Game Character Development
Game Character Development
Development
with Maya
Antony Ward
Acknowledgements
The actual idea of writing a book hadnt even entered my mind until a friend of
mine, Mat Buckland (author of Programming Game AI By Example), suggested
I give it a go. So if it werent for a chance conversation with him, this book might
never have been written.
Being a new author, I was a bit wary when I began this venture, but New Riders
took me by the hand and guided me through the whole process, making it easy
for me to concentrate on getting the information across to you readers.
Over the course of the books creation, I have worked with so many wonderful
peoplepeople who have shared my vision in creating a book for those who
want to make great characters for games. So to all the people I havent mentioned
here, you have not been forgotten, and thanks for your time and help.
My first contact with New Riders was with Elise Walter, whom I bugged constantly
while my proposal was being scrutinized.
Next came my editors, Linda Harrison and then Kate McKinley. Both have
been my guardian angels, going above and beyond to make this book the best
it could be.
Technical editors Phelan Sykes, Charles Shami, and Jared Fry provided invaluable
comments and advice. I have learned a lot from you all.
Toward the end of the process came copyeditor Carol Henry, who took each
chapter and smoothed it out for me, ironing out all the creases and making it an
easier read. Then Owen Wolfson went to heroic lengths to pull it all together and
make it look like a book.
Finally, thank you, the reader, for buying this book. I hope you get as much out
of reading it as I did writing it.
Contents At a Glance
Contents At a Glance
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xv
Chapter 1
Chapter 2
Modeling Kila . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Chapter 3
Chapter 4
Chapter 5
Chapter 6
Chapter 7
Chapter 8
Chapter 9
Chapter 10
Chapter 11
Chapter 12
Chapter 13
Chapter 14
Chapter 15
Chapter 16
Appendix A
Appendix B
vi
Table of Contents
Table of Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xv
Chapter 1
Chapter 2
Modeling Kila . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Preparation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Artwork Storage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .26
Preparing the Work Environment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
Getting Started in Maya . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Mayas Learning Movies and Tutorials . . . . . . . . . . . . . . . . . . . . . . . . . . .31
Navigating with Menu Sets, Marking Menus, and The Hotbox. . . . . . . . . .32
Setting up Maya Preferences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34
Importing to Maya . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37
Working with the Layer Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
Building a Placeholder Character. . . . . . . . . . . . . . . . . . . . . . . . . . 41
Basic Limb Creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42
Create the Right Side . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47
Finishing the Head, Neck, and Torso . . . . . . . . . . . . . . . . . . . . . . . . . . . .48
Cleaning Up. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49
The Basic Shape for Kila . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Limbs and Torso . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
Stitching Together . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62
Head and Neck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .74
Feet and Hands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .81
Table of Contents
The Morgue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Chapter 3
Chapter 4
vii
viii
Table of Contents
Chapter 6
Table of Contents
Chapter 8
ix
Table of Contents
Table of Contents
Chapter 11
xi
xii
Table of Contents
Chapter 12
Chapter 13
Table of Contents
Chapter 15
Chapter 16
694
696
703
707
xiii
xiv
Table of Contents
Appendix B
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 781
Introduction
Every few years, another new game console or computer system is
released that is more powerful than its predecessors. With this increase
in power comes better graphics capabilities. This lifts the game artists
restrictions, giving them freedom to add more detail to their geometry.
But it also adds pressure to create yet more detailed and visually stunning
characters, not only on paper but also in the game engine.
As the emphasis on graphics grows, so does the size of the development
team needed to create a single game. Back in the early 1980s, a team
comprised a single programmer who would no doubt create his or her
own graphicsall that was needed were simple shapes formed from a few
pixels on screen. Todays gamers demand much more from their games
and, as a result, team sizes can run into the hundreds.
xv
xvi
Introduction
Why Maya?
But why Maya? I hear you ask. Surely 3D Studio Max is the more dominant
3D application in the games industry. There was a time when this was true, but
Maya is fast becoming the industry standard.
In 2002 Maya was used to create six of the top ten best-selling PlayStation 2
titles. Characters in the Tomb Raider series, Jak and Daxter, Legend of Zelda,
and Halo 2 have all been lovingly crafted using Mayas extensive toolset. A recent
Alias Systems press release states that in an independent survey performed by
Acacia Research, 46 percent of North American games development studios said
they used Maya. Within the top eight studios in Japan, 50 percent of their 3D
software licenses are now Maya licenses.
All over the world, games development studios are turning to Maya. In North
America, Infinity Ward, Ion Storm, Sony Computer Entertainment, Polyphony,
Nintendo, Namco, and Square-Enix, to name but a few, have made the transition. In Europe, Digital Illusions, Blitz Games, Bizarre Creations, Lionhead
Studios, and Electronic Arts all utilize Maya as the main tool for creating artwork
for their games.
As you can see, more and more companies are switching to Maya, and this is
mainly due to its continued focus on the games development market. This focus
shows resultswith each new release of Maya comes more features geared
toward games development.
xvii
xviii
Introduction
xx
Introduction
Maya/Scripts/Misc
In this directory you will find a selection of scripts that I use regularly. To install
these, simply place them into your My Documents/maya/6.0/scripts folder (for
Mac: {home}/Library/Preferences/Alias/maya/scripts). Here again, you need to
change the 6.0 in the path to match your Maya version.
To run the scripts, type the filename (without the .mel extension) into the script
editor and press Enter.
notePad.mel places a note into the current scene. When the scene is
reloaded, notes are displayed to remind you or a colleague of anything you
have put into the scene.
resBatch.mel simply alters the way your textures are displayed in Mayas
views. It scales the size of all the textures, not physically but temporarily,
speeding up the real-time display as you work.
Maya/Shelves
Please make sure you install this shelf (shelf_GCDM.mel) before you begin
working with the projects in this book. It contains tools that are usefuland
sometimes essentialfor completing the example tasks.
Copy the shelf_GCDM.mel file into your My Documents/maya/6.0/prefs/shelves
directory (for Mac: {home}/Library/Preferences/Alias/maya/6.0/prefs/shelves).
A new Shelf called GCDM will be available the next time you launch Maya.
Morgue
In The Morgue you will find a selection of files taken straight from my own
library. Feel free to use these to help develop your own skills and characters, but
they are not available for commercial use.
Project Files
All of the Maya and texture files you will need for the books projects can be
found in the Project Files directory. Each subdirectory name corresponds to the
associated chapter number.
