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Old 09-03-2003, 02:16 PM   #1
philip - liquid.arts
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Default first head modeling attempt in maya

finally found some time to do some modeling in maya... well, not really *found* the time; rather took it

the idea here is to make a basic head with as few polys as possible, then layout the UVs before detailing and personalizing. With this approach, I can re-use the basic head for a variety of characters... seems to work too

so, here it is:
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Old 09-03-2003, 03:28 PM   #2
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Very cool.

BTW, I love your work with Lightwave. Awesome stuff.
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Old 09-03-2003, 05:15 PM   #3
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cool philip! what it the poly count thus far on the head?

you seem to have a nice generic shape there that you can use for a lot of things
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Old 09-03-2003, 05:22 PM   #4
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Wow, this head looks really nice! It reminds me of someone from asia, for some odd reason, which is very cool .
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Old 10-03-2003, 10:55 AM   #5
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that's 136 polys for half of it, so total polycount is 272
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Old 10-03-2003, 02:06 PM   #6
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great start mate..... Only part to take a look at are, the outside of the eyes, hey go up pretty high compared to the inner side.
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Old 10-03-2003, 04:13 PM   #7
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yep they do, guess that's why they have this asian flair

I'm surprised though: would've thought the apparent lack of auditive organs was more obvious
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Old 10-03-2003, 04:23 PM   #8
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How can that be only 272 polys! Is that before its smoothed? If not thats just insane!
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Old 10-03-2003, 05:21 PM   #9
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yes, that's the actual polys of the polygon proxy.
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Old 10-03-2003, 05:24 PM   #10
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its Sub D's right?
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Old 10-03-2003, 05:36 PM   #11
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yep, here's an earlier screenshot:
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Old 11-03-2003, 02:20 AM   #12
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Is her neck supposed to curve up in the front, or is it just my terrible eyes?
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Old 11-03-2003, 07:46 AM   #13
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I can learn something here

Can you please show the poly proxy of this sub-d model Philip?
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Old 11-03-2003, 11:04 AM   #14
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here it is converted to polys
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Old 11-03-2003, 11:43 AM   #15
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Wow, cool
It's a nice head... I pessonaly use the same method... but... but my heads don't look so well.

For Hybrid: yes there in the front vertices curve up because there is nothing at the botom of the neck, if you let the poly face on the botom of the neck, the margins will be rounded and closed.
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