.

# 4 08-12-2003 , 12:34 AM
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zimmnd, i plan to keep him unsmoothed... so posting a smoothed pic wouldn't really make a difference since i never plan on using it.


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# 5 08-12-2003 , 07:21 AM
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Just for creativity sakes.. i would like to see a smoothed model.. just to compare. But ide say the muscle structure looks okay so far. Maybe split a few faces and add some more detail... The eyes seem really blocky though.


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# 6 08-12-2003 , 05:05 PM
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hey no problem, i'll post a smoothed one if you guys really want it. here ya go.

user added image

i see what you mean by the eyes being blocky...tell me if what i did was bad: i had spheres for eyes but they didn't fit the socket too well so i just deleted them, deleted the extrded edges that formed the deep sockets, selected the edges that are the insides of the eyelids, used "fill hole" to fill section, then cut it up with split poly and formed an eye that way. i've never seen anyone else do it that way, so i'm not sure if it's an effective way to create an eye or a maya no-no.

any other comments?


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# 7 08-12-2003 , 10:04 PM
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Its not a no-no. Just depends on what you want.. If and when you do something like a Manga model. or one with odd shaped eyes. the way you did it is the way you go normaly.
Part of the idea with the spheres is that you have to edit the geo to get them to fit in.. that way you know your eyes and the things serounding them are right..

Theres no right or wrong way really. I'd just say if your trying to make a very relistic model, and thats your goal. spheres can help.

# 8 10-12-2003 , 04:14 AM
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update

here's an update, made the torso today. also made legs but they proved disastrous so i deleted them. how is the best way to go about making legs for this fella? i created the body by extruding edges from the neck, but it's one uniform body so it wasn't that hard. i'm going to try a different method for extruding legs tomorrow, hopefully it'll work out a little better. any criticisms? porportions?

also, how do i change background color of the rendering? black backgrounds are so boring!

thanks guys

user added image

wire

user added image


aim: rabidflamingo

Last edited by soulcialism; 10-12-2003 at 04:20 AM.
# 9 12-12-2003 , 01:17 AM
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nother update

hey all,
another update. made legs, tightened up body, learning a lot about loops. next step: hands, feet, ears. *deep breath*

looking for comments on edgeloops, where i made bad cuts (general mistakes), flow of model, stuff like that.

is there a reason no one has responded to these? are they really dull and boring or is the title just not an attention getter or what?

front
user added image

perspective:
user added image

wire:
user added image


aim: rabidflamingo
# 10 14-12-2003 , 05:04 AM
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Great definition on the body and face, it's very hard to belive this is your first head. Still probably better than what I'm producing. Keep it up and keep posting! :bgreen:

# 11 14-12-2003 , 06:35 AM
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It looks excellent. A little anatomically incorrect. But still good.

How long have you been using maya?


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# 12 14-12-2003 , 04:14 PM
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thanks for the comments guys.. i've been using maya for something like 3-4 months (since sept).

twisted, what is anatomically incorrect about it? anatomy is one of the things i'm focusing on...i don't really think i can make it completely photorealistic but it i would like it to be pretty close. any specific areas that you think look wrong that i should pay extra attention to?

i played with final gather in maya 5, here's the result. still working on hands...

Attached Thumbnails

aim: rabidflamingo
# 13 14-12-2003 , 10:33 PM
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oh a note about anatomically correct. Theres only 2 little things I see. your knee caps are bulg out a little to much. and there is probably much thickness in the thighs. About all I can see right now..

# 14 16-12-2003 , 07:11 PM
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Woooo! Must have taken forever to render with that "hair". user added image

Instead of making the hair an actual part of your model, a good idea would have been to model them seperately from it. The you could go in and add a hair texture with an alpha channel to each of them to make it look more real. having them attached to the model is going to give you problems later when textureing.

user added image


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# 15 16-12-2003 , 10:31 PM
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really 19,000+ faces is not a lot to render in MentalRay which was what he used for last render.

The FinalGather settings. is what afects the render time most right now. Its not till your up to 200,000 faces that it afects the time as much as the FG.

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