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.
# 1 06-06-2007 , 01:07 AM
Weyu's Avatar
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Gondorian helm

Right now I'm fairly pleased with the basic shape of the helmet and I've added some basic texture to see how it looks.

The things I have to add is the wing and "flowers", but how should I make them, should I model them like a different object or model it in the main piece, or just texture?

user added image

Reference

user added image

# 2 06-06-2007 , 01:42 AM
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You've made a good start,

I rekon that the eye area could do with a bit of opening up though. I've illustrated what I mean in the attached image.

Keep at it,

Mat.

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# 3 06-06-2007 , 10:11 PM
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I like it a lot. My only concern other than what Mat's posted is the absence of the curvature where the neck goes. (See picture)

You really are coming along quite nicely!

Sparticus

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Expect to excell...
# 4 07-06-2007 , 12:21 AM
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It depends on how close you gonna render. Model a layer as a separate mesh and then just paint a bump. If you want better result use a displacement map. To model all that by hand would be a (k)nightmare, unless maybe you do it in ZBrush or Mudbox.

# 5 07-06-2007 , 12:33 AM
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Thanks for all the support. user added image

I decided to make the details as a different object I'm yet to decide how to make the "wings".

Well it will be fairly close up, approximately 50% of the scene will consist of this object.

PS. that "bumpy" area that looks a bit mistreated is just the remains of an old bump and specular map. user added image

user added image

Edit: The area for the eye seems to still be a little to small in comparison to the reference but if I make it larger the helmet looks more or less surprised. user added image


Last edited by Weyu; 07-06-2007 at 10:25 AM.
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