SimplyMaya Forums

Welcome to the forum, feel free to ask questions here.

Home / forum / Your Work / Work In Progress / My first simply maya project
Register FAQ Members List Calendar Mark Forums Read

New Thread
 
Thread Tools
Old 03-03-2004, 08:59 AM   #76
Zyk0tiK
Registered User
 
Zyk0tiK's Avatar
 
Join Date: Aug 2003
Posts: 800
Thanks: 0
Thanked 0 Times in 0 Posts
Default

Hmmm pretty sure i don't like the pecks on it... somehow methinks dragons dont have pecks or abs...
Zyk0tiK is offline   Reply With Quote
Old 03-03-2004, 10:01 AM   #77
ctbram
Moderator
 
ctbram's Avatar
 
Join Date: Jan 2004
Location: Michigan, USA
Posts: 2,997
Thanks: 42
Thanked 582 Times in 532 Posts
Default

Dragons are mythical. They can have any anatomy the artist chooses.

I have seen drawings with and without.

I am pretty sure they would have a rib cage, Pectoral muscles to pull the wings and abdomonal muscles. I agree mine look a little to squared off and flat but that is just a matter of pulling and pushing some vertices.

Even pictures that I have seen that have them fully scaled you can still make out the underlying anatomy.

In any event I thought it added some dimension of detail to the model.

I plan on adding plate scales up the neck or I might do that with a bump map.

I wanted to add more surface detail and try out using shape objects. I could have given him scaled plates down the neck and through the belly area and still might. It is after all a work in progress.

Thanks for the feedback.
Attached Thumbnails
Click image for larger version

Name:	runningdimar-small.jpg
Views:	192
Size:	81.8 KB
ID:	13740  

Last edited by ctbram : 21-03-2004 at 04:26 PM.
ctbram is offline   Reply With Quote
Old 03-03-2004, 03:07 PM   #78
cracker
Subscriber
 
cracker's Avatar
 
Join Date: Jun 2002
Location: England
Posts: 168
Thanks: 0
Thanked 0 Times in 0 Posts
Default

good job on the model but I have to agree with Zykotik about the pecks and abs though, I dont think it looks right at all
cracker is offline   Reply With Quote
Old 03-03-2004, 03:24 PM   #79
Alan
Moderator
 
Alan's Avatar
 
Join Date: Oct 2002
Location: London, UK
Posts: 2,800
Thanks: 0
Thanked 5 Times in 5 Posts
Default

they look too flat I think that's what's messing it up. Maybe try fleshing them out a bit and making them less evenly space and a little less humanoid.

The model is looking cool though
__________________
Technical Director - Framestore

Currently working on: Your Highness

IMDB
Alan is offline   Reply With Quote
Old 03-03-2004, 03:30 PM   #80
ctbram
Moderator
 
ctbram's Avatar
 
Join Date: Jan 2004
Location: Michigan, USA
Posts: 2,997
Thanks: 42
Thanked 582 Times in 532 Posts
Default

You are talking about the abdominal muscles?

I keep swinging the model around and they really don't look that bad to me.

I'll need to sketch on the model a bit to work it out in my mind then I might redo them a bit.

It is to hard to adjust what I have in place.
__________________
"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675

Last edited by ctbram : 03-03-2004 at 03:56 PM.
ctbram is offline   Reply With Quote
Old 03-03-2004, 04:27 PM   #81
ctbram
Moderator
 
ctbram's Avatar
 
Join Date: Jan 2004
Location: Michigan, USA
Posts: 2,997
Thanks: 42
Thanked 582 Times in 532 Posts
Default

Sorry for my bad drawing skills, but this was my thoughts as I did the chest, deltoid, abdominal and oblique muscle details.

Muscles A and B would be the main flight muscles and so they are the largest. Birds / raptors have relatively small biceps and triceps (E and F).

Aside from rounding (and thus making them less visible) I am not sure I undstand what you are suggesting I change?
Attached Thumbnails
Click image for larger version

Name:	wip22.5.web.muscle_diagram.jpg
Views:	182
Size:	49.9 KB
ID:	13746  

Last edited by ctbram : 03-03-2004 at 05:26 PM.
ctbram is offline   Reply With Quote
Old 03-03-2004, 04:44 PM   #82
ctbram
Moderator
 
ctbram's Avatar
 
Join Date: Jan 2004
Location: Michigan, USA
Posts: 2,997
Thanks: 42
Thanked 582 Times in 532 Posts
Default

Is it better from this angle?

