Maya 2020 fundamentals - modelling the real world
Get halfway through a model and find it's an unworkable mess? Can't add edge loops where you need them? Can't subdivide a mesh properly? If any of this sounds familiar check this course out.
# 31 11-04-2006 , 02:12 PM
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# 32 11-04-2006 , 02:38 PM
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thats a nice one thanks arranuser added image

# 33 11-04-2006 , 02:47 PM
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No problem - It's a bit beyond me, but looks like there might be some good tips.

# 34 11-04-2006 , 02:52 PM
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A good tutorial that really helped me is in the book "maya 6.0 the complete reference" Quite good explanations. If you have access to a good library they might have it there

# 35 11-04-2006 , 02:54 PM
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# 36 11-04-2006 , 09:37 PM
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cheers one more time user added image


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# 37 12-04-2006 , 04:49 AM
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Cheech - thanks for the link.
I also use Maya 6 Complete Ref
by Tom Meade and Shinsaku Arima... an excellent book!


"Creativity is allowing yourself to make mistakes. Art is knowing which ones to keep - Scott Adams"

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# 38 12-04-2006 , 09:14 AM
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Yep true, teaching fast and efficient.
Have you got to rig the arms yet? Because there it goes over my head and it really confuses me what gets constrained to what and why?
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# 39 19-04-2006 , 04:59 AM
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Here is another render, with basic clothes...
I have a question if anyone could answer me...

1) What is the best method to fatten the fingers and tail?

2) When there are sharp or uneven surfaces, what is the best
method to align/smoothen it up?

Thanks if anyone can assist me it would be great user added image

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# 40 19-04-2006 , 11:20 AM
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It's looking really good Toxic Bunny! Well done.

One thing that is bothering me is that in this latest view it looks like he is leaning forward - it may be the camera angle, but if not, it might be something to watch out for.

As for the hands - I might try using a lattice. I have only used it once, but it basically allows you to alter the shape of the hands without having to pull all the vertices seperately. You could try using it on the whole hand or just one of the fingers and then duplicate it for the others.

# 41 19-04-2006 , 12:10 PM
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Thanks Arran!

My model is leaning slightly but I'll straighten it up.
but that is easy enough to fix.

I will try the deformer, I might get a better cartoony look out of it.
As I noticed... In Ice Age 2 (Sid the sloth) has more fat rectangular
fingers... it might be a better idea to deform it simular to that...
Thanks again arran.

and to my 2nd question...

Can anyone give me a tip on smoothening areas that are sharp
or else uneven and bumpy...

Is the sculpt tool the only thing I can use for that ???????

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# 42 19-04-2006 , 01:21 PM
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Hey

he looks really nice all dressed up. Sorry I can't help with your question, the only thing I can think of is soften the normals, but I guess that's not what you are looking for.

good work.

Is he/she going to be in a short animation or something. If yes what is it going to be about?

# 43 19-04-2006 , 01:25 PM
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what does softening normals do? I'm still learning too bro.

I have not yet decided what to do with the character but
he will be rigged etc... and ready to go.

maybe a short animation... will see...


"Creativity is allowing yourself to make mistakes. Art is knowing which ones to keep - Scott Adams"

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# 44 19-04-2006 , 02:33 PM
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it does sort of round of the edges of your polygons without actually changing the geometry. I think it does change the normal angle to do this. So (again I think) it manipulate the way it reflects light.
If you have a poly cube with hard normals and you set it to soft it looks like it has beveled edges.
You should find the tool under polygons/(at the very bottom)normals/soften harden.
Click on all soft and hit aply. I hope it helped

# 45 20-04-2006 , 08:49 PM
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he looks like he just spotted a female..


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