Maya 2020 fundamentals - modelling the real world
Get halfway through a model and find it's an unworkable mess? Can't add edge loops where you need them? Can't subdivide a mesh properly? If any of this sounds familiar check this course out.
# 46 11-01-2007 , 03:11 PM
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Fascinating stuff here! Good to see the mysteries of polygonal face modelling put into simple terms!


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# 47 12-01-2007 , 03:09 AM
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Hey Jay,

Any chance you could post that Ear that you made as ears are a pain in the ear!


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# 48 12-01-2007 , 08:02 AM
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here my wireuser added image

This head is Krishna, off the thread Bhagavad Gita.

user added image

# 49 12-01-2007 , 08:19 AM
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And here are some wires from my devil guy.

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# 50 12-01-2007 , 10:46 PM
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Steve

Here you go. One ear. Im not sure how you'll be able to decipher the direction of the polys as its a little jumbled there.

The ear was made from 8polys starting on the side of the head, then basically extruded and spun faces to get stuff into position as a subd. This way I dont cut into the head itself and end up with unecessary tris.

user added image


VedicKings:
Looks very nice, my wife is a Hindu and we have a couple of these in the house, the expression is very good, the serene smile. Watch out for the 'topo' around that pole area on the cheek, the polys differ quite a bit on the way toward the mouth, try and keep them as square as the model will allow, this way your uvs will be less of a headache. Thats basically a rule I try and stick with on most models, obviously there are exceptions though.


DJ:
Interesting looking dude. My crit would be to bring that forehead further forwards. Get some references to check the alignment with the cheeks. I know its a Devilish character but if you keep to the rules of anatomy it will turnout for the better in the end

I had a fiddle where I think you could improve, hope you dont mind

user added image

Cheers
Jay

# 51 13-01-2007 , 03:44 AM
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Originally posted by Jay
VedicKings:
Looks very nice, my wife is a Hindu and we have a couple of these in the house, the expression is very good, the serene smile. Watch out for the 'topo' around that pole area on the cheek, the polys differ quite a bit on the way toward the mouth, try and keep them as square as the model will allow, this way your uvs will be less of a headache. Thats basically a rule I try and stick with on most models, obviously there are exceptions though.

Hey Jayuser added image

Wow a Hindu wife! You are a lucky man:bow:

I worked more on the mouth area, as you pointed out, which I think looks much better now. I also worked more on the head overall shape and flow of the wires.

What do you think?



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# 52 13-01-2007 , 03:51 AM
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# 53 13-01-2007 , 04:45 AM
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# 54 13-01-2007 , 08:18 PM
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VK:

theres been alot of Porno spamming going on here so be vigilante. Its just some jackass trying piss everybody off. Just report the posts if you see one, they'll get bored eventually.

Anyway, this job is looking good. I took the liberty of drawing over your mesh, to help with the ear, the red is how I'd redirect some of the edges the green is the 8 polys I'd use forthe ears and the blue id the kind of shape you want to extrude from, these are purely suggestions from my pov, somebody else may find it useful if you have your own way of doing the ears.

Cheers
Jay

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# 55 17-01-2007 , 12:11 AM
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Originally posted by Jay
VK:

theres been alot of Porno spamming going on here so be vigilante. Its just some jackass trying piss everybody off. Just report the posts if you see one, they'll get bored eventually.



I'll do my best to report them.

Anyway, this job is looking good. I took the liberty of drawing over your mesh, to help with the ear, the red is how I'd redirect some of the edges the green is the 8 polys I'd use forthe ears and the blue id the kind of shape you want to extrude from, these are purely suggestions from my pov, somebody else may find it useful if you have your own way of doing the ears.

Cheers
IMG]Jay

Thank you for taking the time to point that out, it helps. But there are many ways to loop your models, but your way works good, heres an update on the head and ear.


Last edited by vedic kings; 17-01-2007 at 12:15 AM.
# 56 17-01-2007 , 12:15 AM
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opp.

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# 57 20-01-2007 , 12:44 AM
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ears are always a pain to stitch.
i dont even bother paying attention to the topology in ears anymore. as long as it looks good. if it were me i would eliminate a lot of those edges that are so close to each ther where the ears are connecting to the head. ngons work well in an area like that.

here's my contro to this. its my current wip. typical comicbook hero head guy.
i went n-gon crazy in areas that stay planar all the time, or areas that normally have funny creases in the face. it easier to get away with them that way.
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user added image

user added image
user added image


Last edited by vladimirjp; 20-01-2007 at 12:57 AM.
# 58 21-01-2007 , 12:53 PM
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Wow! Man your really good! How long have you been using maya?

# 59 22-01-2007 , 04:31 PM
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for a while now.
:blush:

# 60 22-01-2007 , 04:47 PM
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thats a nice model but it looks like xsi to me but of course i could be wrong. btw nice thread

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