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been looking for the latest version myself..i think PoppaSo uses maya in his projects
Maya is great although i'd prefer to get my hands on 3Ds Max... I'm also learning Blender, which is free, but has a wacky UI. Also, give Modo from Luxology a look see...Its next on my check-out list.
Maya is great although i'd prefer to get my hands on 3Ds Max... I'm also learning Blender, which is free, but has a wacky UI. Also, give Modo from Luxology a look see...Its next on my check-out list.
i'm quite experienced with maya, what are you trying to do?
Hey, im trying to learn sculpting so that I am able to transfer them into the virtual world game called Second Life. I sale things on there. Its a good hustle.
i think you mean modeling, polygonal modeling to be exact.
but yea, maya is a great tool for that kind of stuff.
they say maya is one of the hardest 3d packages to learn so if you have any questions feel free to ask.
also look into gnomon dvds especially on polygonal modeling.
Hey Nubian, no disrespect, matter of fact, I have seen your work, so much respect but the terminology he used is correct. Organic character modeling with certain types of digital tools is called sculpting. The digitals tools are called sculpt tools especially Zbrush and Mudbox. It is digital sculpture and Maya is not that. Maya is a modeler but not a sculpture tool. Also, I belive the object geometry in Second Life is technically called sculpts.
it's cool.
but the models and assets used in second life are all low-poly so it was only right to call them polygonal objects.
actually organic modeling refers to the "style" of modeling for example living things such as people, animals, ect. whereas hard-surface modeling refers to the modeling "style" of things are somewhat physical objects such as cars, robots, buildings, houses, etc.
maya is equipped with a sculpt tool called the, "soft modification tool" where you could adjust the effect of the pushing and pulling of verts from the falloff adjustment but not to the level of detail you could do with zbrush or mudbox.
i wouldn't advice creating models for second life with sculpting tools such as the ones mentioned.
don't you mean, "he can't aslo...."?Nubian,
Hard Surface and Organic modeling are two different categories of modeling. Because a modeler can hardsurface model it doesn't mean he can also do organics.
I hate to push the point, but you know how computers are. 1 or 0. True or False.
I take it you don't work with Zbrush on a regular? It's not a matter of style. Style is the "Look". The tools are exponentially different. Zbrush sculpts with "millions of poly". Maya "can't" The methodology are vastly different. A maya polymodel is only the rudementary base geometry in which ZB utilizes a sculpt.
Also, SL are called sculpts.
Trust me, I have been in error before making comparison with Maya to EIAS wasnt abreast in Maya. You should look into Mudbox which is at digital clay tool specifially developed by the makers of Maya to do sculpt. Maya can push a pull a few point on a rough cage but we are talking millions of pols with ZB or Mud.
Here's a couple examples I did of "High Frequency" model.
The model on the left is a base model typically ideal for Maya Poly, Cage or Box modeling. It would be the lowest subdivision poly count. Less than 500 polys and manageable for animation or modeling with a smooth and a few edits it would be fine for Maya.. On the left is the same geometry but sculpted in Zbrush. The poly count is probably a few million. The sculpt tool is maya would beg for mercy or just keel over and this is still without the micropoly subpixel detail ZB is noted for. Zbrush topology is so dense it has to be reconstructed at a low level for Maya to handle. Matter of fact, Zbrush isn't really considered a 3D tool, just a sculpt tool.
http://i47.photobucket.com/albums/f190/AVTPro/cage1.jpg[/IMG
Notice the geometry below. The black one in the middel is the Wireframe. RIGHT it's so dense its just black. Maya barfs on sculpts this high. It's has to be remeshed inorder for maya to find it usually.
[IMG]http://i47.photobucket.com/albums/f190/AVTPro/TestRes1.jpg[/IMG
[IMG]http://i47.photobucket.com/albums/f190/AVTPro/meshres-1.jpg[/IMG
[IMG]http://i47.photobucket.com/albums/f190/AVTPro/cage1.jpg[/IMG
[IMG]http://i47.photobucket.com/albums/f190/AVTPro/TestRes1.jpg[/IMG[/QUOTE]
though i don't always use zbrush, i am however well aware of how zbrush functions and operates as a 2.5d sculpting package.
i did mention that maya cannot produce the level of detail that packages such as xbush and mudbox can provide.
only thing you added was that maya cannot withstand processing the dense meshes that zbush/mudbox can produce.
all of these things i'm well aware of.
only thing i stated was that such sculpting tools is not advised for creating assets for second life.
only thing i stated was that such sculpting tools is not advised for creating assets for second life.
This is me. I have only ever tried to model an organic once. It was quite a challenge, especially when it came to rigging for animation. On the other hand, I did a pretty good vehicle model that I was happy with."Because a modeler can hardsurface model it doesn't mean he can also do organics."
im new to second life and sculpting and stuff like that. I really appreciate your input Nubian and Poppaso. So in conclusion, is maya more worthy of me spending my time to learn for making things like clothes,shoes etc. for a virtual world like second life, or would I be better off searching for zbrush?