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 07-02-2003 , 11:17 PM
ereitz's Avatar
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Evil Knight - rigged & animation begun

Hey guys this is the evil knight I modeled for Jaunuary's medievel competition. I've rigged him and have begun to animate.

C & C welcome - as always!


Check out the subsurfacescattering on my tongue...

<a href="https://www.reitzmachine.com">www.reitzmachine.com</a>

Last edited by ereitz; 08-09-2003 at 04:14 PM.
# 2 07-02-2003 , 11:39 PM
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Hehe cool! He's dancing in the rythm of Eminem or something? user added image

*Edit*
Sorry, no offence user added image


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Do a lot, Fail a lot and Learn a lot!

Last edited by kbrown; 07-02-2003 at 11:41 PM.
# 3 07-02-2003 , 11:45 PM
ereitz's Avatar
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kbrown - no offence taken! next time i'll put some eminem in there for you!

kidding...


Check out the subsurfacescattering on my tongue...

<a href="https://www.reitzmachine.com">www.reitzmachine.com</a>
# 4 08-02-2003 , 12:27 AM
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yo yo. two trailer park girls go around me outside...

dude.. totally WICKED> hahha.

# 5 07-09-2003 , 02:34 AM
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new texturing and blends

Hi - a project long laid aside is providing practice for texturing, rigging and blendshapes. I tend to get lost in the modelling process and I want to learn a bit more about other aspects.

There are without a doubt a lot of flaws to the model and the paint fx hair. Since doing the uv maps and the blend shapes I have learned much about the benefits of good modeling by working with this model.

While I like the character the modeling of the face in terms of technique is absolute crap. Live and learne user added image

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Check out the subsurfacescattering on my tongue...

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# 6 07-09-2003 , 02:52 AM
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Textures etc.

I am pretty new to this texturing business. I'm hand painting the textures in photoshop. The projection is planar. I used relax uvs and fussed around a very small bit with the uvs around the eyes and around the edges of the map where there was overlapping.

C & C is, as always, very appreciated.

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Check out the subsurfacescattering on my tongue...

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# 7 07-09-2003 , 02:55 AM
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I've been thinking perhaps 'Evil' is a little one level so I've been trying to make some nicer expressions for him.

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Check out the subsurfacescattering on my tongue...

<a href="https://www.reitzmachine.com">www.reitzmachine.com</a>
# 8 07-09-2003 , 09:07 AM
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damn that guy is scary!

looking very nice ereitz but i don't really like his ears....something about them is wrong


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# 9 07-09-2003 , 02:29 PM
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Dude, the texture map needs a bit of work - I suggest getting the colour map more or less right before you move onto the bump/specs - the eyelid areas are messed up and you should ideally model in the creases than try to bump them out.

something about the model makes me think that the nose is a bit mad.

# 10 07-09-2003 , 05:14 PM
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aldudeau, TheGreenGiant, thanks for the feedback. Yes, the ears are f*cked. I won't be modeling further with this character though.

I think the texture map needs tons of work. It was really a challenge just getting all of the projections to work and now I must spend some more time on the map.

The modeling of creases etc. was done very poorly, without a doubt. Nonetheless, I'm going to concentrate on doing what I can with the texture despite the modeling.

The nose... well, I think I've already said enough about the modeling. I made the model about 8 months ago user added image

So it's back to the texture map... I'll try to get something that reads a bit better. I don't think I'll use such extreme closeups for this guy in an animation... I also think I need a tablet.


Check out the subsurfacescattering on my tongue...

<a href="https://www.reitzmachine.com">www.reitzmachine.com</a>
# 11 07-09-2003 , 07:03 PM
ereitz's Avatar
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Question:

What is a good solution for eyelashes that are easy to animate???

Anyone who could help me out and/or point me in the direction of a good tutorial on this?


Check out the subsurfacescattering on my tongue...

<a href="https://www.reitzmachine.com">www.reitzmachine.com</a>
# 12 08-09-2003 , 07:01 AM
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eyelashes should be easy (you make a cluster around the eye) and depending on what sort of eyelashes you have (transparent mapped plane or modelled lashes), parent it to the cluster and maybe set driven key if need be. (you shouldn't need the SDK), they should operate with the cluster so when the eyes shut, the lashes are shut too

double take after answering.... animated eyelashes? what?


Last edited by TheGreenGiant; 08-09-2003 at 07:06 AM.
# 13 08-09-2003 , 09:02 AM
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Thanks TheGreenGiant - I've already got clusters and SDK on the eyelids so I'll try the eyelashes with the transparency mapped planes.

This is a walk cycle to test my rig. I just made it in one go so I haven't refined it all that much. C & C much appreciated.

(little problem with IK on toes - must sort that one out)

Attached Files
File Type: zip walk_test.zip (326.3 KB, 172 views)

Check out the subsurfacescattering on my tongue...

<a href="https://www.reitzmachine.com">www.reitzmachine.com</a>
# 14 18-09-2003 , 01:57 AM
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C & C wanted

Well, didn't get any reaction on the first walk cycle - maybe this time! C & C please user added image

I am getting kind of blind staring at this. This file's a bit smaller for your viewing pleasure. The toes move.

Comments? Criticism? :bgreen:

Attached Files
File Type: zip walk_test.zip (202.5 KB, 174 views)

Check out the subsurfacescattering on my tongue...

<a href="https://www.reitzmachine.com">www.reitzmachine.com</a>
# 15 18-09-2003 , 02:03 AM
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Good start.

It doesn't seem as if his pelvis is moving at all during the walk. In a real walk, your feet aren't just moving forward and back, but are also being placed slightly in, causing the body to move back and forth, transferring weight from one foot to the next.

Think of the spine, making an undulating S shape as it moves. Not too much, obviously, but it's there.

Hope that helps, some.

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