Software
You dont actually need your own version of Maya to work through this book,
because in the Lesson Files we have included the Personal Learning Edition
(PLE), a free version of Maya. Although it is essentially the same application as
the full version of Maya, the PLE does have some restrictions. For example, you
can load the .mb files supplied on the CD, but you are only able to save them as
.mp, meaning they will only work with the PLE.
Refer to Mayas help directory found in Help > Maya Help (F1) for further details
on the differences between the full and PLE versions of Maya.
If you would like to keep completely up to date with the PLE, you can download
the absolutely latest version from the Alias Web site; youll find a link on the CD.
In addition, the Lesson Files contain a link to the Adobe Web sites download
page. Here you will find a demo version of Photoshop. Of course, if you already
have a graphics program youre comfortable with, feel free to use that.
Now that you know the wheres and whys about this book and you have your
environment set up, lets move on and dive into the world of Game Character
Development with Maya.
CD Files
CHAPTER 4
Modeling
Details
Kila_Feet.mb
Kila_Hair.mb
Kila_Ear_01.mb
Kila_Ear_02.mb
Kila_InnerMouth.mb
Kila_Head.mb
Kila_Complete.mb
KilaFront.jpg
KilaSide.jpg
KilaFaceFront.jpg
KilaFaceSide.jpg
this chapter we will give our characters head some important details:
hair, eyes, ears, and the inner mouth. Then we will work on her clothing,
adding her crop-top T-shirt, and complementing the jeans with a sash
and belt.
151
152
Modeling Details
Creating Hair
You are probably looking at your character and thinking, She doesnt look much
like what shes supposed to. Her lack of hair is the main reason for Kilas
unexciting appearance right now; you will be surprised at how much interest a
hairdo adds to a characters overall look.
Lets start work on giving Kila some hair, by first loading the file you last worked
on, Kila_Feet.mb. Look at the original concept artwork, or the image planes, and
youll see that her hair is not fully symmetrical, so we will, to an extent, need to
model the whole coiffure. Her hair is parted down the center, so what we can do
is model one-half of the hairdo, then duplicate and mirror it, and edit the copy
to have the slightly different look of the other half.
To begin, lets remove some of the polygons from around the back of the head,
the ones that will not be seen. Using Figure 4.1 as a guide, mark in the hairline
using the Split Polygon tool, and then delete the unwanted polygons.
You will only need to work on one side of the model as the other is
merely a mirrored instance.
FIGURE 4.1
Mark the hairline and then remove the polygons from the back of the head.
We are finished editing the main model now. Carving in the hairline gives us a
starting point for creating the hair. Well begin with the inner layerthe hair
lying closest to her face and head.
Creating Hair
Inner Layer
We want the hair to look layered, giving it some depth. To create this effect, we
will use strips of polygons starting at the hairline and building our way out.
1
Create a new polygonal plane like the one seen in Figure 4.2, by going to
Create > Polygon Primitives > Plane and opening up the options window.
Set the configuration to Width 0.02, Height 0.15, Subdivisions Along Width
1, and Subdivisions Along Height 5.
Create a
new polygonal plane.
FIGURE 4.2
Move the new plane, matching it up to the polygons on the side of the head
as shown in Figure 4.3. Duplicate the plane and position the new copy next
to the original while trying to stay between the two vertices on the head, so
the width of the strip matches the width of the polygon underneath it.
FIGURE 4.3
153
154
Modeling Details
Continue duplicating and positioning strips until you have five of them
placed around the head. Remember, we are only working on half of the head
for now, so dont place the strips all the way around.
We now have our innermost strips for the hair; next we will create the outer layer
that starts at the top of her head and drapes over the inner layer of hair. With
these two areas in place, we can create other strips to place in between, amplifying the layered effect we are after.
Outer Layer
Duplicate one of the current strips, position it at the top of the head, and
rotate it by 90 degrees (Figure 4.4). Make sure the top of the strip lies at the
same position as the center of the model; this point will act as the part in
her hair.
FIGURE 4.4
Add a new plane above the head and curve it to follow the shape of the head.
Edit this strip, bending it to follow the shape of her head. You will notice in
Figure 4.4 that the strip is too short. It does need to be longer, so select the
edge nearest the bottom and use the Extrude Edge tool to add three more
divisions.
Creating Hair
FIGURE 4.5
As demonstrated in Figure 4.5, duplicate the new strip several times, until
you have filled out the top, side, and back of the left side of her head.
Looking from the side, the hair seems very flat. Manipulate each strip individually, altering the position and scale to make the hair higher at the crown
than in the front (Figure 4.6).
FIGURE 4.6
Time to do a bit of tidying up. In the perspective view, look down onto your
hair geometry; it should look like mine in the left panel of Figure 4.7a bit of
a mess. Before moving on, combine the upper parts of the strips and weld some
of the vertices around the top, trying for the result shown on the right in Figure
4.7. Dont work all the way down the strips; just concentrate on the top five rows
of vertices for now.
155
156
Modeling Details
FIGURE 4.7
We now have the base geometry in place for the top of her hair. Create a mirrored instance to use as reference, and youll see something like Figure 4.8 (left).
Take some time now to work on the shape a little more. It may help to snap the
vertices together between the strips, but do not weld them yet. Aim for something like Figure 4.8 (right).
FIGURE 4.8
Creating Hair
Lets now create the front hairline, filling in the gap between her forehead and
hair. Remove the mirrored instance of the hair for now so we can concentrate on
just one side.
1
First, hide the top layer of hair by selecting it and pressing Ctrl+H/Cmd+H.
Leave the underneath visible because you will need it for this part of the
modeling.
Duplicate one of the side strips and position it above her forehead, following
the example in the middle panel of Figure 4.9.
FIGURE 4.9
Adjust the vertices until you have the arrangement shown in the right panel
of Figure 4.9, snapping the lower vertices to the ones on the top of her forehead.
Bring back the geometry that makes up the top of her hair by pressing
Ctrl+Shift+H/Cmd+Shift+H. Now snap the upper vertices of this newly
added forehead strip to the front section of her hair (Figure 4.10).
157
158
Modeling Details
F I G U R E 4 . 1 0 Snap the upper vertices of the forehead strip to the front part of the
outer hair layer.
Now combine both pieces of geometrythe hairline strip and the front
parts of her hairand weld the vertices at the front, making a single, solid
object.
