3 D Graphics

Character Modeling with Maya and ZBrush: Professional by Jason Patnode

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 types with this certain publication. Thestunning colour pictures express simply what you could in achieving, and the designated step by step tutorials exhibit precisely the best way to in achieving them. each strategy and tip is subsidized up with useful tutorials, utilizing the versions, to provide a crash path to this very important ability. Jason Patnode takes you from low to high-resolution modeling - aiding you span the space among video game and picture abilities. in keeping with Maya 2008 and ZBrush 3.0. Youll research: Pipeline and modeling instructions evaluation of Maya advent to ZBrush modeling proposal paintings Anatomy making a game characterCreating a hyper-real personality making a photo-real personality UVs and texturing the best way to create a demo reel* grasp specialist suggestions and workflow approaches with transparent, easyto stick to tutorials* Interviews with execs attach the strategies to genuine worldworkflow and applicationsJason Patnode - personality Modeling with Maya and ZBrush

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Additional resources for Character Modeling with Maya and ZBrush: Professional polygonal modeling techniques

Example text

2. Rotate the sphere 90 degrees on the X axis. This will point the pole of the sphere forward on the Z axis. This can then be used as the pupil of the eyeball. FIGURE 2-28 Placing the eyeball. 3. Click on CreateϾNURBS PrimitivesϾCircle. 4. Name the circle eyeCurve1 and rotate it 90 degrees on the X axis and place it in front of the sphere. 24 Overview of Maya FIGURE 2-29 Adding the first curve. 5. In the front viewport, right click on the curve to go into component mode and adjust the control vertices into the desired shape of the eye.

To properly build the surface, all curves need to have the same number of control vertices. By duplicating the original curve, keeping the same CV (control vertex) count is very easy. 8. Move eyeCurve2 forward to help form the section of the eyelid where the lashes sit. FIGURE 2-32 26 Adjusting the second curve. Overview of Maya 9. Duplicate eyeCurve2 and name it eyeCurve3. Move the new curve forward a small amount, and scale it slightly up. By starting with these three curves, depth is given to the eyelids.

1. Create a NURBS sphere CreateϾNURBS PrimitivesϾSphere. Make sure Interactive Placement is unchecked. The NURBS sphere will act as the eye. 2. Rotate the sphere 90 degrees on the X axis. This will point the pole of the sphere forward on the Z axis. This can then be used as the pupil of the eyeball. FIGURE 2-28 Placing the eyeball. 3. Click on CreateϾNURBS PrimitivesϾCircle. 4. Name the circle eyeCurve1 and rotate it 90 degrees on the X axis and place it in front of the sphere. 24 Overview of Maya FIGURE 2-29 Adding the first curve.

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