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.
# 31 01-03-2010 , 11:51 AM
murambi's Avatar
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well personally im not a strict quad user i do have the ocassional tri here and there so long as it doesnt create weird artifacts when rendered
Oh and Mayaniac its been a while since i saw your organics hope your still at it you were getting really good at it

# 32 03-03-2010 , 08:22 AM
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As Zbrushiac sounds stupid!
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Originally posted by murambi
well personally im not a strict quad user i do have the ocassional tri here and there so long as it doesnt create weird artifacts when rendered
Oh and Mayaniac its been a while since i saw your organics hope your still at it you were getting really good at it

Yeah, I'm still working on a few things. Moved back to England recently, so not had much time to hang around on the forum, or do much of anything really.

But Will get back into the swing of things soon enough.

And yeah, I think that's pretty much it. Use all quads if that's what serves you best for your particular project. Use triangles if they will help you. Just make a conscience effort to place them well. In the end it's the final piece that counts.

As for N-gons, I see them as more of a mean to an end. They really let you model freely... so you don't have to worry about Triangles or weather your mesh is all quads.


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# 33 03-03-2010 , 06:05 PM
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Originally posted by Mayaniac
Yeah, I'm still working on a few things. Moved back to England recently

Where abouts man?


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# 34 03-03-2010 , 06:27 PM
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As Zbrushiac sounds stupid!
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Back to Derby.


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"Your weapons are no match for ours! People of Mars, surrender!"
"Um, this isn't Mars. This is Earth."
"Earth? Earth-with-nuclear-weapons Earth?"
"Yes."
[long pause] "Friend!!"
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