To complete the front hairline area, you need to hide the rest of the model,
making just the hair visible. This time, instead of selecting all the geometry
and pressing Ctrl+H/Cmd+H to hide it, we can simply isolate the hair.
To do this, select the upper piece of hair and go to the Show menu of the
active view. Move down to Isolate Selected, and choose View Selected. You
should now be presented with just the top layer of hair, as shown in the left
panel of Figure 4.11.
The Isolate Select command is very useful. For example, you can
isolate components such as a selection of faces rather than whole objects.
7 Continuing on, you need to extrude the lower edge at the temple (Figure
4.11, middle). This edge must be brought down to meet the bottom of her
hair (Figure 4.11, right).
Creating Hair
FIGURE 4.11
Weld the side vertices of the extrusion to the first row of vertices closest
to them on the existing hair, and then adjust the vertices to create a better
shape (Figure 4.12).
Un-isolate the geometry so you can see the face and head again. You do this exactly
the same way as you did earlier to isolate it: Choose Show > Isolate Select >
View Selected, so that it is unchecked.
Now we will give the outer layer of hair some more shape, getting rid of the
dome it currently resembles. After that, well work on the rest of the hair, filling
it out and thickening it to give it more volume.
159
160
Modeling Details
As shown in Figure 4.13 on the left, select the bottom row of edges and collapse them.
Because you did not weld the vertices on the lower areas of the strips, when
you collapse the edges they will form spikes as illustrated on the right in
Figure 4.13.
FIGURE 4.13
Move up to the next row of edges and, editing each one in turn, scale them
in slightly. Do this for the next row, too, until you have long spikes running
around her hair, as shown in Figure 4.14.
F I G U R E 4 . 1 4 Scale the
edges in, to create long
spikes.
Creating Hair
Apart from some final tweaking, our outer layer is complete. It needs additional
work, moving the vertices to randomize the shape, but we wont do that until all
the basic geometry is in place. Now we must fill out the hair, making it appear
thicker, giving it more volume.
3
Using the strips on the inside layer, do as you did with the outer ones. Select
the bottom edges and collapse them, then adjust the upper edges until you
have long, sharp polygons.
Duplicate these edited inner strips, creating a total of 17, and position them
between the outer layer and the head.
When youre finished working on this side of the head, you can create a mirrored
version to see how the hair is looking overall. Begin by selecting all the pieces
of geometry that make up the hair on Kilas left side. Press Ctrl+G/Cmd+G to
group them. Open up the Duplicate options, make sure that Instance is not
selected, and click Duplicate or Apply to create a mirrored duplicate of the group
(setting the Scale value for the X-axis to 1).
Kilas coiffure should now resemble Figure 4.15. For now, the hair shape is
acceptable. It still needs more work, but lets leave it for now and go on to create
the left side of the hairdo (Kilas right). It will be different from the right side.
161
162
Modeling Details
The hair on Kilas right side hangs down, but on the other side the hair is tucked
behind the left ear. To start developing this side of the hairdo, first hide the inner
strips so you can concentrate on the outer layer of hair (Figure 4.16).
F I G U R E 4 . 1 6 Prepare the
hair for more work by hiding
the inner layer on Kilas left.
Select the vertices shown in Figure 4.17b, and weld them all together until
you are left with a single vertex (Figure 4.17c).
FIGURE 4.17
Move this remaining vertex up to roughly the spot where the top of the ear
should be. Then proceed to work on refining this area of the hairdo until the
tucked-in look is correct (Figure 4.17d).
Combine both the left and right sides that make up the top, outer layer of
her hairdo.
Creating Hair
Bring back the inner-layer strips you hid earlier, adjusting them to fit the
new tucked-in arrangement. You will have to delete some of the strips that
no longer fit the shape.
At this point, you have basic geometry in place to use for Kilas hair. Keep working on it until you are happy with the overall shape.
Organizing the Strips
To keep things in order, we will now organize the strips used to fill in the hair,
combining them into individual horseshoe-shaped layers. In this arrangement,
not only will they be easier to work on, but applying a texture to them will be
less difficult.
1
Switch to the top view so you are looking down on the strips (Figure 4.19,
left). It looks like I got a bit carried away, rotating the strips to fit. First, using
the Rotate manipulator, alter the rotations so the strips appear as flat lines in
the top view. You will find that the same axis needs altering for each strip.
163
164
Modeling Details
FIGURE 4.19
Position all the strips so they follow a curve, making three concentric curves
in total. Add more strips if you need them to complete the curves.
Combine the strips that make up each curve so that you end up with three
separate horseshoe-shaped objects (Figure 4.19, right).
Switch to the perspective view and isolate the outermost section of hair. All
you should be able to see is that particular piece of the geometry (Figure
4.20, left).
FIGURE 4.20
Level off the top and adjust the vertices to tidy up the geometry.
Creating Hair
Scale the top row of vertices down the Y axis so that they all lie on the same
level. Just using the basic Scale manipulator is sufficient here because you
do not need to have an exact scale. Then weld them all together, making a
complete strip running around the top. Do this again for the next row down.
As needed, adjust the remaining strips to tidy up the rest of the geometry.
Figure 4.20 (right) shows what youre aiming for.
Repeat these welding steps for the other two, inner layers until you have
something close to whats shown in Figure 4.21.
FIGURE 4.21
layers strips.
Now unhide the rest of Kila to see how things are looking. As you can see in
Figure 4.22, Ive started to shape the outer hair somewhat, by curling the ends
up very slightly and refining the overall shape. Notice that I have added another
strip for a loose strand at the right temple.
F I G U R E 4 . 2 2 Current view
of Kila with hair
165
166
Modeling Details
To complete Kilas hair we will now spend some time working on the inner-layer
strips, bending the bottoms out to follow the strands in the outer layer. Well also
add some more volume by twisting the strips at the bottom.
Because we have been working in layers, the first step is easy. On the first inner
layer, select the lower row of vertices and globally scale them outward. Move up
to the next row and do the same. Continue this process on the other inner rows,
curling the hair slightly outward at the bottom.
To fill the hair out a little and thicken it up, we now need to twist each strip
slightly, like turning the slats of a venetian blind.
1
Select every other edge on each strip (Figure 4.23, left and middle). Then
scale them across the X and Y axes, bringing them in toward the middle as
shown in Figure 4.23 (right). Select only the bottom two edges of each strip;
do not scale the top.
