This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with
well my attempts at the old town scene have been put on the shelf for a little while, as we've started working on a simple 3d animation scene due out in a few months. we were going to use simple objects only but decided to try and put a low poly guy in there too. as such, here's an attempt at it.
would love your comments and suggestions, as it's my very first time trying to do this, and everything's pretty experimental for me at this stage. oh, and sorry about the bad image planes. i sketched those out during a class.
i duplicated the right side of the body just for presentation's sake, btw.
hmm yeah i'd really love to but... i don't know how to texture!
that's actually another one of my problems mtmckinley.. after i model this, i have absolutely no idea how to go about texturing this guy. i'm used to texturing per object, but this character's made up of a single object. any suggestions on references?
oh, btw, how do i find out how many polygons i've used in this scene?
another update. added more detail to the back this time, plus a bit to the arms and abdominal area.
didn't add much because 1) it's gonna be an in-game model and 2) i don't know how!!! i mean, everytime i try adding creases and cuts to the body they just look plain weird... even if they're supposed to be there. any tips on how to progressively add cuts and muscle detail would be VERY much appreciated.
oh, and again, how do i make the hair? i'm a newb at character stuff so i'm pretty much lost at this point.
It looks very nice to me, good low poly reprisentation of anime in 3d. for hair in the sketch ide say make a poly cube and extrude to flesh it out. But i like it so far.
for muscle definition it would be dificult to get the definition you want without increasing the poly count a great deal. But one way to smooth some edges and harden others without smoothing(which increasing poly couns a lot) is using soften/harden edges under edit polygons>normals>Softe|Harden. This will prolly help if you didnt know it.
Im not too good at texturing either, you could UV map it, i think that will work but ive nver done it. Or you could go the easier way to select the faces you want to texture and apply to selection. If you want you can enter the simply maya chat room at the top of the page and i can help you there when you come on.
Also you can find poly count by going to display>Hud> and its in the menu, i think its the second down.
Looking good so far. I like the belt. Wheres the buckle?
hmmm a concern of mine though is, is this model gonna be animatable? i usually see models made for animation with their legs together and arms raised perpendicular to the body to form a huge "T". since i modeled my character this way, am i doomed to not being able to animate this guy?
looks good, I like the pose already! What i would do for hair is what they did on Ice Age for the sabre toothed tiger. They used a whole bunch of planes and mapped images onto them to give the appearance of fur. IT would work pretty well I think. You might need to do some funky stuff to get them working properly but it would be a good challenge. If it was a still it wouldnt be hard though.