Introduction to Maya - Modeling Fundamentals Vol 2
This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with complex objects.
# 1 02-01-2006 , 11:29 PM
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jan/feb - noob - Joopson

hi all, i guess ill do a penguin or something, i'll start soon!
ill go as specific(lol) as a yellow-eyed penguin chick, or just an adult one

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# 2 06-01-2006 , 01:07 AM
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i started the basic shape in nurbs(thanks for getting me hooked on that method, Kurt!lol)

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# 3 06-01-2006 , 01:18 AM
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added a bit, gonna convert to polys now!

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# 4 06-01-2006 , 01:43 AM
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polys, added eye sockets, and smothed it, still needs tons of work


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# 5 06-01-2006 , 01:44 AM
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forgot the pic:headbang: :headbang: :headbang: :headbang:
AND i spelled smoothed wrong, hehe
user added image cheers
andy

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# 6 06-01-2006 , 01:47 AM
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wire

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# 7 06-01-2006 , 01:49 AM
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c+c's are welcome, especially from matt the manuser added image


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# 8 06-01-2006 , 05:46 AM
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It's a good start, I recomend keeping the base mesh as quads. i don't entirely understand why but it is better to have quads than triangles making up the mesh. user added image
Also the top of the head looks a bit angular and high. You might need to lower it a bit


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# 9 06-01-2006 , 11:52 AM
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The biggest reason for quads insteads of tries is that it's easier to see how the model looks.

# 10 06-01-2006 , 12:43 PM
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And it smoothes better with quads...
And mental ray won't render sub-d's that have tris in them...


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# 11 06-01-2006 , 07:26 PM
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they arent tris, they are quads, the vector renderer turned it into tris for some odd reason, i will post the actual wire soon,


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# 12 06-01-2006 , 07:45 PM
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OK, WIRE, and the reference on xray, so you can see how close it is user added image

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# 13 06-01-2006 , 08:38 PM
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Sorry Joopson, but your mesh is crap.... sorry!


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# 14 06-01-2006 , 08:46 PM
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When you convert from NURBS to Poly, open up the options. Change it to Quads instead of Triangles. You will keep a good wire and base mesh all in quads.


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# 15 06-01-2006 , 08:47 PM
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The mesh is decent as a basis, dont put the lad down MatttheMan- he's trying hard. Try and say why you think is crap and then Joopson can look at improving those areas and learn to be better.

Look at creating edgeloops (as with all the human head threads you see) around the eyes so you get better results. Think about adding more cuts around the lower neck (below the eyes) so you can get a more rounded effect there.

Keep plugging away at it Joopson, you'll only improve with every step user added image


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