FIGURE 4.23
Repeat this process on the next layer, this time selecting the opposite edges
so that the effect will be reversed.
Finally, scale the third layer in the same way as the first.
All the refinement work left to do now is to work on the overall shape, trying to
fill in any large gaps between the strands of her hair. Take a look at Figure 4.24
to see an example of the end result.
Creating Hair
F I G U R E 4 . 2 4 Work on the
overall shape of Kilas hair.
For now, do not combine all the elements that make up the hair. Just clean up
the scene and save your work as Kila_Hair.mb.
Quick Cleanup with the Outliner
If you open up your Outliner, you may notice that a lot of groups and empty
nodes are starting to appear; you can also see these in Figure 4.25a. Most of these
elements are unnecessary and only bump up the file size. Lets clean them up.
A
FIGURE 4.25
167
168
Modeling Details
Start by selecting in the Perspective view all the pieces of geometry you want
to keep, and press Ctrl+G/Cmd+G to put them into a group. Figure 4.25b
shows the new group named group3.
The easiest way to select what you want to keep is to drag a selection
lasso over all of the geometry in the view.
In the Outliner, click and hold the middle mouse button on the new group,
and move it up until it exists in the world root (that is, outside of any other
groups), as seen in Figure 4.25c. As you move the group over another object,
two lines will appear above and below the object; these indicate that if you
let go of the mouse now, the group will be placed within this object. If a
single line appears, it indicates that letting go of the mouse button here will
leave the group in the world root.
You know that youve included everything you need in group3, so you can
now select the other bits and pieces as shown in Figure 4.25d and delete
them.
Obviously, its very unlikely that the items in your Outliner will exactly
match the ones in Figure 4.25, but this does not matter. In deciding what
can be deleted, just look for items similar to the ones highlighted that are
outside the group3 group.
You may also notice that a few new cameras have popped up (persp1 and
persp2, for example)the result of our having imported items earlier. Select
and delete these. Do not delete the four main cameras (persp, top, front, and
side), but feel free to remove any others.
Start with a new scene, and create the cube in Figure 4.26 using the following configuration: Width 0.5, Height 1.5, Depth 1, Subdivisions Along
Width 1, Subdivisions Along Height 5, and Subdivisions Along Depth 2.
F I G U R E 4 . 2 6 Create a basic
cube, five divisions high.
Using your reference, shape the cube to achieve the basic shape of an ear.
Work on it from the side and then the front, and finally in the perspective
view until you are happy with it (Figure 4.27).
Before saving this version, remove some of the polygons from behind the
ear, as seen in Figure 4.28.
F I G U R E 4 . 2 8 Remove the
polygons from the back of
the ear.
Delete the history and save this as Kila_Ear_01.mb, so you can use this version later if you choose.
169
170
Modeling Details
We could quite happily use the ear in its present state, allowing the texture to
show the detailespecially if we need to keep within our polygon budget. For
the purposes of this tutorial, however, we will work on it a little more to show
how to develop a more detailed ear in case we need one. Enhancing the ear is a
simple case of cutting the details into the mesh using the Split Polygon tool, and
then working on the geometry to achieve a satisfactory shape.
5
Divide the front of the ear, following the lines in Figure 4.29, left. Work on
the entire front area until the ear is satisfactory (Figure 4.29, right). There is
no need to put in every detail, since most of this can be achieved in the texture.
F I G U R E 4 . 2 9 Add detail to
the ear by first splitting the
polygons.
Now we have two ear models (one slightly more detailed than the other). For
now, we are going to attach the higher-resolution version. When we come to
optimize the mesh, we can reduce it if we need the polygons. Make sure you have
both ears saved, and then load Kila_Hair.mb again.
1
Before you begin to attach the ear, you need to make the head whole. At the
moment you only have one-half; the second, right side is simply an instance.
Delete the instanced mesh and focus in on the head. Its probably best to isolate the mesh, too, so youre only working on the main body.
Select the faces shown in Figure 4.30 (the ones that make up the head and
upper neck).
F I G U R E 4 . 3 0 Select the
head and upper neck, and
detach the faces using the
Extract tool.
To separate these pieces from the main mesh, go to Edit Polygons > Extract
and open up the options. Make sure Separate Extracted Faces is on, then
click Extract. The head will now be separated from the rest of the body.
What we need to do now is duplicate this half, mirror it, and merge all the vertices down the center. There is a simple way to do thisuse the Polygons > Mirror
Geometry tool.
4
Open up the options for the Polygons > Mirror Geometry tool and, as seen
in Figure 4.31, make sure X is selected, as well as Merge With The Original
and Merge Vertices. Click Mirror to apply the tool.
FIGURE 4.31
The Mirror
Geometry tool
options
171
172
Modeling Details
You should now have a full head with all the vertices welded nicely down
the center; the last thing to do is smooth out the crease that runs down the
middle of her head.
5
FIGURE 4.32
Looking at Figure 4.32, we seem to have miscalculated where the hair should
be. We can adjust this now so that the hair lies over and behind the ear (Figure
4.32, right). Now that we know how the hair and ear should look, we can more
capably work on this area. Hide the head at this stage so we can concentrate on
the hair and ear.
6
As you can see in Figure 4.33 (left), one of the inner strips of hair is popping
through the ear. Since this is quite close to the face, we can simply delete the
entire strip by selecting its polygons and deleting them (Figure 4.33, right).
As illustrated in Figure 4.34 (left), rotate around so you are looking at the
back of the ear from inside the head.
Press F to focus the camera on the selected object or components.
F I G U R E 4 . 3 3 Remove
the strip that is popping
through the ear.
F I G U R E 4 . 3 4 Fill in the
gaps around the ear by
snapping the vertices
together.
Snap the two vertices belonging to the hair to the two nearest ones on the
top of the ear. Then work your way around, splitting the hair as shown in
Figure 4.34 (right) and leaving no gaps around the top and side of the ear.
Bring back the geometry for the head, and hide the hair. Before using the
same vertex-snapping technique to fill in the gaps between the head and
ear, you must first combine them. As demonstrated in Figure 4.35 (left),
look from inside the head at the ear. Use the Append To Polygons tool to
fill in the gap, making a seamless join between the head and the ear (Figure
4.35, right).
173
174
Modeling Details
FIGURE 4.35
Attach the ear to the head by creating polygons to fill in the gap.
