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Author Topic: My first try to model musclechick in Maya  (Read 2518 times)
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NorthTown
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« Reply #8 on: Aug 27, 2008, 02:08 AM »

Very nice...I'm impressed your first Maya project is nothing less than a character from scratch.

The fingers look bony to me, and I would straighten out the thumbs before attempting to rig it.
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10-4
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« Reply #9 on: Aug 27, 2008, 10:51 AM »

I'd love to see the mesh for this.
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Tigersan
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« Reply #10 on: Aug 27, 2008, 06:33 PM »

Updated Version - Beta 1.0 Wink Fixes: Back, legs, pecs, armpits, face, fingers

And mesh pics for 10-4... It cameout pretty clean Smiley I'm surprised Smiley


http://tigersanphotography.gotdns.com/Maya2_01.jpg <------ FULL SIZE

http://tigersanphotography.gotdns.com/Maya2_02.jpg <------ FULL SIZE

http://tigersanphotography.gotdns.com/Maya2_03.jpg <------ FULL SIZE

http://tigersanphotography.gotdns.com/Maya2_04.jpg <------ FULL SIZE

http://tigersanphotography.gotdns.com/Maya2_05.jpg <------ FULL SIZE

http://tigersanphotography.gotdns.com/Maya2_06.jpg <------ FULL SIZE

« Last Edit: Aug 27, 2008, 06:39 PM by Tigersan » Logged

10-4
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« Reply #11 on: Aug 27, 2008, 09:31 PM »

Those are some detailed meshes. Must have taken ages to create them.
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Tigersan
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« Reply #12 on: Aug 27, 2008, 10:36 PM »

Not really, the technique is that you start of the box then add divisions to create the main bulk of the character, then you add divisions to create muscles, You create just half of the model. After you done you mirror the half and smooth it so that maya adds resolution automatically

This is what it looks like before smoothing and mirroring... i created this mesh - then smoothed it.

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CDR
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« Reply #13 on: Aug 28, 2008, 12:35 AM »

Thats one hell of  a muscular box Cheesy Love it.
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CGMann
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« Reply #14 on: Aug 28, 2008, 09:28 PM »

Wow... You went and modeled all of those sirations.  You are a glutton for punishment. Smiley

Maybe you don't have a large budget, but you should look closely at some displacement-based sculpting software to compliment your work in Maya.

The expensive ones are ZBrush and Mudbox.  But are you aware that there are options out there as low as $120?

Check out www.3d-coat.com and nevercenter.com (Silo2).  I own ZBrush and Silo2 and ZBrush is king.  But if you can't afford it's $500 price tag, Silo2 is an excellent alternative.  And it's also a killer polygon modeler with great UV tools to boot.

I bring all this up because all of that detailed geometry is going to make your rigging and animation experience 2 or 3 times more painful than it needs to be.
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10-4
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« Reply #15 on: Aug 28, 2008, 09:37 PM »

Not really, the technique is that you start of the box then add divisions to create the main bulk of the character, then you add divisions to create muscles, You create just half of the model. After you done you mirror the half and smooth it so that maya adds resolution automatically

This is what it looks like before smoothing and mirroring... i created this mesh - then smoothed it.

That's still quite detailed. Must have involved a lot of tweaking of those boxes.  Wink
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