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.
well seeing as though heads are appearing here left right and centre, I thought I post this guy up.
I did the original model a while back, but the week before last my system went a bit weird and I had to reinstall Zbrush, and basically I erased the original head in the process as it was in a sub folder inside the ZB directory.
Anyways, Im glad I keep my lo res meshes elsewhere and was able to resculpt this guy again. But still have a few bits to do on him but mostly its back to where it should be, So have it.....an upcoming character for my Outlaws stuff
He's an old General from a bygone war that went on for a long time. He is now a 'Sheriff' in a run down town, basically retired, that sort of character. I figured I would have him around 127 years old, though he doesnt look it.
I dont know how much you know about the character of Aragorn (Viggo Mortensen) from Lord of the Rings but he's actually from a race called the Dunedine Rangers who live until they are about 5000years old. The character Aragorn is about 80 something in The Two Towers, it gets mention in th extended version. And is in the glossary of the books too.
I loved the idea of this warrior thats been around for bloody ages, outlived people and has seen and experienced more shit than you or I put together. So...this character is something similar.
yeah true, but I also lost the villain dude too so I was real pissed, Also the final Joker model I was about to texture was a victim too. But I have a back of it at least, but its from Z2 and will need some serious work on it again.
That's why I keep all my work on a second drive, you never know when something bad will happen. It usually happens just after you say "I'll back up tomorrow" followed by "Doh" or something harsher
Real nice jay. I need to practice characters more. I can model the bodey great but I am still having trouble getting the head down like I want. What is your secret Jay.
DJ: Cool idea, I dunno where Id put mine in town, somebody would damage it or take it LOL
Banksta: Many thanks, there is no secret, its down to persistence and taking crit and advice. Lots of observation too, this includes just looking at real people and also looking at techniques from good character modelers, then making your own decisions how to model stuff. I've always been a big fan of Bay Raitt (Gollums Modeler) and his techniques of edge loops etc he pretty much introduced the cg community to that technique (I think).
I will add however, that despite this model being Zbrushed its base mesh was still made from scratch in Maya to get those loops in position. Having the loops in place allows for a more natural sculpt in the way of muscle flow around the face. I think its easier this way, as good as ZB is and the amount of polys it handles models need to be manageable for blendshapes etc outside of the sofware so dont be 'blinded' by the Z factor in this area, Z adds the final touch to kick the model into place.
I think my friend and work colleague 'GioChrono' will vouch for me on this one....
Thats what I ve been concentrating on with my model, tyying to get a nice flow and loop postioning so that I can add bits where I want them to be in Zbursh without going overboard with the geo levels.
Would you not consider modeling the blend shapes in Zbrush then exporting them back to maya to create teh blend shapes?
You may not post new threads |
You may not post replies |
You may not post attachments |
You may not edit your posts |
BB code is On |
Smilies are On |
[IMG] code is On |
HTML code is Off