Maya Modeling Reference Library: Normals

Maya Modeling Reference Library: Normals

Maya Modeling Reference Library: Normals

Character Modeling

Autodesk Maya is a powerful 3D animation tool used by professional and amateur to create detailed 3D models and scenes. Maya has been used in movies like “monsters vs Aliens” DreamWorks and best-selling games, including “resistance: Fall of Man.”. “of the Insomniac Games” with the help of Maya, you can quickly create high-quality character models, based on some techniques of modelling easily updates implemented.

Reference documents

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Before you begin to create your character model in Maya, you must enter all hardware reference to your subject as possible. If the work of a real person video 360 degrees around your subject will help you be as accurate as possible reproduction. If the video is not available, obtain photos of your subject that contain a view from the front, sides, rear view, view three-quarters and two body, integer and head-shot. Take pictures of your subject and showing the different facial expressions. The more diverse your shots help you model and animate your topic later. If your character is not based on a topic of real life, you take references different material sheets required before you begin the process of modeling.

Modelling of fundamental

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Scan in your reference documents, and then import the different images in Maya of guidance in the creation of your model. You want to start an approximate translation of the body of your model based on the analyses. Create cylinders to represent body sections to obtain the scale appropriate for your character. Use a cylinder for the torso, another for legs, etc. You only need a single side of the model that you can use the mirror of Maya to reproduce parts of the body to the side opposite. Split the torso of half cylinder to get a good mirroring.
The scale and adjust the cylinders with vertices based on the Maya system to adjust the cylinder to the general shape and the body of the character counters. When you are finished, you should have a mesh size of the half body grid style your character less head, feet and hands. Join the cylinder body and refine the body, until you have a mesh model. Add a hand and a foot by extrusion of the arms and legs your character and then your mirror image.
Add a neck and head to finish your rough model, using the same method as the body. Instead of a cylinder head, you start with a cube. Adjust the peaks necessary to conform to the shape of head of a general nature. After that weld you neck and the head parts of the body, your basic character model is done.

Advanced character modeling

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After you create the shape of your model of base characters, the rest is all about the addition of details. With the help of a book of Anatomy as a reference, add muscle definition in your character, giving it a more natural appearance. For added in detail in the face, import one of your images reference face and split polygon face of your template, edit the summits until you have earned the details that you want to. As for the body, muscle patterns following gives your character a natural appearance.
For details of the hand, begin with a finger of modeling. Obtain a correct finger and you can copy and paste the adjust for the other fingers and thumb. More in detail, put you it in the model, the most realistic that it will examine if later you choose texture or animate.

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