10 Work on the ear until the shape is satisfactory on all sides. For a start, you
can collapse the edges at the front of the ear. These are highlighted in Figure
4.36 (left). Keep working until you achieve the model illustrated in Figure
4.36 (right).
FIGURE 4.36
Work on the ear until you are happy with the entire shape.
As you can see in Figure 4.37, the outer head is now complete. All we need to do
to finish it is test to see how it deforms, and optimize itboth of which we will
cover in later chapters.
F I G U R E 4 . 3 7 The outer
head is complete.
Create a new polygonal sphere with its Subdivisions Around Axis and
Subdivisions Along Height both set to 8 (Figure 4.38a).
175
176
Modeling Details
Select the edges that lie down the center of the sphere, shown in Figure
4.38c, and then collapse them to get the eye shape (Figure 4.38d).
FIGURE 4.38
Position this sphere so it lies where the left eye should be.
To create the right eye, duplicate the left eye mesh and alter the Translate X
attribute in the Channel Box to be a negative value. For example, if it reads
0.38, make it 0.38.
There we have it; the eyes are done (Figure 4.39). Feel free to save at this point.
FIGURE 4.39
Most games just adopt a simple set of teeth consisting of a flat curve of polygons
with a teeth texture on them. This is what we will use for Kilaits unlikely that
she would benefit from a set of fully modeled teeth because we will never get
close enough to see them in detail. Besides, a full set of teeth would increase the
polygon count dramatically.
1
Remove the top and bottom from the cylinder, as well as five quads from the
back, giving you the shape in Figure 4.40 (bottom).
F I G U R E 4 . 4 0 Create and
edit a basic cylinder.
177
178
Modeling Details
Teeth are never perfectly round, but at the moment our mesh is (Figure
4.41, left). Switch to the top view and scale the geometry to match the shape
illustrated on the right in Figure 4.41.
FIGURE 4.41
We have our top teeth complete now. To create the bottom set, duplicate the
upper set and position it below. Make sure you scale it in slightly along the X
and Z axes, because a humans bottom teeth are positioned back a little from
the top teeth (Figure 4.42).
F I G U R E 4 . 4 2 Duplicate the
top-teeth mesh and position
it underneath and slightly
back from the original set.
The Tongue
Now that the teeth are done, lets create the tongue.
1
Create a cube with the following configuration: Width 0.5, Height 0.2,
Depth 1, Subdivisions Along Width 2, Subdivisions Along Height 2, and
Subdivisions Along Depth 3.
Following the progression in Figure 4.43, adjust the shape so it takes on the
look of a tongue. Scale the upper and lower vertices in slightly in preparation for the next step, in which you will move the front-center ones out a
little.
Select the vertices that lie down the center of the object and move them
down a fraction, creating the crease in the tongue.
FIGURE 4.43
Make the teeth visible again and position the tongue inside them (Figure
4.44). You may need to scale the tongue further to make it fit properly. In
addition, make sure you delete the faces at the rear of the tongue, as shown
in Figure 4.44 on the right.
FIGURE 4.44
The teeth and tongue elements are complete, so delete the history and save as
Kila_InnerMouth.mb.
179
180
Modeling Details
We will next merge the inner mouth elements we created (teeth and tongue) into
our character.
1
Load in the last file you were working on (Kila_Hair.mb), and import the
inner mouth elements into the scene.
Scale the geometry down and position it inside her head as shown in Figure
4.45. The upper teeth should just dip down below the bottom lip.
FIGURE 4.45
Import the teeth and tongue into your latest scene and position them behind
the lips.
Double-check the shape of the mouth. If you can see teeth popping through,
then the mouth is not the correct shape. Kilas lips should lie on top of her
teeth.
Before we finish the mouth area, we need to do one last thing. If Kila were to
open her mouth in its current state, we would see not only her teeth and tongue
but also the back of her head. On some platforms, we would not even see that
we would see straight through the back of her head. Whats needed now is to
create the inside of the mouth, consisting of the top of the throat (upper palette)
and inner cheeks.
1
At present, Kilas lips are sealed shut, so to start you need to cut them open.
As shown in Figure 4.46 (top), focus in on her lips and select the vertices
that run along the opening between the lips.
When youre zooming into your geometry, it may happen that the
camera cuts into the mesh before you get close enough. To fix this, open up
the attributes for the camera by going to View > Camera Attribute Editor, and
reduce the value for Near Clip Plane.
With the vertices selected, go to Edit Polygons > Split Vertex. This will split
up the vertices, un-welding them, so to speak. Now the vertices are all
separate. Select each one in turn and move it up or down, creating a slight
opening in the mouth as shown in Figure 4.46 (bottom). Just remember to
weld them again when you are done.
Hide the teeth and tongue for now. As illustrated in Figure 4.47, select the
edges around the opening of the mouth.
F I G U R E 4 . 4 7 Select the
edges around the opening of
the mouth.
181
182
Modeling Details
Extrude the edges inward, adding two divisions to the extrusion (Figure
4.48a). Do this by setting Divisions to 3 for polyExtrudeEdge1 in the
Channel Box.
Weld together all the vertices at the very end to create a point (Figure
4.48b).
Select the edges on both the top and the bottom of the extrusion, as highlighted in Figure 4.48c.
Bring the center points on the top upward, and the ones below downward,
to create a hollow in the middle.
Optimize the shape by welding the extra vertices to the top and bottom
points (Figure 4.48e).
D
FIGURE 4.48
Dressing Kila
10 Adjust the vertices to make the cavity larger. Aim for the results shown in
Figure 4.49.
FIGURE 4.49
11 Unhide the teeth and check to see that they fit inside the cavity.
We are now finished with the head area and can move on and add some clothing. But first, clean up your scene and save your work as Kila_Head.mb.
Dressing Kila
All game characters wear some sort of outfitmore often than not these will
be weird and wonderful and will require extra polygons. In Kilas case, we have
some relatively simple additions to make. These include adding details to her
crop top and jeans, as well as giving her a belt and a sash that drape her waist.
Crop Top Details
Well enhance Kilas crop top and chest area by adding some cleavage, as well as a
suggestion of a loose overhang at the waistline.
Start with the cleavage area. In the concept drawing, the low-neck top shows a
bit of cleavage. What we need to do is define the neck of her crop top to implement this cleavage.
1
Using the Split Polygon tool, carve in the cuts shown in Figure 4.50 (right).
These will allow us to edit the central area at the top of the cloth that bridges
her breasts.
