Don't try this at home:
Grab each eyeball and centrer its pivot. Now select camera, select an eyeball and apply an Aim constraint (maintain offset), repeat for both eyes.
Enjoy your character following your every move when you work.
working on all her armour stuff, reposted stuff for better IK and such. I heard a rumour there will be mudbox next week. Painted eyebrows on because I was tired of her bald face, made her look sometimes frightened or bored combined with the eyes.
I think I've gone this whole project without Maya crashing, DUNNO HOW.
Grab each eyeball and centrer its pivot. Now select camera, select an eyeball and apply an Aim constraint (maintain offset), repeat for both eyes.
Enjoy your character following your every move when you work.
working on all her armour stuff, reposted stuff for better IK and such. I heard a rumour there will be mudbox next week. Painted eyebrows on because I was tired of her bald face, made her look sometimes frightened or bored combined with the eyes.
I think I've gone this whole project without Maya crashing, DUNNO HOW.
Category Artwork (Digital) / Human
Species Unspecified / Any
Size 1398 x 815px
File Size 76.3 kB
MAYA LOVES TO CRASH ON ME. :)
that's why i save every 5 minutes/every major step i take... and have multiple versions of each file if it's something really important. I really hate rigging though, it's so annoying to me to set up/get it to work right. i gotta try that eyeball trick though. eekk.. creepy.
that's why i save every 5 minutes/every major step i take... and have multiple versions of each file if it's something really important. I really hate rigging though, it's so annoying to me to set up/get it to work right. i gotta try that eyeball trick though. eekk.. creepy.
Oh god how can you not love rigging? You get to do so many stupid things with your character ahahahahah weighting is kind of dull but yeah.
Maya is super unstable. I delete history a lot, might be why I've been safe. A few of us lost a lot of work a few weeks back because we saved to a network drive that was full so the file just got corrupted, y'know, instead of maya saying, hey, there's no space, save somewhere else. Hey maybe I should send a suggestion to Autodesk.
Maya is super unstable. I delete history a lot, might be why I've been safe. A few of us lost a lot of work a few weeks back because we saved to a network drive that was full so the file just got corrupted, y'know, instead of maya saying, hey, there's no space, save somewhere else. Hey maybe I should send a suggestion to Autodesk.
yes, it is damn impossible to work maya without constantly deleting history...but saving in multiple iterations (filename_001, 002, etc.) is also key. sometimes maya corrupts a save file and you can't bring a scene back (except for some tricks importing as .obj )
but aside from the nerding out, i wanted to say your topology is looking quite nice, and the character design has been fun since you posted up the concepts & maquette.
which version of maya are you guys working with? the background looks 2012 or 2013
but aside from the nerding out, i wanted to say your topology is looking quite nice, and the character design has been fun since you posted up the concepts & maquette.
which version of maya are you guys working with? the background looks 2012 or 2013
Some of the mesh edit tools are really unstable without deleting history yeah. Either they crash maya or start doing random things to your mesh. Coming from 3dsmax I am not very familiar with that, it doesn't have nodes/history and seems to generally clean up after itself when editing geometry (when the identical tools produce holes and double edges in maya). But idk, Alt+Shift+D and Ctrl+S is pretty much a reflex by now.
I also hear if you save to an .ma instead you can manually edit and salvage a corrupt file.
Thank you!! I think I'm getting really good at the form and such toooo
2013, seems school is pretty diligent about keeping everything updated, but they probably have licenses on a subscription. I want to downgrade to 2012 at home so I can use plugins for modding Skyrim, hah. Our current teacher says 2013 is one of the worse versions, 2011 is a good, stable one apparently. And then vintage maya jokes.
I also hear if you save to an .ma instead you can manually edit and salvage a corrupt file.
Thank you!! I think I'm getting really good at the form and such toooo
2013, seems school is pretty diligent about keeping everything updated, but they probably have licenses on a subscription. I want to downgrade to 2012 at home so I can use plugins for modding Skyrim, hah. Our current teacher says 2013 is one of the worse versions, 2011 is a good, stable one apparently. And then vintage maya jokes.
Ohh yay! your a block model artist. I officially love you.
Back when i had a working maya program on my computer i used to block model instead of triangle model. my favorite was the ears, no joke i love doing the ears and making every single side a four siders :D
i just sucked at rigging.
i like your model keep it up :D
Back when i had a working maya program on my computer i used to block model instead of triangle model. my favorite was the ears, no joke i love doing the ears and making every single side a four siders :D
i just sucked at rigging.
i like your model keep it up :D
Hell yes! Best way to get the most out of your polygons
I always fuck up the shape if I do it one polygon at the time, too. I kind of model faces partially that way because I don't have a clever way of ARRIVING at the right topology otherwise... starting to develop my own good methods though, yay.
Hey, can I ask you something? Cause a lot of people say they suck at/hate rigging, is it all the technical hierarchy setup that you can't do, or the skin weighting, or do your models not work well for it?
I always fuck up the shape if I do it one polygon at the time, too. I kind of model faces partially that way because I don't have a clever way of ARRIVING at the right topology otherwise... starting to develop my own good methods though, yay.
Hey, can I ask you something? Cause a lot of people say they suck at/hate rigging, is it all the technical hierarchy setup that you can't do, or the skin weighting, or do your models not work well for it?
my models work fine, and its not the skin weighting at all i loved those two. Its more.. the.. umm... grid system and math part of rigging that confuses me a great deal. when going into the what connects to where and what controlls what, begins to become all to much for me. but personally i love the time consumption on weighting and such. i havn't done modeling in forever though. wish i could show you my old models though. still love them.. hmms.
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