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.
# 1 06-04-2009 , 05:17 PM
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wrestler

wow - seems like ages since i posted some work. have been working on this project on and off for the last few months - sort of figure study. he's also a wrestler.

have finished working on him in zbrush - think i'm ready to take him back into maya.

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# 2 06-04-2009 , 05:19 PM
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...

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Last edited by arran; 06-04-2009 at 05:23 PM.
# 3 06-04-2009 , 05:21 PM
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looks cool man, very impresive.

the pants look great... a skid mark would be hilarious! user added image

# 4 06-04-2009 , 05:22 PM
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ha! thanks hammer.horror... i think user added image

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# 5 06-04-2009 , 05:23 PM
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head shot.

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# 6 06-04-2009 , 05:28 PM
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did you paint the skin texture or is it photographic reference?

# 7 06-04-2009 , 05:32 PM
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it's a combination of both - mostly zproject to begin with - tho that will only get you so far - i did quite a bit of painting in zbrush using a combination of the colored dots stroke and one of the spotty alphas - i've been getting into painting in zbrush - it's a lot of fun.

# 8 07-04-2009 , 02:55 PM
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looks pretty sweet. nice job.

# 9 07-04-2009 , 03:44 PM
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# 10 07-04-2009 , 03:56 PM
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Looking really nice Arran, (if that's the right word for him...) I was on CGHQ and saw your comments about the Zbrush vs Mudbox topics and I have to agree, Zbrush is a lot of fun once you get used to it, the painting on it is excellent, I'll have to have a look at Mudbox but Zbrush is probably the one for me. (Sorry for talking about this in this forum rather than the one the subject is actually posted in, just spare of the moment typing...) Keep up the great work!

# 11 07-04-2009 , 04:34 PM
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like the modelling
on a side note since your one of the zbrush gods here how do i import a mesh with triangles into zbrush from maya was going through the your last thread and i saw your mesh had a few triangles on the wrist area so how did you manage

# 12 07-04-2009 , 05:55 PM
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dango77 - thanks mate. yeah - i really don't get some of the gripes that people have with zbrush. it handles things differently, but iut's fun to use. and it still confuses me, but so does maya!

murambi - hey - thanks mate - tho i'm not sure what picture you're referring to. i tried to avoid using any tris in this model as i knew i was taking it in zbrush. i think it can convert your mesh when you import it - tho i think you want to avoid any triangles because z only divides squares into triangles, so if you have a triangle on it's own, the displacement will act weird in that place. i don't know if that's definitely true or not, that's just from my own experience with my frog mode. hope that helps. user added image

# 13 07-04-2009 , 06:28 PM
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Nice going arran, Looks well cool!


"No pressure, no diamonds" Thomas Carlyle
# 14 07-04-2009 , 06:30 PM
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this is looking damn good, keep it up!

# 15 07-04-2009 , 08:25 PM
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as for the tris, you can get strange "spikes" so to speak with n-gons and tris, Z tries its best to sort em out but at the end of the day it cant, have them somewhere you cant see them/need displacement to keep it to a minimum if needed, otherwise keep to quads!


"No pressure, no diamonds" Thomas Carlyle
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