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-   -   Using Image Planes (https://simplymaya.com/forum/showthread.php?t=25395)

MayaMan80 11-03-2007 03:12 PM

Using Image Planes
 
I want to model this sketch I have, but I only have the front image...is it still possible to model it? I know to use image plane, but what if I'm missing the side view of the sketch?

the_brein 11-03-2007 09:25 PM

i havent had much luck only using front images. then again im relatively new to modeling. i think you'd have to know the character inside out and then i think you'd also have to a bad ass. you could get lucky though. so yeah it is possible.

marlonjohn 11-03-2007 10:46 PM

its still possible to model but it would be alot more difficult rather than have two image planes which would both guide you in each direction if you get what i mean...

try search on the web whatever you are going to model and see if you could find anything but if you cant then just try visual in your head how it would look and if things are too big or too small, thats what i do...

thats my opinion :)

gster123 11-03-2007 10:50 PM

You can do it with one image plane, thats not a problem, you would have to use your judgement more and your imagination a bit more but you should be ok if you persist.

MayaMan80 12-03-2007 04:34 AM

Thanks for everyone's suggestions...

So tell me people...how does everyone go about modeling the things you model using polygons. This is just so I get a good idea of what the most common ways to model things are...I'm still new at all this! Thanks!

jsprogg 12-03-2007 05:59 AM

I can't speak for everyone as all have thier own methods, but I usually start from a cube, then size and scale it and start extruding until I end up with a basic form of what I am modeling.
The next step is start adding a little detail using split polygon tool or edge loops to gradually refine it until you get the amount of detail needed for you to be satisfied with the model.
Don't forget you might not need to model every single little thing on your model because some things can be achieved by either using a bump map, displacement map or even just the texture if it's not going to be seen up close.
The bottom line though is there is no right way or wrong way to go about modeling, it's simply what workflow you yourself feel most comfortable with.

A few basic rules need to be kept like trying to stick to 4 sided polygons as much as possible will help with texturing and animation but if you model is simply a static render then this is not so much a worry.

Try not to use n gons (polys with 5 or more sides) but a few 3 sided would probably not hurt here and there.


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