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Kid-Mesh
08-29-2005, 01:34 AM
This is for the Maya character modelers in this forum...

Currently I do all of my character modeling in Lightwave and I'm very comfortable with it. One of the things I like about it with out getting into application specifics is basically the speed and workflow I've developed overtime which is now second nature for me.

But I'm would really like to take my current knowledge and try to apply it modeling wise to the Maya work flow.

Note: I have limited experience and exposure with Maya so basically you could consider me green.

Ok now to my questions...

1. I will be doing all of my character animation in Maya. So do you think it would be better to just continue to create my characters in LW and try to import them? or in the long run would it be easier overall to do everything in Maya?

2. For those of you that have modeled characters in other 3D applications how long did it take for you to get your speed back?

3. If I have to end up bringing characters in from Lightwave I realize that I have to import them as .obj. Is there anything else that I need to do such as converting the polygons in to something else that is Maya specific? etc..

4. I'm a polygonal modeler and sometimes employ the use of splines. Polygonal (box modeling) seems like a nightmare in Maya :D. What is the preferred/most common modeling method for character creation with this tool?

and lastly...

Other than the videos at TheGnomonWorkshops could anyone recommend a good character modeling book for Maya?


Thanks much appreciated :)

annaleah
08-29-2005, 02:26 AM
Why not just model in LW,export .obj and animate and render in Maya?

dbates
08-29-2005, 02:49 AM
As far as the book, I like "Maya Character Animation" by Jae-Jin Choi. Alias publishes a selection of good books too, but I haven't actually read them.

Good luck with Maya!

tachy0n
08-29-2005, 03:35 AM
If you are comfortable with modelling in LW, then you should stick with that. The workflow of Maya is considerably different from LW, and not to everyone's taste. It is much more robust though and flexible. Using some (free) scripts like OMTools, MJPolyTools etc (and custom scripts) you can duplicate much of the tools you find in LW so you can try that perhaps. Plus some things like NURBS of course you can use in Maya only. In any case Maya also happily imports LW .OBJ files. The .FBX format is another option.

For Animation you should not even touch LW if you have access to Maya, the difference is staggering.

mlmiller1983
08-29-2005, 04:51 AM
I am in the same boat too. Character Animation in Maya is alot better than in Lightwave but I still find Modeling in Lightwave(along with C4D and Modo) so much better. I import models the way annaleah suggests, as a .obj file. That seems the most pratical way. Now I just need to get MotionBuilder and I am in Character Animation heaven. Well good luck with Maya.

Kid-Mesh
08-29-2005, 11:37 AM
Thanks for the replies :)

I guess I will concentrate my efforts on continuing to create characters in Lightwave for now. In the interim I will slowly continue to learn basic modeling functionality and the nuisances surround the modeling work flow in Maya. Although, my main purpose for using the tool will be everything else but modeling.

And again thanks, you guys just saved me a few months worth of headache, fustration and money. :twisted:

mlmiller1983
08-29-2005, 02:33 PM
I should also suggest Point Oven Pro is another excellent way to import models between different applications.

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