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The main theme of the competition was to design a game (low-poly) character while adhering to some rules (limitations) about the specs that we could use for geometry and textures. This Tutorial created for a characters which is Artist’s entry for theDominance War II Competition. The solution they came up with, described in the tutorial. When They R&D for the feature film Delgo, he was Technical Director and he knew that they would need a facial rig for their characters that was more powerful and flexible than standard multi-targeted blendshape rigs. This Tutorial Created by Warren Grubb, Animation Director for Fathom Studios on the film Delgo. In this Tutorial Maya used for the base model, ZBrush for details, Photoshop for texturing and matte painting, shave and haircut for the hair and Mental ray for rendering. This is the first contest where he joined and his first published artwork since he started working as a 3D & Visual Effects Artist. This artwork created for CGArena 3d challenge where the Artist (Christopher ADAJAR, Paris) won the second prize.
#Maya 3d building tutorial full
(use the front reference image to align) You will then want to extrude the edge around so that the polygon eventually comes full circle. Now, position that plane so that it is at the top of the eye.
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If you can, or can't, you should notice that your eyes are essentially a circle and that if you were to take a plane and move around the rim of the eye you could also create a circular shape with the polygons. If you look in the mirror you can, hopefully, see your face in wireframe mode like I can. Ok I'm going to suggest that you start with the eyes. WORK IN HALFS!!! By working in halfs I mean that you want to position your starting plane so that you are only working on half the model at a time and then later mirror the object over creating the entire face/body model. I would suggest starting out with a plane around the nose or eyes. Now that you have these reference planes its time the start the model.
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You might want to make these images (using hypershade options) more transparent than the basic lambert texture you'll be using for the model itself. Position the two planes with the understanding that one plane will be for the front reference picture and the other for the side reference picture. Once you have a side and front view of the human you want to model you'll want to create 2 planes in maya and create textures for each of those. For a human face/body you want both frontal and side views so that you can get the shape correct in the 3D environment. Google for images such as human model reference etc and you can find images.
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its difficult, but not impossible, to do any organic modeling (or most other types of modeling) without using reference material. Its hard to explain in text but here goes.įirst you need reference images. In the case of a human face you might want to start with the eyes. Whenever I do a human or alien or for most any model I start out with a plane.