I wanted the chest to to be flat on the bottom to look more plate like. It's looking odd because there is detail that I have in my head that is not in the model yet.

I think with the right bump map and scale texture map they will not be as noticable so I wanted to exagerate the edges.

Really appreciate the input guys. This is where I really wish I was more of an artist. I know the basic anatomy but I have little drawing and sculpting skill to draw upon.
Attached Thumbnails
Click image for larger version

Name:	wip22.10.jpg
Views:	157
Size:	12.7 KB
ID:	13761  

Last edited by ctbram : 04-03-2004 at 11:22 AM.
ctbram is offline   Reply With Quote
Old 03-03-2004, 07:50 PM   #83
orgeeizm
Registered User
 
orgeeizm's Avatar
 
Join Date: Mar 2003
Location: union city, ca
Posts: 390
Thanks: 0
Thanked 1 Time in 1 Post
Default

about the abnominal muscles. i think the dragon looks ok with it, but in my opinion, you might wanna get them closer to each other, it looks too far apart. im looking at my abdominal muscles, and i know im no dragon, but theyre pretty close to each other, but then again, that is a dragon, so maybe thats why it looks weird to us. just my opinion the whole model looks great though man! keep it up!
__________________
<a href="http://forums.simplymaya.com/showthread.php?s=&threadid=16675">May/June 2005 Challenge Entry</a>
orgeeizm is offline   Reply With Quote
Old 03-03-2004, 09:09 PM   #84
ctbram
Moderator
 
ctbram's Avatar
 
Join Date: Jan 2004
Location: Michigan, USA
Posts: 2,997
Thanks: 42
Thanked 582 Times in 532 Posts
Default

Day 5:

- tweaked the chest and abdomen area
- added mass to shoulder and deltoid muscles

I think this looks a bit better. I reduced the "boxyness" of the chest and smoothed the abdominal plates a bit and reshaped things a tad.

I think the neck detail and if I get good enough to create a scaled bump map and decent texture map I think the abs will not be as pronounced. I think the fact that that appear to square and sharp edged might be what is throwing things off quilter.

To do:

- arm details
- bottom neck scales

I started to try and bring out the shoulder, bicep, tricep but I am running into trouble because I can't figure out how to make the edge splits.
Attached Thumbnails
Click image for larger version

Name:	wip22.8.web.jpg
Views:	165
Size:	21.4 KB
ID:	13756  

Last edited by ctbram : 03-03-2004 at 09:33 PM.
ctbram is offline   Reply With Quote
Old 03-03-2004, 11:00 PM   #85
Ankalagon
Registered User
 
Ankalagon's Avatar
 
Join Date: Jan 2004
Location: Novi Sad, Detelinara, Serbia
Posts: 468
Thanks: 0
Thanked 0 Times in 0 Posts
Default

looking whey nice, i think that you have modeled your dragon to end, go texturate it, i will like to see that dragon finished at the end of this week!!! Will it bee finished?
Ankalagon is offline   Reply With Quote
Old 04-03-2004, 12:18 AM   #86
ctbram
Moderator
 
ctbram's Avatar
 
Join Date: Jan 2004
Location: Michigan, USA
Posts: 2,997
Thanks: 42
Thanked 582 Times in 532 Posts
Default

I think the modelling is pretty much done.

I don't think I will be texturing this.

Prolly gonna just keep it around and tinking on it. Gonna jump into another modelling project to use the skills I learned on this one.
__________________
"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
ctbram is offline   Reply With Quote
Old 04-03-2004, 08:32 AM   #87
Ankalagon
Registered User
 
Ankalagon's Avatar
 
Join Date: Jan 2004
Location: Novi Sad, Detelinara, Serbia
Posts: 468
Thanks: 0
Thanked 0 Times in 0 Posts
Default

Jup you schould probably praktice and get it in too be routine, hope that you texturate it later, it`s realy nice dragon!! and will you post progres of your next project??
Ankalagon is offline   Reply With Quote
Old 04-03-2004, 08:38 AM   #88
ctbram
Moderator
 
ctbram's Avatar
 
Join Date: Jan 2004
Location: Michigan, USA
Posts: 2,997
Thanks: 42
Thanked 582 Times in 532 Posts
Default

Day 5 (cont):

- added neck scales

Little details really help pull out the form better.

