- Get reference images whenever possible, and texture map them onto planes in the workspace. Align the planes along the correct axis, and assign it to a new display layer.
- Think like an engineer. How would you build it in real life? The solution in Maya may be very similar.
- Consider the overall shape you are trying to construct, and select the most efficient construction method you are comfortable with.
- Add less detail in areas that have less complex shape changes. Add more detail to reinforce areas that have more complex shape changes.
- Try to keep most polygon faces 4 sided, with 3 sides being the second choice.
- Understand how smoothing works. Select a model, and press the 1, 2 and 3 keys to cycle through smoothing displays. If you are modeling something organic/curved, you will probably want to use this feature.
- Starting a complex shape using a simple, low division primitive is a popular modeling method. For example, an artist who was modeling a head could start with a polyCube with only 2 or 3 divisions on each axis. The artist would model this basic shape into the dimensions of a head before adding additional detail, and eventually smoothing the model.
- Modeling only half of a symmetrical model can save time if the model is complex enough. For example, the artist in the example above could delete the faces on one side of the cube, and model only one side of the head. The geometry could later be duplicated and mirrored on the other side, completing the shape.
- Model around the origin. It offers numerous advantages, and many common modeling operations perform better when you create objects centered around the origin. Once you're done modeling, then move it where you need it in your scene.
Wednesday, September 22, 2010
Tips for making great models
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