Integrating 3D models with photography
Interested in integrating your 3D work with the real world? This might help
# 16 03-05-2003 , 06:13 PM
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howardporter - in 4.5 there is a way of working with a proxy model which I haven't explored yet BUT the simplest way of getting a mirror image to update is to check 'Instance' when you duplicate. That will do the trick - a glitch or two may cause it to stop updating in which case you can erase it and make another one. Works like a charm.

Nice model - I think it's going to be a good cartoon version of you.


Check out the subsurfacescattering on my tongue...

<a href="https://www.reitzmachine.com">www.reitzmachine.com</a>
# 17 03-05-2003 , 10:46 PM
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hey howard...this weird line in the middle of your model...I have the same problem.Do you know how to fix it?

# 18 05-05-2003 , 01:05 PM
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ereitz- cool thanx! I will try that-

EagleKing- I think once you attach and merge all the vertices
That line will disappear.

Here is an update, I am now pushing and pulling on the SubD surface at various resolutions. Man that is time consuming!

Maya Rocks! This is the farthest I have ever gotten on a model. I usually give up by now because I am not happy with how it’s turning out.

The fingers look really arthritic; I will concentrate on them next.


H!

# 19 05-05-2003 , 01:07 PM
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The seam in the middle normally get´s solved at th eend of modelling.
When you combine the two halves, check for normals direction on both -flip the offending one if needed-, and finally Merge Vertices on the whole object with a 0,0001 tolerance.

If the middle edge isn´t that pronounced, then this should take care of it, if it still doesn´t suit you then you´ll have to tweak manually those middle vertices.

Hope this helps,

# 20 05-05-2003 , 01:08 PM
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By the way, Howard, model looks excellent man!

# 21 05-05-2003 , 01:30 PM
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yeah...and you entered as noobie.
That is normal stuff ( I think).

# 22 05-05-2003 , 01:31 PM
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thanks adldesigner-

This message board is terrific, I am learning so much.

Its a great help to see other peoples process.

# 23 05-05-2003 , 01:43 PM
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I am not sure what the difference between "normal" and "noobie"
is.

I apologize if I miscatagorized myself <user added image I only started coming to this board a short while ago.

should I change my post?

I have only had Maya for a couple of weeks, but I have used cinema 4d in the past.

# 24 05-05-2003 , 01:50 PM
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Modelwise : you should go normal
Maya knowledge : you should stay n00bie..

But lets see how you develop during the month and lets change you to normal if you get too threatening to the other guys and girls in the n00b category user added image


Carsten Lind
Senior 3D Artist,
Maya Software Manager & Maya Instructor
LEGO Systems A/S
# 25 05-05-2003 , 01:53 PM
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Don't know about all the noobie, normal stuff as I am not sure it matters that much, it's all learning really (although it is nice to win of course), but that's coming on really nicely! You might want to round off the backs of the hands a bit as they look a tad flat but it looks like you are making your home in Maya really quickly!

Look forward to updates - good stuff.

# 26 06-05-2003 , 06:12 AM
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This message board is terrific, I am learning so much.

Yeah, I don't feel a bit guilty that every time I look at your work I redesign what I am going for. I really like how well you are sticking to your original drawing.
Nice work.

I apologize if I miscatagorized myself

I would stay here....If we can't hack the competition then You should probably win. Then we may try harder or something good like that......Thats just my 2cents


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# 27 07-05-2003 , 12:10 PM
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Man, your model rocks...
and do you say that you are noobie???
wow...


"Imagination is more important than knowledge" A.Einstein
# 28 12-05-2003 , 12:34 AM
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Thanx guys!

thanx for the nice words-

Everyone on this board is so positive and supportive, it is really inspiring!

Update:
--------------------------------------------------------------------------------
I ran into a problem and lost all my subD tweaking. user added image

I found that it is just way too difficult to adjust the UV's on a single mesh that is so complex. (At least for me it is!) also I read a post on this board ( I think the poster was Kevin) which stated to adjust the UV's before sub-d-ing your mesh.

So I took a few steps backwards-

I broke my model apart at the low poly level. Into key elements, hand, head... shirt etc.

Then I UV mapped them with the automatic mapping-
I moved the UV's around in the editor window. merging UV’s and such.

Made UV snapshots- brought them into PShop and threw down the rough textures-

... Now I am back to tweaking the subD's again!

I lost a lot of time but also learned alot!

H!

# 29 12-05-2003 , 12:36 AM
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model broken apart -

# 30 12-05-2003 , 12:38 AM
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Head UV's

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