183
184
Modeling Details
FIGURE 4.50
Smooth out the extra edges you have createdall except the ones that will
mark the top of the fabric. These are highlighted in Figure 4.51 on the left.
Start working on the area, sculpting it to achieve the correct shape. Youre
aiming for the result illustrated in Figure 4.51 on the right.
FIGURE 4.51
Move the vertices down the center first, pulling them inward, using the side
view to line them up with the curve of her torso (Figure 4.52).
Continue working your way out, smoothing the area, moving downward the
vertex just above the line of the fabric; this creates the crevice. Remember to
convert joining triangles back to quads.
Dressing Kila
Notice in the concept drawing that the crop top is not skin tight, but rather is
slightly loose at the bottom. We want to create this pointed overhang. As shown
in Figure 4.53, well focus in on the middle of her body.
F I G U R E 4 . 5 3 To create a
loose overhang, work on
the area at the middle of the
body.
185
186
Modeling Details
Following the lines highlighted in Figure 4.54, cut around the center of the
body. Mark out the base of Kilas crop top, making sure that there are two
parallel cuts encircling the entire body mesh.
FIGURE 4.54
Create two lines across her stomach, outlining the bottom of her crop top.
Scale the top line out and move it down, creating the overhang seen in
Figure 4.55.
F I G U R E 4 . 5 5 Create the
overhang by moving the top
line out and down.
When you created the initial cuts, some small edges will have been created;
these in turn make up small polygons, like the ones in Figure 4.56 (top). It is
best to get rid of these now, cleaning up the area.
Dressing Kila
F I G U R E 4 . 5 6 Remove these
small edges that were created by the cut.
Finally, spend some time smoothing out the general shape of the crop top
(Figure 4.57).
F I G U R E 4 . 5 7 Smooth
out the rest of the crop
top.
With Kilas crop top completed, lets continue on down to the jeans, and the sash
and belt that drape her waist.
187
188
Modeling Details
Our next clothing task is to model the characters jeans. We could model the left
side and mirror it to create the right, as we did with her upper body. Although
this would save time, it would present a few problems. First, the sash around
her waist cannot be mirrored; it should be built into the waist because it fits
snugly at every point from the waist to the opposite hip. Also, we will be building
creases into the legs of her jeans, so it would be very obvious if we simply mirrored one side to create the other.
Before we begin, we have to separate the jeans from the rest of Kilas body, then
create a duplicate to become the right side, and combine the sides as we did for
her head.
1
Go to Edit Polygons > Extract; this will separate the leg from the body. You should not have
to open up the options and reconfigure them
because they were saved the last time you used
this tool.
F I G U R E 4 . 5 8 Select the
polygons that will make up
her jeans.
Dressing Kila
Now we have a complete pair of legs and we can begin working in the clothing
details.
Creating the Sash
Because the sash fits snugly all the way around, we can simply mark in the outline so well know where it will be on her form. It is made of thin material, so we
dont need to create an overhang as we did with the T-shirt. Our task with the
sash is to work on the general area, smoothing it out and tidying it up.
Use the Split Polygon tool to mark in the outline for the sash. Follow the lines in
Figure 4.59. I am sure your modeling skills are coming along wonderfully now,
so I will leave this part up to you. Remember to remove any tiny polygons that
have cropped up, and make the area as clean as possible. Your resulting mesh
should resemble Figure 4.60.
FIGURE 4.59
F I G U R E 4 . 6 0 Tidy up the
sash, removing unwanted
polygons and creating
smooth lines.
To finish the sash, we will create a couple of folds in the fabric on the outside of
the leg. We can rely on the texture to create most of the folds, but these at the
thigh are quite distinct, so we will build them into the geometry.
189
190
Modeling Details
Following Figure 4.61 as a guide, cut the polygons around the outside of her
left thigh. Youll need two cuts for each fold. Follow these cuts around the
leg, spanning two polygons, matching the cuts on the front.
F I G U R E 4 . 6 1 Create more
cuts in the outer thigh and
build in two folds.
Select the vertices on the top of each cut and move them out, creating the
upper part of the fold.
Finally move the lower vertices up slightly to close the gap (Figure 4.61,
bottom).
Dressing Kila
Kilas upper thigh area is relatively flat, so we dont need to add any detail here.
Like the folds on the sash, the creases in the jeans can be added when we apply
texture. We can, however, build in some folds around the back of her knees. Move
down to where her knees are; use the guide images to get the correct location.
1
As you did for the folds on the sash, cut the polygons here at the knees to
create two segments (Figure 4.63, left).
FIGURE 4.63
Creating folds in
the denim around
the back of the
knees
Move the top of each segment out and the lower portion up, producing the
two folds you can see in Figure 4.63, bottom. Because we combined the legs
earlier, you will need to do this on each knee.
Moving around to the front of her legs, we will now build in some basic
knees. These will function more toward deformation than for the overall
look of the mesh.
191
192
Modeling Details
FIGURE 4.65
FIGURE 4.66
The steps for adding the folds into the bottom of the jeans leg
Dressing Kila
Rotating around to the back of the leg (Figure 4.67, left), you can see that
not much needs to be added herejust a few creases at the bottom will do
(Figure 4.67, right).
F I G U R E 4 . 6 7 Add creases
at the back of the leg.
Follow these same procedures for the right jeans leg, adding the extra detail
to the lower leg. You can see this progression in Figure 4.68.
FIGURE 4.68
193
194
Modeling Details
When theyre finished, the legs of the jeans should look like Figure 4.69.
FIGURE 4.69
After all this work, unhide everything and see how she looks. Check out Figure
4.70, left. Her feet seem wrong. They are shaped oddly; plus they are pointing
forward. We want them to be pointing out slightly, as real feet do naturally.
FIGURE 4.70
Make a small adjustment to the shoes and the position of the feet.
Work a little on the shoes until they look more realistic (Figure 4.70, right) and
then rotate each foot so the toes are pointing out slightly. You will also need to
rotate the bottom of the jeans to match the feet.
Dressing Kila
The Belt
The belt is relatively simple. Its essentially just a cylinder that wraps diagonally around Kilas hips.
1
FIGURE 4.72
195
196
Modeling Details
Working on the vertices, adjust the belt so it lies better (Figure 4.73).
FIGURE 4.73
FIGURE 4.74
Editor.
