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August 28, 2008 at 2:33 am #75183
Tigersan
ParticipantUpdated Version – Beta 1.0 😉 Fixes: Back, legs, pecs, armpits, face, fingers
And mesh pics for 10-4… It cameout pretty clean 🙂 I'm surprised 🙂
http://tigersanphotography.gotdns.com/Maya2_06.jpg <—— FULL SIZEAugust 28, 2008 at 5:31 am #7518410-4
ParticipantThose are some detailed meshes. Must have taken ages to create them.
August 28, 2008 at 6:36 am #75185Tigersan
ParticipantNot 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.
August 28, 2008 at 8:35 am #75186CDR
ParticipantThats one hell of a muscular box 😀 Love it.
August 29, 2008 at 5:28 am #75187CGMann
ParticipantWow… You went and modeled all of those sirations. You are a glutton for punishment. 🙂
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 http://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.
August 29, 2008 at 5:37 am #7518810-4
ParticipantNot 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. 😉
August 29, 2008 at 11:28 am #75189Tigersan
ParticipantWow… You went and modeled all of those sirations. You are a glutton for punishment. 🙂
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 http://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.
The whole point is to avoid displacement to add too much volume because then you cant use stuff like dynamic clothes….
August 30, 2008 at 1:03 am #75190CGMann
ParticipantHmm.. I don't see how that would effect cloth sims.. Maybe your software does it differently than mine. But I wasn't suggesting using displacement to convert a normal-shaped woman into what we see here. I was suggesting using it for all of those sirations. But in any case.. I hope it goes well for you. I've rigged more than a few characters and the more dense your base geometry, the more work it is.
I've recently purchased SyFlex and I want to experiment with modeling the muscles underneath the skin and having them displace the skin. Now THAT is doing it the hard way. 😉
August 31, 2008 at 3:35 am #75191Tigersan
ParticipantIn order to bting out deep enough striations you need to raise the thickness of the displacement, and as far as i know displacement is not considered while simulating cloth so the skin will poke thru clothes…
August 31, 2008 at 6:11 am #75192CGMann
ParticipantBummer. 🙁
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