Introduction to Maya - Modeling Fundamentals Vol 2
This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with complex objects.
# 16 23-02-2012 , 02:01 AM
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yea i am, using google images and muscle structures. But for the hands, from the bottom of the palm to the tip of the middle finger is from the chin to roughly the hair line. At least on me that length is right also i think the head is a little coned at the moment. Seems like I could pull the top of the head down a little more to round it out some.

# 17 23-02-2012 , 06:24 AM
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there is plenty you can do to fix it mate...Im not organic minded but I can see proportions...keep at it mate. Practice practice practice

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# 18 11-04-2012 , 05:57 PM
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I broke my char apart at the arms, waist, neck, wrists, and ankles. I combined, merged verts, and softened edges when I was done doing what I was. Anywho my problem now is that when I render the seams are still showing up...the weird thing is, is that it is only some of them. The waist area is only on one side same with the arms. The neck doesnt show it at all and neither do the ankles or wrists. I tried softening the edges in those areas again to no effect. Any ideas? Also do I need to render in mental ray for normals? if i render in software to see a quick color map my normals are super jacked.

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Last edited by Ozgalis; 11-04-2012 at 06:14 PM.
# 19 11-04-2012 , 07:49 PM
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since the left side is ok how about cutting the model down the middle and mirroring the geometry to fix the seams?

# 20 12-04-2012 , 12:54 AM
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nah that didnt work, still had the weird seems, it wouldnt be because I have my left and right leg on top of eachother in the uv map would it? I figured out the crazy effect my normals were doing as far as being super nasty looking...my bump was set at 3.000 for some reason


Last edited by Ozgalis; 12-04-2012 at 12:56 AM.
# 21 12-04-2012 , 12:59 AM
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all the normals the right way Oz?


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# 22 12-04-2012 , 01:09 AM
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Looks like it, I wonder if its just a problem with my normal map, some of the areas that are suppose to be coming out are being pushed in (just noticed) and I dont get the weird seems or some of the crazy artifacts im getting when i turn off my normal map. Any idea why this could be? when I make the normal map in z I set it to smooth uv's and tangent space

# 23 12-04-2012 , 08:17 PM
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I think i figured it out, bad UV mapping...I am changing it up does that mean I need to import my model and sculpt again?

# 24 12-04-2012 , 09:02 PM
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Take your model with new uvs into zbrush then copy uvs to old model(UV master) that should work...........dave




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# 25 12-04-2012 , 09:29 PM
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awesome thanks dave, seems like its working. Still trying to figure out some of these weird issues. It looks like its putting a texture onto the normal map. Here is a shot of a render in maya and what I have in Z i am also getting some weird deformations.

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# 26 12-04-2012 , 10:04 PM
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Are you using tangent space not bump in maya...........dave




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# 27 12-04-2012 , 11:45 PM
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aye tangent space normal's under the 2d bump attributes

# 28 13-04-2012 , 08:37 AM
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If you upload your file with map I will have a look see if its maya side of things...........dave




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# 29 13-04-2012 , 08:04 PM
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ok cool thanks man, here is the maya file, just a plain color map, and the normal map. Had to compress each one as a .zip or it wouldnt let me upload

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File Type: zip NormalTest2.zip (860.1 KB, 182 views) File Type: zip 4_04_032_FemaleDemon_MappedCombined.zip (688.8 KB, 188 views) File Type: zip inUV.zip (6.3 KB, 183 views)
# 30 13-04-2012 , 09:27 PM
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Sorry Ozgalis was not able to open your maya file getting errors, could you try and export just the mesh nothing else in maya format or object, if object I will not be able to tell you what was going wrong...............dave




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