Dressing Kila
In the Render Stats pane, uncheck the Double Sided option; this will show
you how the belt will look when it is displayed single-sided, as will happen
in some platforms (Figure 4.75, left).
FIGURE 4.75
Using the Append to Polygon tool, fill in the gaps on the inside of the belt
(Figure 4.74, right)but only do this at the base. The rest of the belt should
lie quite close to the characters body, so we dont need to do the rest.
And there we have it; our model of Kila is complete! You can see the finished
model in Figure 4.76.
You can clean her up as we did before, by deleting the history. In addition, at this
point you can also freeze the transforms. This will reset all translate and rotate
values to 0 and all scale values to 1, without losing any of the position, rotation,
scale, or pivot alterations done to the mesh so far.
Save the file as Kila_Complete.mb.
Although were done working on this latest version of Kila, we have two more
stages to go through before she can be signed off. In Chapter 5, we will examine
optimization tasks, and in Chapter 6, we will look at deformation.
197
198
Modeling Details
FIGURE 4.76
Summary
We now have a complete model of Kila, our main character. She has all the detail
we need at the momentbut this also means we may have gone over our polygon budget. In the next chapter, we will examine areas where we can optimize,
removing any geometry that is not needed.
Index
781
Index
A
Add Attribute dialog box,
540541
advertisements, 3
aim constraint, 577580,
583584
Alienbrain software, 2627
alignment
texture, 399400
vertices, 63
alpha maps, 415426. See also
transparency
described, 415
eyes, 419424
hair, 415419
texture details, 415426
viewing in Maya, 417419
wings, 424426
anatomy, 19, 90, 776778
animation. See also character
rigging
archives, 760763
blending, 713
categories, 712714
cinematic, 713714
clothing, 13
considerations, 13
custom, 713
cycle, 712
dividing, 711
Dope Sheet, 724726
dynamic attributes,
521522
facial. See facial animation
fidget, 712
fingers, 545550
FK, 525526
four-stage, 712713
hair, 13, 589590
idle, 712
IK, 525530
manipulating, 760763
mirroring, 711
optimization, 710711
overview, 709710
playblasts, 726727
reference materials, 777
running in place, 759760
sharing, 711
toes, 566569
Trax Editor, 760763
walk cycles, 710, 712,
727759
wings, 589590
animation controls, 716717
animation curves, 719724
animation list, 714716
animation timeline, 717
animation tools, 716727
Anisotropic material, 341
ankles, Grae, 565566
ankles, Kila
deformation testing,
262265
weight painting, 262265,
672673
Append to Polygon tool, 73
Arc tool, 577
armpit area
adjusting vertices, 255
refining, 95, 120121
welding, 71
arms, Grae. See also limbs
adding details to, 294296
adding IK control, 538
adding muscles, 279280
adjusting vertices on, 271
deformation testing, 307
309, 318319
extraction of, 339340
joints, 307310
optimizing, 305
positioning, 275
stitching to torso, 273
arms, Kila. See also limbs
altering pose, 446451
animating, 752759
biceps/triceps, 104105
constraints, 532
controls, 531538
deformation testing,
240256
detaching, 446447
extending, 70
extraction of, 328330
final rig adjustments, 686
joints, 240256
left arm creation, 5355
mapping adjustments,
376378
muscles, 104106
optimizing, 203206
orientation of, 55
reattaching, 450451
refining, 104106
rotating, 448450, 532
scaling, 70
skeleton, 240243
skeleton binding, 243244
UVs, 346353
weight painting, 654664
Art Renewal Center Web site, 778
artwork. See images
asymmetry, 17, 20
attributes
dynamic, 521522, 540545
images, 38
locking, 696702
material, 341345
nonkeyable, 696702
Pitch, 547548
slide view, 3940
visibility, 699701
782
Index
audience, 3
automatic mapping, 326, 332
axis
resetting of, 44
rotational, 505515
scaling around, 44
B
back muscles
Grae, 280281
Kila, 9698
backside, Grae, 282
Bake History option, 251
belt
creating, 195198
mapping coordinates, 332
positioning, 195196
reducing levels of detail,
472473
UVs, 372376
biceps, 104105
binding
arms, Kila, 243244
blend-shapes version,
652653
character deformation and,
652653
face, Kila, 608611
face geometry, 653
joints, Grae, 311321
wings, Grae, 311
binding pose, 446454
biography, character, 611
bit depth, 436, 438441
blend shapes
binding and, 652653
facial animation, 604,
637647
Grae, 648649
Kila, 637647
blending animations, 713
Blinn material, 341
body parts. See also limbs; specific body parts
attaching, 7880, 142145,
277
collection of, 8788
C
calves, Kila, 211
cartoon characters, 1819
CD-ROM, included with book,
xixxxi
Channel Control tool, 696702
character deformation
binding, 652653
final, Grae, 651653,
691692
final, Kila, 651690
final rig adjustments,
685686
preparation, 652653
testing. See deformation
testing
weight painting. See weight
painting
character design, 123
animation issues, 1314
Index
783
color
base, 394396
bit depth, 438439
characters, 17
control icons, 598600
hair, 407
multiplying, 394
texture painting, 394396
color sheet, 26
comics, as character inspiration, 4
commands, repeating, 66
Component Editor, 658
Component mode, 4647
computer games. See games
computer graphics, xv, 779
concepting, 423
Connection Editor, 771772
constraints
aim, 577580, 583584
IK, 570
orient, 532
pole vector, 529, 570
control icons. See icons
Control Vertices (CV) Curve
tool, 522523
controls. See character rigging
creases
adding to geometry,
100101
in clothing, 190194,
211213
Creature Tools scripts, xix, 601
cropping neck, 75
cropping polygons, 7273
crotch area, Kila, 99101
cubes, tapering, 46
curves
animation, 719724
edit points, 522523
tools for, 522, 524525
cuts
mirrored instances and, 93
unable to cut, 93
UV, 351353
cylindrical mapping, 324325,
330, 346347
cylindrical shapes, 51
784
Index
ears, Kila
attaching to head, 170174
creating, 168170
modeling, 168170
optimizing, 221222
refining shape, 174
tucking hair behind, 162
163, 172173
UVs, 365
edges
deleting, 6970
