Introduction to Maya - Modeling Fundamentals Vol 1
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.
# 46 08-01-2006 , 12:58 AM
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I have spent about an hour fixing up the ear. It's not that good but i don't think you'll see much of it in the final shot unless i am doing it on the side. I'll probly leave it for a while and work on other stuff.

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# 47 08-01-2006 , 02:16 AM
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Here is a render of the face. I would like some comments on what i need to change or fix ect.

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# 48 08-01-2006 , 02:20 AM
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The nose is too triangular. And can we see a wireframe on shaded image?


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# 49 08-01-2006 , 02:24 AM
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the brow also needs some work. I think you need some space between the eyebrows.

# 50 08-01-2006 , 03:01 AM
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Thnxs Matt and arran.
Here is the wire (I am ashamed of it user added image )

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# 51 08-01-2006 , 03:25 AM
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the picture should be self explanitory

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# 52 08-01-2006 , 04:37 AM
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Yeah, i know. It is probably the way i made it. Also the poly to subdivis conversion screwed it up a bit. Anyway, it doesn't realy matter too much cause it's the final image that really counts. I have fixed up the eyebrows a bit. I think they look close together because the model is frowning.

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# 53 08-01-2006 , 09:08 AM
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I have a problem. I need to convert the subdivis model into poly's to UV it proply (I gave it a test to see if i could do it with subdivis but there isn't a cylindrical projection option and thats the only way i know how to do it so it's easy to texture) and the mesh doubles in poly count. Is there any way to keep the poly count the same (Or preferably less) after converting it?


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# 54 08-01-2006 , 10:13 AM
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Nvr mind, i fixed it and Uv'd it proply. That's all i can be bothered doing today :zzz: Tommorow i'll get a start on the texturing and will probably stay there for the next month. user added image

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# 55 08-01-2006 , 03:04 PM
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you really should increase the repetitions of the squares to see where there's stretching

# 56 08-01-2006 , 03:32 PM
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Sorry, old man, but the shape of your head isn't good. It's too flat and the edgeflow is weird. In my opinion, you should make this foundation better before to go to the next step. There's a lot of great tutorials on web explaining how to tackle with this, so I think you could look and follow at least one before continue. Don't forget, you got a lot of time yet. Anyway, it's just my opinion.
Here goes some links that could be useful:

https://www.3dtotal.com/ffa/tutorials...c/joanmenu.asp
An incredible and well written tutorial about modeling each part of body.

https://www.secondreality.ch/tutorial...head/head.html
Another great tutorial, with an diferent approach.

https://www.antropus.com
Great tutorials. Unfornately some of them are in portuguese, but you can follow just the pictures.

# 57 08-01-2006 , 11:26 PM
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Do ya mean re making the head? or just fixing it up.


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# 58 09-01-2006 , 12:58 AM
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If was MY model, I'd start again. I made this on set/oct challenge, I modeled an entire body, but I wasn't happy with it... and then I started again, to get a better one. I'm not saying you must do this, I'm saying what I should do if it were my model.

# 59 09-01-2006 , 01:09 AM
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Yeah, i might as well re start. I should probably spend more time getting the edge loops done proply. Thnxs for the tutorials, they'll come in handy. user added image


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# 60 10-01-2006 , 12:38 AM
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Here is what i am up to so far. I'm making it in a similar way to the joan of ark tut. I think that i ahve gotten the edge loops right this time.

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