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.
Hi,
this is my first post. After a few tries modeling my girl it was clear to me that i couldn't re-create such prettiness...
So I first did some liquifying in photoshop, trying to give her a sort of a manga-look (but then somewhere inbetween; 'isomorphic' as an old teacher of mine would call it...)
My plan is to build the basic form with the good old patches (i've been struggling with it since Bingo!!!). After that convert it to polygons and ass details. Any opinions on this workflow?
Untill now the wire starts to look like something. A lot of rebuilding curves and surfaces, stitching, detaching and attaching to do though!
One area i foresee problems is the nose. Can anyone share some thought about the workflow? Should I ad the nostrils in the second phase (polies or maybe even sub-d (?)) or should I build it with the patch-method.
If anyone sees faults or got tips on cleaner modeling please tell me,
Thanx that's a great tutorial!!!
I was planning is to convert to polygons and add details from there. Just thought that this way might get those edgeloops and flow good in advance.
I converted my patches to polies, to see if the edgeloops come out clean..
And they do! I lost some of the features, but I think I can get'em back while adding edges and polygons on the way.
I modelled about 5 hours on my patches and within one hour I got my clean poly mesh. I'll finish the neck with polygons. so no need to go back to my NURBS model...
Any thoughts on this procedure ?(building base mesh in NURBS, convert 'em to pollies and add detail from there)
I get very little replies, how comes?
(do I suck that much?)
Not sure if you are going for a cartoon or realistic looking head - but I would definitely concur that working from a front and side reference picture will help.
At the moment the large eyes and reduced mouth area is making your model look like a child, which again, might be what you are going for. At the same time, your model is looking pretty gaunt and wasted, which is contrasting against the child like qualities in an interesting way. Of course, this is just my opinion.
I don't know much about NURBS - I tried working with them for a month or so without much luck, but I have heard a number of people on this site recommend against them.
let me include the picture..
i'm not really comfy with the uploadfunction..
and i'm trying to find a nice inbetween form (realistic - cartoonistic). so i gave me girl a bit of photoshop-surgery, which I use as reference..
Got a sideview too, but it looks caca. It'll work for the proportions though..
I think what you have done so far is working pretty well with what (I think) you are trying to achieve. Maybe if you post an image with an instance duplicate, we can get a better idea of how your model is working as a full face. Keep going!
Is it natural to have eyes the size of oranges in your head? christ that looks bad, i just woke up and now im gonna have that photo stuck in my head all day...
no it's not natural... it's made in a computer... gotta love CG
but here's an instanced version. looked kinda flat at first so pulled the sides of the eyesockets a bit backward, so the oranges come out better when looking from the side..
didn't redo the loops though..
maybe I should..
I made some renders after tweaking the vertices to get more character, less puppetlook... As you can see i'm still working in symetry-mode. Haven't addd any vertices yet, Just point-massaging
Mouth is getting there, now on to the nose
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