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tCREAM36
04-19-2006, 07:04 PM
hello,
when I originally started browsing this site I was using lightwave as my program of choice, up until now. I have recently made the switch to Maya simply because to my understanding the majority of the industry uses it and most schools teach Maya. I figure that if I wish to peruse my career in 3D I would have to make the switch to Maya. I am currently doing tutorials and reading books, but I have one question, coming from lightwave I only used polys and then switched to meta-nurbs when necessary--now using Maya there’s sub-ds, nurbs, polys, and polys-smothed. My question is what would be the best way to go about starting a character similar to the way lightwave works. I want to have complete control over my subdivisions....here is a better way of phrasing this what is the normal procedure in making an organic character (like a human), in the aspects of starting in nurbs switching to polys.. Smoothing polys....I’m lost in this sense

Taylor

seth0x2b
04-20-2006, 12:05 AM
the majority of the industry uses it and most schools teach Maya
My school teaches MAX :D
Seriously, I don't think you should choose Maya for this reason alone.Lightwave is a very good modeller(there are alot of people that say it's the "best").
You could continue using Lightwave for modelling and do your rigging/rendering/whatever in Maya.

That being said:
Since you have a polygonal modelling background, my suggestion is that you should use the same work method in Maya.You basically have 2 choices: Polygonal or NURBS
A good way to go is to use polygonal modelling combined with subd's.
Here are some links to help you get an idea..
Hope they help.

Cheers

http://www.tinkering.net/pdf/head1.pdf
http://www.highend3d.com/maya/tutorials/modeling/polygon/161-2.html
http://www.gignews.com/kappblackcock.htm
http://www.highend3d.com/maya/tutorials/modeling/nurbs/159.html

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