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rbrambila
11-08-2007, 05:21 AM
Hi,

I'm working on my first character model in Maya. I've been told to work on the topology, I'm just not understanding how its supposed to work (the edge loops in the right place to define the model). I plan on texturing the model and eventually rigging him for an animation class, so I would like it to deform well (and I was told that the topology would affect this inevitably).

Please feel free to scribble all over it and/or give me some harsh insight/critique :) It's all for improvement, I know..

http://rcb212.aisites.com/front.jpghttp://rcb212.aisites.com/side.jpghttp://rcb212.aisites.com/back.jpg



Thank you,
R

Sagadur
11-10-2007, 08:56 PM
Hello Mr. Brambila,

preamble: I'm not an expert so don't see my opinion as the "one and only" ;-)

first thing: it would help, if you could post a sketch or a reference for your modelling so to better see what you are aiming for and thus being able to help. Right now you are at quite an early stage (the rough form is clear, but what you are planning later should be considered, when planning your edges (at least it did so for me when I first started out).

Since your character is rather fat the edges over his pelvis and lower back look o.k. to me. On a leaner stature they should follow the direction of the muscles underneath.

There are several multiple edges at the knees and under the belly, which - to my eye - are not really needed right now.

The edges which start at the shoulder are going straight and horizontal to the hand, but with the palm down, a twist of 90 is needed in the lower arm (see page 3 of Arild Wiros tutorial on body-modelling to better see what I mean: Arild Wiros HP (http://www.arildwiro.com/)).

There are also some aditional lines at the elbow which I would throw away right now (totally personal point of view).

The hands, if not intended to be totally deformed ones, should be done again. Especially the thumbs connection to the palm doesn't really correspond to the underlying anatomy. I myself tried to get a better edgeflow by planning first and then laying out the grid for the hand, rather then "growing" it by extrusion. Maybe my small ideas might help: handtopology (http://forums.cgsociety.org/showthread.php?p=4659762#post4659762)- but look at the work of others to find your own way here).

Last thing: learning from the models of others helps a lot, but keep up the courrage to try something out by yourself or to tackle those edges that tend to twist the wrong way ;-).

So have fun in going on and improving your modell with every hour you work on it.

rbrambila
11-11-2007, 05:40 AM
Sagadur,

Thanks for your crit/advice. I now see that a sketch would clear some things up. My character is a fat luchador (mexican wrestler). Below is a rough sketch of him:

http://rcb212.aisites.com/ms_veryrough.jpg

The hands are meant to be deformed, that's how the character is (though the old sketch above doesn't show it; i'm actually quite pleased at how they look).

I'll clean up the elbow and rotate the arm to get that twist, thank you for the link.

The multiple edges below the belly indicate the start of the pants and below the knee they indicate the start of the boots; I think that's what you are refering to.

Again, thank you. Any more help now that I've included a sketch would be greatly appreciated!

-R

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