By Jason Patnode
Книга personality Modeling with Maya and ZBrush personality Modeling with Maya and ZBrush Книги Maya Год издания: 2008 Формат: pdf Издат.:Focal Press Страниц: 409 Размер: forty-one ISBN: 10 Язык: Русский0 (голосов: zero) Оценка:Create plausible CG personality versions with this designated ebook. Thestunning colour pictures express simply what you could in achieving, and the precise step by step tutorials convey precisely tips on how to in attaining them. each strategy and tip is sponsored up with useful tutorials, utilizing the versions, to supply a crash direction to this important ability. Jason Patnode takes you from low to high-resolution modeling - supporting you span the space among video game and movie abilities. in line with Maya 2008 and ZBrush 3.0. Youll examine: Pipeline and modeling directions evaluation of Maya advent to ZBrush modeling idea artwork Anatomy making a online game characterCreating a hyper-real personality making a photo-real personality UVs and texturing how one can create a demo reel* grasp expert recommendations and workflow techniques with transparent, easyto stick with tutorials* Interviews with pros attach the techniques to genuine worldworkflow and applicationsJason Patnode - personality Modeling with Maya and ZBrush
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Extra info for Character Modeling with Maya and ZBrush: Professional polygonal modeling techniques
4. Select and move the lattice points until you get the desired shape. Notice how moving one lattice point adjusts a large number of vertices on the main object. FIGURE 2-46 34 Adjusting the lattice. Overview of Maya 5. If you need more lattice points, click the lattice and adjust the S, T, and U divisions to the desired amount of the lattice shape node in the channel box. Remember anytime you see S, T, and U it is equivalent to X, Y, and Z. 6. If you’ve already changed the lattice, you will need to click DeformϾEdit LatticeϾRemove Lattice Tweaks before you can add extra divisions.
19. Extrude this face down in world space to form the beginning of the thigh. This is a crucial step in getting the edge loops to flow properly through the legs. Note the inner thigh is formed in this step. FIGURE 2-73 50 Blocking out the thigh. Overview of Maya 20. Now the outer thigh needs to be set. To do this, adjust the outer vertices of the newly created polygon so it matches the thigh of your template. FIGURE 2-74 Continuing to block out the thigh. 21. Next select the outer vertices of the thigh and pull them down in the front view.
This will turn off the layer visibility and hide any objects within it. FIGURE 2-56 40 Final template geometry. Overview of Maya It’s time to begin modeling the character. The first stage is called blocking. Blocking means creating a basic frame for your character. I can’t stress enough how essential it is to start simple and add detail later. If you try to start with a dense mesh, editing the character later will become very difficult. Something very important to remember is that when you add vertical edge loops, they will travel through multiple sections of the character.
Character Modeling with Maya and ZBrush: Professional polygonal modeling techniques by Jason Patnode