SimplyMaya Forums

Welcome to the forum, feel free to ask questions here.


SM Forums / Your Work / Work In Progress / ***TOPOLOGY***

Work In Progress Post your WIP here to get some feedback and critique from our other members.

Join the conversation. Reply to post
Page 9 of 16 « First 7 8 9 10 11 Last »
 
Thread Tools
11-05-2008, 07:44 PM   #121
ColdWave
Registered User
 
ColdWave's Avatar
 
Join Date: Sep 2006
Location: Bulgaria, Vidin
Posts: 1,310
2
Attached Thumbnails
Click image for larger version

Name:	b.jpg
Views:	531
Size:	69.0 KB
ID:	38958  
__________________
Art Director
www.sevenbullsgames.com
  Reply with quote
11-05-2008, 07:45 PM   #122
ColdWave
Registered User
 
ColdWave's Avatar
 
Join Date: Sep 2006
Location: Bulgaria, Vidin
Posts: 1,310
3
Attached Thumbnails
Click image for larger version

Name:	v.jpg
Views:	524
Size:	70.3 KB
ID:	38959  
__________________
Art Director
www.sevenbullsgames.com
  Reply with quote
11-05-2008, 07:51 PM   #123
ColdWave
Registered User
 
ColdWave's Avatar
 
Join Date: Sep 2006
Location: Bulgaria, Vidin
Posts: 1,310
And one final thing your all meshes looks gr8 . I hardly try to keep my mesh low and to look good but it looks like crap ... ok when i smooth my head it's a little bit find ... but yeah it's shitty some tips need ... I know i have to get rid of triangules and five side faces ... i have to edge loop i try to do that but the result still is this mesh i really don't like it un smoothed :angery:
Attached Thumbnails
Click image for larger version

Name:	crappy.jpg
Views:	528
Size:	110.3 KB
ID:	38960  
__________________
Art Director
www.sevenbullsgames.com
  Reply with quote
11-05-2008, 08:33 PM   #124
Jay
Lead Modeler - Framestore
 
Jay's Avatar
 
Join Date: Feb 2003
Location: UK
Posts: 6,277
I think you are on the right track, it needs some refining, go to the first post of this thread and have a look at my mesh, you'll see the loops in that

Jay
  Reply with quote
11-05-2008, 09:02 PM   #125
ColdWave
Registered User
 
ColdWave's Avatar
 
Join Date: Sep 2006
Location: Bulgaria, Vidin
Posts: 1,310
Quote:
Originally posted by Jay
I think you are on the right track, it needs some refining, go to the first post of this thread and have a look at my mesh, you'll see the loops in that

Jay
10x Jay it's really hard for me it's about 2 weeks of work or smth like that but i won't give up :bow:
__________________
Art Director
www.sevenbullsgames.com
  Reply with quote
02-06-2008, 07:44 AM   #126
ColdWave
Registered User
 
ColdWave's Avatar
 
Join Date: Sep 2006
Location: Bulgaria, Vidin
Posts: 1,310
Hi jay i started all over the model i read a lot of Topology about muscules on face and ... started learning a new technique for modeling a head with poly plane starting on the eye it worked BEtter than my old technique with starting with nurbs sphere shape it and make it poly ... and it gets ****ed like my models up there ... ok see some progress and comment pls it's hard for me now to make soem beliveable head model but i will try this new way is way to easy ! and way to pleasant to work with

Best regards , ColdWave
Attached Thumbnails
Click image for larger version

Name:	1.jpg
Views:	504
Size:	92.4 KB
ID:	39170  
__________________
Art Director
www.sevenbullsgames.com
  Reply with quote
02-06-2008, 08:56 AM   #127
Jay
Lead Modeler - Framestore
 
Jay's Avatar
 
Join Date: Feb 2003
Location: UK
Posts: 6,277
Coldwave

hey dude..!

well thats looking better, I'd personally aim for less polys at this stage but its still going well., so dont worry.