To Do:

Still not happy with the arm and hand details. Think I am going to take a side track and model an stand alone arm to practice / learn where to make the splits for the anatomical features.

Summary:

Kurt, great job on the tutorial!

Simply Maya community - thanks for all the suggestions and encouragement.

This tutorial is an excellent introduction to organic modelling. It takes advantage of all 3 surface types (nurbs, subdivision surfaces and polygons). Use of all the most important polygon editing commands are expertly demonstrated. Kurt, shares numerous time saving tips on adding details and keeping the model clean and managable.

I had some trouble with the proportions of the reference images, but as Mike mentioned and Kurt points out in the tutorial it is rare to get referance images that are 100% accurate. It was only my lack of art training that slowed me down.

I am glad I stuck with it and I am pleased with the results.


Sincerely,
Rich M.
Attached Thumbnails
Click image for larger version

Name:	wip23.2.web.signed.jpg
Views:	108
Size:	23.1 KB
ID:	13787  

Last edited by ctbram : 05-03-2004 at 02:00 AM.
ctbram is offline   Reply With Quote
Old 04-03-2004, 09:05 AM   #89
ctbram
Moderator
 
ctbram's Avatar
 
Join Date: Jan 2004
Location: Michigan, USA
Posts: 2,997
Thanks: 42
Thanked 582 Times in 532 Posts
Default

Full view...

2k hi-res image: http://home.comcast.net/~rmulawa/may...signed.web.jpg

Rigging and Texturing will be a future project. I want to get more modelling under my belt first.
Attached Thumbnails
Click image for larger version

Name:	wip23.5.web.signed.jpg
Views:	134
Size:	16.0 KB
ID:	13776  

Last edited by ctbram : 04-03-2004 at 01:24 PM.
ctbram is offline   Reply With Quote
Old 04-03-2004, 04:30 PM   #90
ctbram
Moderator
 
ctbram's Avatar
 
Join Date: Jan 2004
Location: Michigan, USA
Posts: 2,997
Thanks: 42
Thanked 582 Times in 532 Posts
Default

Shot without the colored planes.
Attached Thumbnails
Click image for larger version

Name:	wip24.1.web.signed.jpg
Views:	112
Size:	19.4 KB
ID:	13784  

Last edited by ctbram : 04-03-2004 at 07:45 PM.
ctbram is offline   Reply With Quote
New Thread

« Previous Thread | Next Thread »

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Similar Threads
Thread Thread Starter Forum Replies Last Post
SimplyMaya 2010 - Subscriber Updates Miss_Nova Site News & Announcements 6 13-09-2011 09:37 PM
Maya Hair/Polygon Error ingram_no.7 Members Lounge 13 10-12-2010 10:27 AM
Simply Maya Resources Online Miss_Nova Site News & Announcements 1 08-12-2010 08:36 PM
LayoutTools for Maya 2011 is here... ctbram Members Lounge 1 06-12-2010 10:32 PM
Open a Lightwave file in Maya 2011 radiant777 Maya Basics & Newbie Lounge 2 04-12-2010 02:45 AM

1 Month

$34

Month-to-month billing
$34/month
Unlimited access to all videos
Project files to download
Easy to cancel at anytime
 
 

3 months

$87

Billing every 3 months
$29/month
Unlimited access to all videos
Project files to download
Easy to cancel at anytime
Save $5 per month or $15 in total compared to monthly billing with this package.

12 months

$288

Billing every 12 months
$24/month
Unlimited access to all videos
Project files to download
Easy to cancel at anytime
Save $10 per month or $120 in total compared to monthly billing with this package.

Your plan will automatically renew. You can cancel at any time via your PayPal account to avoid being charged again.

You can view the FAQ on our video plans here. You can contact us directly here. By clicking one of the buttons above, you agree to our Terms and Privacy Policy.