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.
# 46 11-04-2011 , 07:47 PM
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Hi tweeny
The top of the trousers at the back look a long way from her body is it just a angle thing?..........dave




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# 47 11-04-2011 , 08:07 PM
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Not sure what your seeing but the top of the pants are flush against the mid section of the body - are you looking at the belt ????

Any way here is a close up of the mid section - changed some of the colors to tell stuff apart.

https://www.ravage3d.com/images/Game/Ada_1_7.jpg


# 48 11-04-2011 , 08:08 PM
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Hi Tweety

looks great man, if I might offer a suggestion :
Work on getting rid of the straight lines in your silhoutte, I know it's easier and quicker to model in straights but don't put all the curvature in the boobs user added image.

Great progress though

# 49 11-04-2011 , 08:29 PM
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I was just looking at the turn table (looked at it about 10 times), I know you would not make such a mistake.........dave

Edit: I think she has the figue most girls would die for




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Last edited by daverave; 11-04-2011 at 09:03 PM.
# 50 11-04-2011 , 09:20 PM
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Great stuff so far tweety. Hope u get round to texturing it user added image looking forward to seeing more.

# 51 12-04-2011 , 12:07 AM
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Yep I`m hoping to get it textured as the hair only works when textured.

Got one of the 2 guns done - This one will be mounted to her front chest and she will carrying a riffle as its the gun she uses in the game. 670 polys and there are still a few I can cut out if polycount needs to come down after- but I don`t think it will have to.

https://www.ravage3d.com/images/Game/Ada_1_8.jpg

Things to do

Second gun,
Not going to do belt loops now as pockets covering most of the belt,
Still have to re-do the hands.


# 52 12-04-2011 , 12:24 AM
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Quick Occ render
7200 poly`s

Attached Thumbnails

# 53 12-04-2011 , 01:16 AM
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pretty good mate....not bat at all at all


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"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 54 12-04-2011 , 06:33 AM
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Hey tweety I like your approach to how you're going to do the pants and pockets. I've always tried to cut the poly's in and it always looked horrible. I wouldn't have thought to do that. I think this is going to look good when you get it done.


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# 55 12-04-2011 , 07:17 AM
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I saw it in a unreal ed tut once and thought well that`s how its done in real life (pockets being patched on) and though yer that`s probably the best way to do it - Although I do like the challenge of getting everything in to one mesh sometimes its smarter just to separate everything(same thing with my hand gun 9 different parts) - might be a little bugger when skinning though, but as this is not a skinning challenge no worries there.


# 56 12-04-2011 , 07:40 AM
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I was a one mesh man when I first started..I have seen the light...if you can incorporate it without too much trouble, fine, if it starts to be a headf**k..then seperate.

cheers bullet


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"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 57 12-04-2011 , 11:09 AM
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# 58 12-04-2011 , 11:11 AM
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Looks good Tweety, very nice so far

J

# 59 12-04-2011 , 11:16 AM
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its amazing how much detail you can get with so few polys huh?




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# 60 12-04-2011 , 11:19 AM
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I always try to use as low as possible until it starts changing the shape - but for game models you have to give up some of the form - I`m hoping to bring some of that form back in Z-brush for the body but I am very happy with the shape of the guns.


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