Just keep at it. We all have different ways that work for us as individuals so just carry on...if you are happy then it will show in the work - which it evidently is here

cheers
Jay
  Reply with quote
07-06-2008, 03:31 PM   #128
ColdWave
Registered User
 
ColdWave's Avatar
 
Join Date: Sep 2006
Location: Bulgaria, Vidin
Posts: 1,310
Ok Jay here is some finish model.
Attached Thumbnails
Click image for larger version

Name:	glava.jpg
Views:	482
Size:	24.4 KB
ID:	39219  
__________________
Art Director
www.sevenbullsgames.com
  Reply with quote
07-06-2008, 03:32 PM   #129
ColdWave
Registered User
 
ColdWave's Avatar
 
Join Date: Sep 2006
Location: Bulgaria, Vidin
Posts: 1,310
Ok
1. I will work for making the neck better
2. Work on the nose abit more
3. And some other small details

Some advices will be good tanks ...

here is the Mesh
Attached Thumbnails
Click image for larger version

Name:	mesh.jpg
Views:	483
Size:	114.0 KB
ID:	39220  
__________________
Art Director
www.sevenbullsgames.com
  Reply with quote
07-06-2008, 03:57 PM   #130
Weyu
Registered User
 
Weyu's Avatar
 
Join Date: Nov 2006
Location: Sweden
Posts: 482
A minor note: The eyelids should not cast shadows on the eye.

Here is the way I like to do it without that gap.

First I select my eyeball and I make it live by hitting the magnet button. If you cant find the magnet just write "MakeLive;".

Then just select the vertixes you would like to edit and move them using the circle in the move tool. I usually move the vertixes one at a time.

There seem to be some things that should be changed regarding anatomy but a picture of a human explains that better then me.
  Reply with quote
30-06-2008, 11:10 AM   #131
marlonjohn
Subscriber
 
Join Date: Feb 2006
Posts: 1,937
[EDIT]

have decided to make a thread, since i might keep on working on it etc

link is here,

http://forums.simplymaya.com/showthr...threadid=30342

Last edited by marlonjohn; 09-07-2008 at 11:25 AM.
  Reply with quote
08-01-2009, 02:54 AM   #132
mastone
Maniacal boy king of Babylon
 
mastone's Avatar
 
Join Date: Aug 2005
Location: the netherlands
Posts: 1,605
Just some general tips;

I usually start making the ears using nurbs curves and lofts when i have finished the basic lofts i template the meshes(there's a shelve button for it or i use layers) and start tweaking the curves.

I usually start from the sideview, using the create polygon tool (keep in mind that you're roughing out the shapes so keep the number of points at a minimum)tracing the outline of the head, which basically creates a big face, then i extrude the face and then delete the face, then i extrude edges letting the front and side image guide me, when the head is taking shape i use a mirrored smooth proxy at start tweaking whilest looking at refference pictures(see picture for example)

And last; Learn Nurbs, i to absolutely hate them because once you screw up it's back to the drawingboard, but if you master them your modeling will improve.
Attached Thumbnails
Click image for larger version

Name:	topology.jpg
Views:	401
Size:	86.4 KB
ID:	41214  
  Reply with quote
29-04-2009, 12:27 PM   #133
ColdWave
Registered User
 
ColdWave's Avatar
 
Join Date: Sep 2006
Location: Bulgaria, Vidin
Posts: 1,310
1) Need help !
- how i can get more respectful head look
Attached Thumbnails
Click image for larger version

Name:	1.jpg
Views:	371
Size:	31.0 KB
ID:	42057  
__________________
Art Director
www.sevenbullsgames.com
  Reply with quote
29-04-2009, 12:28 PM   #134
ColdWave
Registered User
 
ColdWave's Avatar
 
Join Date: Sep 2006
Location: Bulgaria, Vidin
Posts: 1,310
2) it is suppose to be ingame character head
Attached Thumbnails
Click image for larger version

Name:	2.jpg
Views:	365
Size:	12.8 KB
ID:	42058  
__________________
Art Director
www.sevenbullsgames.com
  Reply with quote
31-10-2009, 09:46 PM   #135
Cory Chambers
Registered User
 
Join Date: Oct 2009
Posts: 2
my Face
Hey guys,

I just recently switched to Maya from XSI and have spent the last 2 weeks studying topology, so this is a perfect thread. Other than an issue with the ears, let me know what you think.

Thanks




Feel free to check out my portfolio and reel. Everything on there was done in XSI before the switch.


www.CoryJChambers.ca
  Reply with quote