Beer glass scene creation
This course contains a little bit of everything with modeling, UVing, texturing and dynamics in Maya, as well as compositing multilayered EXR's in Photoshop.
# 16 01-05-2004 , 05:02 PM
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Okay, three pix coming atcha here. Is this kinda close to what you meant?...

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# 17 01-05-2004 , 05:04 PM
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Another angle...

to get a better view...

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# 18 01-05-2004 , 05:05 PM
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And to top it off...

here's the top view... how'd I do?

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# 19 03-05-2004 , 04:34 PM
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Test test, is this thing on? LOL!

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# 20 10-05-2004 , 02:58 AM
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Thanks Michael Mckinley!!!

Here's another update of my character and I think I've done a nice job on him but I'm concerned about the area around the back of his neck (see pic for example). I used Mr. Mckinley's terrific tutorial on mirroring and it was awesome. I had to use the Merge Eges tool because for some reason, my Merge Vertices tool didn't work right. I keep trying to merge the egdes below the neck area but they won't merge, plus, when I try to merge a couple of them, part of one of the faces disappears. I've even used the soften/harden edges tool and it only helps slightly. Any idea how I can fis this problem with the egdes not joining? I hope this dude is going to be animatable. Time to move onto the head. Dear God, help me get thru this next part! user added image Thanks again Michael for such an incredible and insightful tut!

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# 21 10-05-2004 , 10:54 AM
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Make sure your normals are all facing out. To check:

select your poly object, go to: display/polygon components/normals

This will show the normals for your faces and if any faces are pointed in towards your normal (which might be the case with the back section that won't join smooth, then slect the offending faces, and go to: edit polygons/normals/reverse.

Joining verts should work, for the middle part of the body, make sure all of your verts are align along the center axis. To do this select each vert one at a time, hit "w" for the move tool, then hold down "x" to snap to grid, then select the red translation arrow and move the vert so you see it snap to the center axis, if they are off even a small amount you won't get the mirror looking right.

For your merging vertices problems, when you want to merge to vertices, just make sure one of them was moved to the other by snapping to vertices ("v" key) and make sure that the options for your merge verts has a distance of .0001. I hope this helps. Also I didn't realize you were making a cartoon style character. Good luck.

# 22 10-05-2004 , 11:03 PM
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More Updates

Here's another pic. No nudity in this one this time. user added image I'm pleased with what I have so far and now all I need is to learn how to model the head. Any idea how you make a mouth hole? BTW, Crae has a big mouth with big, Mick Jagger lips. Do I make the hole first, then his lips then merge them or do I make it one big mouth, no merging? Anywho, here it is. Picture number one...

Russell

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# 23 10-05-2004 , 11:05 PM
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Number 2... Nudity Alert

Here's his backside again. I fixed the crease problem and smoothed out all of the problems. user added image

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# 24 19-05-2004 , 10:34 PM
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Trying to Give Mick and Steven a Run For Their Money

Okay, here's a pic of what I'm basically trying to work on now. (I hate having to turn to you all when I have a mess to clean up or a pestering question but I'm still learning Maya and you're my best resource to getting the job done. user added image) What I want to do is give this guy big fat kissable lips but I'm not quite sure how to do so. I've used the Create Polygon Tool and made a side outline of the shape of the lips but after that, I'm stumped. Can anyone help me? Thanks in advance! user added image

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# 25 20-05-2004 , 05:02 AM
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Help?

Can anyone help? Please? user added image

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# 26 20-05-2004 , 06:01 PM
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Well i think the best way to model most things is Cube Modeling. Place a cube the same size as the head right were it should be, and ready up you're "Split Polygon" tool. Cut in the eyes, and lips, and nose. Start pulling and pushing around those verts. Do things roughly at first, so you get the general shape first, then after you can cut in more detail.

You might wanna check out a head tutorial. theres a few decent ones out there. Basically you wanna be very careful of "edge loops" lines the run around the mesh that make faces look beleiveable and deform correctly corresponding to muscles in our own real faces.

Good luck, don't get too frustrated, heads can seem very hard. But in the words of Buzz Lightyear, "Never give up, Never surrender" and "Too infinity and beyond!!"



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# 27 21-05-2004 , 12:16 AM
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I agree with you Vectorman, except with the last part, it wasn't Buzz LightYear that said "Never give up, Never surrender", it was Tim Allen in Galaxy Quest. user added image

# 28 21-05-2004 , 03:09 AM
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yeah, cube or a cylinder would be a good starting point.

Sorry for the delay in getting back to this thread. Been a little busy. The shoulder looks closer! It looks like it should at least deform without too much problem.

One thing to try is to refrain from having straight edges. What I mean is in your arm, aside from those 3 shoulder loops, the rest of the edge loops are straight in the Y axis. You might find it better to follow the contours of the arm a bit more.

Also, I think you're still starting with too much geometry. But that's something that will be learned more with practice. I'd say keep on going with this one, and then use what you learn for the next one. That's the most productive thing rather than spending all your time trying to fix a single model.

# 29 21-05-2004 , 04:18 AM
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I stand corrected, BUT tim allen DID the voice for BUZZ LIGHTYEAR!!! HAH!!! Oh yah we'll stop infecting you're thread now.



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# 30 07-06-2004 , 07:16 PM
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Thanks for the advice, Michael. I'll give that a try and see what I can do. As far as all the geometry, I may either have to clean him up or just start all over but I may be able to manage with what I have. We'll see. user added image Is there an easy way to clean this guy up without wasting too much time?

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