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.
# 31 16-04-2003 , 04:28 AM
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Hello guys,

last night I managed to make some “updates” at Demona and here I post some pictures with her in different positions.

The first one...


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# 32 16-04-2003 , 04:32 AM
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The second one is a little bit from an upper angle because I have a strange feeling that in first picture the abdomen is not so visible.


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# 33 16-04-2003 , 04:39 AM
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way cool. I like your chouse of feet of corse.. seeing as our both have sorta similer feet.. and I will have breast in my render someware.. LOL.. looking good.

# 34 16-04-2003 , 04:41 AM
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The third one is a closer shot to see the hand better.


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# 35 16-04-2003 , 04:44 AM
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Thanks Pony user added image

The fourth one is a closer shot to see the fooh better.


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# 36 16-04-2003 , 04:47 AM
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The five-th one is a shot from back, you have to see her back too, don't you ? user added image user added image user added image


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# 37 16-04-2003 , 04:56 AM
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And of course the six-th one is for those who's curious to see the wire of the character.

From now one I'll go for facial modeling.
Brrr... when I'm thinking that I have to model the eyes... and ears...
You know...
There are a lot of details and it's a meticulous process.
Well... I will came with new updates later when I did something at her face... user added image
See you soon...


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# 38 16-04-2003 , 05:31 AM
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yeah but your doing greait with the details. looks like in in just polys and smoth them. your doing really good with tucks and making things like the rimbs around the clows and things.. !!

I would like to see a close up of the polys around one of the clows. like on the knees.. compare notes.. if you don't mind.

# 39 16-04-2003 , 09:25 AM
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very nice progress - nice feet and hands!

between the shoulder and the bicep there is usually some space in the form of an indentation. Try taking it in a little there and near the elbows to give the arms a little more definition.


Check out the subsurfacescattering on my tongue...

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# 40 17-04-2003 , 05:13 AM
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Originally posted by pony
I would like to see a close up of the polys around one of the clows. like on the knees.. compare notes.. if you don't mind.

OK Pony, I don't mind and I'm posting for you some closer shots...
I hope that will helps

So the first shot is at the foot (claw region) unsmooted.


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# 41 17-04-2003 , 05:22 AM
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This shot is for the same region but smooted up.


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# 42 17-04-2003 , 05:26 AM
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This shot is for the knee region (unsmooted).


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# 43 17-04-2003 , 05:28 AM
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And this is the same region of knee but smooted.

I hope that all this pictures will help you.


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# 44 17-04-2003 , 05:34 AM
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As you can see, I tried to model this character as low in poly count as I could.
It helps a lot later when you rigg the model for animation... and especialy in animation.


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# 45 17-04-2003 , 06:23 AM
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thanks. your a good guy !.. yeah I was like tucking under a cuple of verts to get a real good edge till I figered out that a nother edge real close dose just as good. just like you have..

I think its a good way. it helps keep in polys, and keep the count low. if I was in subD's just for smothing it would kill my CPU. would be going to watch a movie to kill time, every time I wanted it..

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