Introduction to Maya - Modeling Fundamentals Vol 1
This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
# 16 02-03-2005 , 12:59 PM
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feet1

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# 17 02-03-2005 , 01:00 PM
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# 18 02-03-2005 , 01:43 PM
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Great modelling m8, just one critique, though maybe it is my eyes.
I think the lower legs [from knee cap down] should be a touch longer.

Other than that, I would say organic modelling is definately a strong point of yours, I'm especially envious of the hand!!

# 19 02-03-2005 , 01:51 PM
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U could be right.
I will checkt that again. maybe the knee needs to be pulled upwards some little.

# 20 02-03-2005 , 01:58 PM
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No worries, have you had any experience using other 3d packages? I'm currently learning Maya myself, yet I am far from creating a model like yours. What tutorials have you done/ learning aids etc, if you don't mind me asking user added image

# 21 02-03-2005 , 03:51 PM
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well, I´m a noob for myself. I startet maya some 4 or 5 months ago. I never used any 3D software before, but I used to draw a lot when I was a child and growing up. Yesterday I found some cool pics of masters of the universe I drawed with pencil when I was 7 or 8 years old. at about this time the interest in reproducing the human anatomy cought me.

for the tutorials I found. it´s not very easy to find a tutorial what fits exactly your needs (or mine). there´s allways something missing - if you know what I mean. that may be my lazyness waiting for someone telling me one step after another user added image but after all you find whole lot of tutorials and grasp from everyone little informations for putting them together in your own style.

first of all I downloaded from www.3d.sk - there you find tons of high res reference pictures. for the footmodeling I orientated myself at mister stahlberg's site -> https://www.3d.sk/tutorials/Modeling_a_foot_in_Maya.htm

there you get an idea how to get started.

for the head I´m currently working on I found out that Dave K's Poly Head Modeling Tutorial is a good one. you can find it on -> www.thehobbitguy.com/tutorials/polymodeling

but in the end I just tweak it until I´m happy with it.

cheers Daniel


Last edited by Falott; 02-03-2005 at 03:54 PM.
# 22 02-03-2005 , 05:03 PM
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Really good model, especially when you work in 3d just for 5 months. For patch model I think that you can't atached in one piece cause NURBS can't have that topology like Polys. If you take a look at some wires of patchmodels you can see it. NURBS cube for example is made from pieces an cannot be attached in one piece ( or am I wrong ? ), but you can convert it in to polys.

# 23 02-03-2005 , 07:40 PM
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ty for the compliments mates! here is a upside down preview from the head. I´m still working on it.

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# 24 02-03-2005 , 08:13 PM
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First off this is amasing work for your first organic, well done and keep it up.

c&c, the back/ sholder area looks a bit flat at the moment, maybe highlight the musculature a bit more. also seeing as its a slim figure ... user added image model in the rib cage a little.

# 25 02-03-2005 , 08:27 PM
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You got me here user added image

I didn´t do much work on the back because I need to familiarize with anatomy of the back especially the shoulder blades. allready tweaked around with that part, but it´s bugging me so it´ll be left until later.

for j5ive - here is a wireframe from the hand. it isn´t that difficult to model. just get yourself a good reference pic and start from a cube. at least I did.

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# 26 02-03-2005 , 09:04 PM
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thats gr8 falott but its someone elseses WIP thread

# 27 02-03-2005 , 09:07 PM
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what do you mean, the hand?

# 28 23-03-2005 , 08:42 AM
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here comes the head.
side view looks ok to me, but not the face itself.
tweaked around for many hours but still don´t get
a realistic looking face.

next thing I try is to add some unsymetric details.

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# 29 23-03-2005 , 08:45 AM
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and the front view

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# 30 24-03-2005 , 08:59 AM
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head consists of too many polys and I got stuck in modeling over and over without any real progress. it´s funny - I read about edgeloops several times here and there, but didn´t even think about using that concept in my own work.

remodeling the head and trying to get a kind of edgeloop_Shape.

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