first head modeling attempt in maya
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finally found some time to do some modeling in maya... well, not really *found* the time; rather took it :P
the idea here is to make a basic head with as few polys as possible, then layout the UVs before detailing and personalizing. With this approach, I can re-use the basic head for a variety of characters... seems to work too :D so, here it is: |
Very cool.
BTW, I love your work with Lightwave. Awesome stuff. |
cool philip! what it the poly count thus far on the head?
you seem to have a nice generic shape there that you can use for a lot of things |
Wow, this head looks really nice! It reminds me of someone from asia, for some odd reason, which is very cool :D.
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that's 136 polys for half of it, so total polycount is 272
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great start mate..... Only part to take a look at are, the outside of the eyes, hey go up pretty high compared to the inner side.
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yep they do, guess that's why they have this asian flair :P
I'm surprised though: would've thought the apparent lack of auditive organs was more obvious :D |
How can that be only 272 polys! Is that before its smoothed? If not thats just insane!
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yes, that's the actual polys of the polygon proxy.
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its Sub D's right?
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yep, here's an earlier screenshot:
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Is her neck supposed to curve up in the front, or is it just my terrible eyes? :D
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I can learn something here :)
Can you please show the poly proxy of this sub-d model Philip? |
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here it is converted to polys
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Wow, cool :)
It's a nice head... I pessonaly use the same method... but... but my heads don't look so well. For Hybrid: yes there in the front vertices curve up because there is nothing at the botom of the neck, if you let the poly face on the botom of the neck, the margins will be rounded and closed. |
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