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.
# 16 17-08-2007 , 06:37 PM
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Thanks for the comments - care to advise on the proportions at all?

Also, for the abs, should I model them or look into bump or normal mapping them?

thanks,

gubar.


Last edited by gubar; 17-08-2007 at 07:44 PM.
# 17 25-08-2007 , 01:38 AM
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Model the abs. If you use a bump it's gonna look like crap. If you use a normal map it's gonna look better, but then you have to model the abs anyway... (for best results anyway)

# 18 25-08-2007 , 10:05 AM
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Not sure if this will help you but here is a wireframe for a model I am working on. I was trying to make this model consist of quads although there are some 5 sided polys in there.
As far as what you have so far you look to of made a good start and just need to keep tweaking things.

Cheers,

Leon

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# 19 27-08-2007 , 12:05 PM
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Couple more images:

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# 20 27-08-2007 , 12:07 PM
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wire:

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# 21 10-09-2007 , 02:48 PM
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Here is an update on my head. I've reworked the edge loops on the face, mouth and nose, and reworked the eyelids though there not there.

Criticisms please, particularly on the eyelid and nose area, that's where I need to do the most work and where I'm having the most difficulty.

thanks,

gubar.

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# 22 10-09-2007 , 02:49 PM
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Closer view of the nose and eye:

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# 23 11-09-2007 , 07:42 AM
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When yo made the head what was the base object? I always use nurbs cylinders when making a head tweak it a bit then convert it into polygons.

# 24 11-09-2007 , 07:52 AM
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Here is a model that i made i hope it will help.

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# 25 11-09-2007 , 08:18 AM
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I have attached a screen grab of a head which taught me.
Hope it helps give you some ideas.

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# 26 11-09-2007 , 08:24 AM
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And the front view.
Keep up the good work, you are definitely getting there.

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# 27 11-09-2007 , 08:52 AM
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Originally posted by Mickeal_alex
When yo made the head what was the base object? I always use nurbs cylinders when making a head tweak it a bit then convert it into polygons.

Ive never heard of that method, I generally start form a poly cube and then split and define from that.

Looking at your model Mickeal it looks like your polys all meet at the top of the head which is not really desirable, you should aim for a nice distrubution of quads that flow over the top of the head, like what Leonlabyk posted, although in that example I would prabably try to loose a few of the loops and extra bits of geo for the stage what Gubar is up to, and then add them to meet the requirements of the model.

Gubar - I would add some tearducts at the moment and probably define the eyebrow a bit more, also maybe another loop round the eye might help to better define it.

Looking at examples in the topology thread and on other sites should help you in getting there, I think that theres a modeling an eyesocket tutorial at highend 3d, it uses the poly by poly method but if you look at how its loops are formed it should help you out on your model.


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# 28 11-09-2007 , 08:56 AM
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Thank a lot gster123, the method that i use i saw it from a tutorial with Alex Alvarez, but i also use the base as i cube, but i like this method more.

# 29 11-09-2007 , 10:24 AM
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Thanks for the comments guys,

taken gster's advice and added another loop to define the upper crease I've also added a simple sphere as the beggining of a tear duct. I think the lid itself is nearly there now - comments and crits as always welcome.

cheers,

gubar.


Last edited by gubar; 11-09-2007 at 10:34 AM.
# 30 11-09-2007 , 10:33 AM
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I know all eyes are different but have a play with the overall shape of the eye as its more eliptical than round, and have a play where the where the tearduct it and the overall shape of it.

Heres a close up of an eye that might help.

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