Beer glass scene creation
This course contains a little bit of everything with modeling, UVing, texturing and dynamics in Maya, as well as compositing multilayered EXR's in Photoshop.
# 1 26-12-2005 , 09:42 PM
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Join Date: Dec 2005
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Need help following Jason Osipa's "Stop Staring"

Hey everyone, I'm new to this forum and just getting started with Maya. I am trying to make a character using Jason Osipa's book as a guide for the character's head, and I have some questions...

1.) The main structure of the head is created by taking the outside isoparm of the mouth and lofting new curves in an outward fashion. The only way I know how to do this is to duplicate the original curve, scale it, and then loft the new curve to the original surface, but that just seems way too tedious. Is there an EASIER way to loft/extrude curves in an outward/spherical pattern???

2.) Do you ever "delete history" for ANY part of your model, or does that mess up the sliders and poses?

3.) In "Stop Staring," Jason models the head at the origin. If my character is going to have a body, do I model the body and place the head at its position on the body before running the Automatic Setup, or can everything (including the sliders made by the Automatic Setup) be moved up, scaled, etc.? Basically what I'm asking is can a fully completed head (setup, sliders, the whole deal) be adjusted to fit on a body, or do I do all of the setup, sliders, and everything else AFTER fitting the head to the body?

# 2 30-12-2005 , 12:42 PM
Falott's Avatar
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Join Date: Jan 2005
Location: vienna
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3) basically you can pretty much adjust everything afterwards. should be no problem.

2) I delete history every 2 minutes when modeling. but that´s more imortant with polymodeling cause of many blindnodes created when switching between poly and subD or datanodes from cutting, splitting, merging, etc.

with nurbs it´s somehow different. if you e.g trimed the surface you delete the trimnode by deleting history and your hole is gone... or you can´t make further adjustments after deleting history on "additive operations" like loft, birail, extrud, etc. those geometrys will stay but are "static" from now on.


one advise from me if you just started using maya. use polys instead of nurbs, especially for organic forms. that´s way more intuitive while getting to know the handling of maya. nurbs are quite more complex. but if you need to do nurbs, just keep on.


1) there are many different approaches for patch/nurbsmodeling. but in the beginning every single one of it seems to be nonrational like a nurb is. a nonrational inunderstandable thing! but that´s only my opinion on nurbs.

cheers!

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