Introduction to Maya - Rendering in Arnold
This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
# 46 11-01-2007 , 03:11 PM
Lt Jim's Avatar
Subscriber
Join Date: Sep 2004
Location: Queens, New York City
Posts: 367
Fascinating stuff here! Good to see the mysteries of polygonal face modelling put into simple terms!


"Ad astra per aspera..."
# 47 12-01-2007 , 03:09 AM
gster123's Avatar
Moderator
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300
Hey Jay,

Any chance you could post that Ear that you made as ears are a pain in the ear!


"No pressure, no diamonds" Thomas Carlyle
# 48 12-01-2007 , 08:02 AM
vedic kings's Avatar
Registered User
Join Date: Oct 2003
Location: florence OR, USA
Posts: 958
here my wireuser added image

This head is Krishna, off the thread Bhagavad Gita.

user added image

# 49 12-01-2007 , 08:19 AM
DJbLAZER's Avatar
Registered User
Join Date: Jun 2004
Location: Gothenburg, Sweden
Posts: 1,318
And here are some wires from my devil guy.

Attached Thumbnails
# 50 12-01-2007 , 10:46 PM
Jay's Avatar
Lead Modeler - Framestore
Join Date: Feb 2003
Location: UK
Posts: 6,287
Steve

Here you go. One ear. Im not sure how you'll be able to decipher the direction of the polys as its a little jumbled there.

The ear was made from 8polys starting on the side of the head, then basically extruded and spun faces to get stuff into position as a subd. This way I dont cut into the head itself and end up with unecessary tris.

user added image


VedicKings:
Looks very nice, my wife is a Hindu and we have a couple of these in the house, the expression is very good, the serene smile. Watch out for the 'topo' around that pole area on the cheek, the polys differ quite a bit on the way toward the mouth, try and keep them as square as the model will allow, this way your uvs will be less of a headache. Thats basically a rule I try and stick with on most models, obviously there are exceptions though.


DJ:
Interesting looking dude. My crit would be to bring that forehead further forwards. Get some references to check the alignment with the cheeks. I know its a Devilish character but if you keep to the rules of anatomy it will turnout for the better in the end

I had a fiddle where I think you could improve, hope you dont mind

user added image

Cheers
Jay

# 51 13-01-2007 , 03:44 AM
vedic kings's Avatar
Registered User
Join Date: Oct 2003
Location: florence OR, USA
Posts: 958

Originally posted by Jay
VedicKings:
Looks very nice, my wife is a Hindu and we have a couple of these in the house, the expression is very good, the serene smile. Watch out for the 'topo' around that pole area on the cheek, the polys differ quite a bit on the way toward the mouth, try and keep them as square as the model will allow, this way your uvs will be less of a headache. Thats basically a rule I try and stick with on most models, obviously there are exceptions though.

Hey Jayuser added image

Wow a Hindu wife! You are a lucky man:bow:

I worked more on the mouth area, as you pointed out, which I think looks much better now. I also worked more on the head overall shape and flow of the wires.

What do you think?



user added image

# 52 13-01-2007 , 03:51 AM
arran's Avatar
Registered User
Join Date: Dec 2005
Location: Brooklyn, NY
Posts: 3,708

# 53 13-01-2007 , 04:45 AM
vedic kings's Avatar
Registered User
Join Date: Oct 2003
Location: florence OR, USA
Posts: 958

# 54 13-01-2007 , 08:18 PM
Jay's Avatar
Lead Modeler - Framestore
Join Date: Feb 2003
Location: UK
Posts: 6,287
VK:

theres been alot of Porno spamming going on here so be vigilante. Its just some jackass trying piss everybody off. Just report the posts if you see one, they'll get bored eventually.

Anyway, this job is looking good. I took the liberty of drawing over your mesh, to help with the ear, the red is how I'd redirect some of the edges the green is the 8 polys I'd use forthe ears and the blue id the kind of shape you want to extrude from, these are purely suggestions from my pov, somebody else may find it useful if you have your own way of doing the ears.

Cheers
Jay

Attached Images
# 55 17-01-2007 , 12:11 AM
vedic kings's Avatar
Registered User
Join Date: Oct 2003
Location: florence OR, USA
Posts: 958

Originally posted by Jay
VK:

theres been alot of Porno spamming going on here so be vigilante. Its just some jackass trying piss everybody off. Just report the posts if you see one, they'll get bored eventually.



I'll do my best to report them.

Anyway, this job is looking good. I took the liberty of drawing over your mesh, to help with the ear, the red is how I'd redirect some of the edges the green is the 8 polys I'd use forthe ears and the blue id the kind of shape you want to extrude from, these are purely suggestions from my pov, somebody else may find it useful if you have your own way of doing the ears.

Cheers
IMG]Jay

Thank you for taking the time to point that out, it helps. But there are many ways to loop your models, but your way works good, heres an update on the head and ear.


Last edited by vedic kings; 17-01-2007 at 12:15 AM.
# 56 17-01-2007 , 12:15 AM
vedic kings's Avatar
Registered User
Join Date: Oct 2003
Location: florence OR, USA
Posts: 958
opp.

Attached Images
# 57 20-01-2007 , 12:44 AM
vladimirjp's Avatar
Subscriber
Join Date: Jun 2003
Location: stuck in the 90's boston, USA
Posts: 1,871
ears are always a pain to stitch.
i dont even bother paying attention to the topology in ears anymore. as long as it looks good. if it were me i would eliminate a lot of those edges that are so close to each ther where the ears are connecting to the head. ngons work well in an area like that.

here's my contro to this. its my current wip. typical comicbook hero head guy.
i went n-gon crazy in areas that stay planar all the time, or areas that normally have funny creases in the face. it easier to get away with them that way.
---------------
user added image

user added image
user added image


Last edited by vladimirjp; 20-01-2007 at 12:57 AM.
# 58 21-01-2007 , 12:53 PM
Mickeal_alex's Avatar
Registered User
Join Date: Jan 2007
Location: Romania
Posts: 289
Wow! Man your really good! How long have you been using maya?

# 59 22-01-2007 , 04:31 PM
vladimirjp's Avatar
Subscriber
Join Date: Jun 2003
Location: stuck in the 90's boston, USA
Posts: 1,871
for a while now.
:blush:

# 60 22-01-2007 , 04:47 PM
younglion's Avatar
Registered User
Join Date: Jun 2005
Location: t-dot
Posts: 646
thats a nice model but it looks like xsi to me but of course i could be wrong. btw nice thread

Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off