Flip Triangle Edge Tool, 69
Edit Point (EP) Curve tool,
522523
editing, 4647, 293
elbows, Grae, 318319
elbows, Kila
adding polygons to,
251253
adjusting weights on,
244250
animating, 754756
building, 104
constraining, 533
controls, 537
deformation testing,
240253
final rig adjustments, 686
joints, 244, 754756
refining, 104105
weight painting, 661662
exporting UV positions, 379388
expressions. See facial expressions
eye area, 114116
eye icons, 587
eyeballs, 115
eyebrows, Kila
movement of, 641643
poses for, 625
rig creation, 633636
shapes, 641643
texture painting, 407
weights, 624626
eyelashes, Kila
adding, 116
F
face, Grae. See also head, Grae;
specific facial features
adding details, 297299
animating. See facial animation
optimizing, 304
rigging, 648649
face, Kila. See also head, Kila;
specific facial features
animating. See facial animation
attaching, 653
binding, 608611
blend shapes for, 637647
creating, 107120
Index
deformation testing,
265268
details, 107120
expressions, 265268,
627636
extracting, 637639
joints, 604626
muscle lines of, 112
optimizing, 221229
reducing levels of detail,
464465
refining, 117120
rigging, 627636
shapes, 639647
subdividing, 108109
texture details, 406407
triangulation, 435
faces, polygon. See polygon faces
facial animation, 603650
blend shapes, 637647
considerations for, 649650
Grae, 648649
importance of, 604
joint-based, 604626
Kila, 604647
levels of detail and, 647
rig controls, 627636,
648649
facial expressions, 265268,
627636
facial rig, 627636
feet, Grae
adding details, 289291
animating, 710, 759
controls, 550, 565570
rotating, 566
walk cycle, 710, 759
feet, Kila
animating, 730747
controls, 551565
creating, 145149
deformation testing,
262265
final rig adjustments, 685
joints, 551553, 559560
optimizing, 213216
placeholders for, 81
positioning, 194
resolution, 145146
reverse foot, 551
rotating, 552553, 555, 562
twisting, 563, 569
UVs, 358359
walk cycle, 710, 712,
727759
weight painting, 262265,
672673
female characters, 1718
files
names, 62
optimizing, 694695
Photoshop, 395
project, xxi
saving, 62
size of, 694695
Targa, 396
fingernails, Kila, 128129,
230231
fingers. See also hands
adjusting, 452454
animating, 545550
bending, 547, 664666
controls, 540550
creating, 125134
Grae, 547, 691
merging, 141
optimizing, 233235
pinkie, 546549
quick poses, 540545
reducing levels of detail,
458
rotating, 547
weight painting, 664666
Flat Shade All option, 4445
Flat Shade Selected Items option,
4445
Flip Triangle Edge Tool, 69
forearms, Kila, 105
forums, 779
forward kinematics (FK),
525526
freezing transforms, 44, 197
785
G
games
animating for. See animation
graphics and, xv
market for, xvii
Maya and, xvi
PlayStation, xvi, 4
Real Time CG site, 779
real-time strategy (RTS), 13
geometry
adding creases to, 100101
binding, 653
breaking up, 327334
combining, 386387
duplicating, 48
face, 653
hardening, 101
linking, 653
mirroring, 171, 386387
splitting up, 327340
viewing, 44
gimbal lock, 584585
Google, 779
Grae model
adding details, 283299
arms. See arms, Grae
biography, 10
blend shapes, 648649
breaking up, 335340
character history, 611
character set for, 707
claws, 289291
collarbones, 278
deformation. See deformation testing, Grae
early sketches, 2021
eyes. See eyes, Grae
face. See face, Grae
facial animation, 648649
feet. See feet, Grae
final model, 321
fingers, 547, 691
hands. See hands, Grae
head. See head, Grae
joints. See joints, Grae
legs. See legs, Grae
levels of detail, 483
786
Index
H
hair, Kila, 152168
adding volume to, 159161,
166
alpha map for, 415419
optimizing, 230235
placeholders for, 81
quick poses, 540545
reducing levels of detail,
458, 465
resolution, 140142
UVs, 371372
weight painting, 664666
hardening geometry, 101
head, Grae. See also face, Grae
attaching to body, 277
creating, 276277
detaching from body, 338
optimizing, 304
head, Kila. See also face, Kila
attaching ears to, 170174
attaching to body, 7880
controls, 581586
creating basic (primitive),
4849
extraction of, 332333
optimizing, 221229
placeholders for, 7480
rotating, 581
sculpting, 77
smoothing, 77
UVs, 360365
weight painting, 673676
head joint, 582583, 674
head sheets, 2223, 26, 107108
heel joint, 555
highlights, 401404
hips, Kila
animating, 731, 736737,
741745, 751
controls, 571574
deformation testing,
258261
joints, 258261
weight painting, 258261,
667671
history
character, 611
deleting, 50, 61, 251, 616
horizontal sweep, 346
hotbox, 3233
Index
icons
jaws
787
K
optimizing, 228
rotating vertices of, 640
weights, 612618
jeans
creases/folds in, 190194,
211213
deformation, 673
details, 408410
reducing levels of detail,
459460
separating from body,
188194
joint-based facial animation,
604626
Joint tool, 488490
joints
limits, 12, 488
number of, 488, 505
renaming, 310311
rotational axis, 505515
joints, Grae
binding, 311321
creating, 307310
eyes, 499500
legs, 307310
size of, 496
testing, 311321
wings, 310312, 503504
joints, Kila
arms, 240256
attaching meshes to,
243244
chest, 500502
creating, 488490
elbow, 244, 754756
eyes, 499500, 586588
facial, 604626
feet, 551553, 560
hair, 502503
head, 582583, 674
legs, 257265
options for, 488490
paint weights, 244250
spine, 571574
wrists, 241, 756
788
Index
L
Lambert material, 341342
Lasso tool, 54
Layer Editor, 4041
Layered Shader, 341
layers
editing, 4041
hair, 153156, 160165
hiding everything in, 41
image planes, 4041
shaders, 341
visibility of, 694
Learning Movies, 3132
legs, Grae. See also limbs
adding details, 285291
deformation testing,
312315
extraction of, 335336
joints, 307310
lower, 285287
muscles, 281283
optimizing, 305306
shaping, 272
stitching to torso, 274
weighting, 312314
legs, Kila. See also limbs
animating, 730747
controls, 550570
deformation testing,
257265
extraction of, 331
final rig adjustments, 685
joints, 257265
left leg creation, 5657
muscles, 106107
optimizing, 210213
skeleton, 257258
UVs, 356359
walk cycles, 730747
weight painting, 258265,
667673
Level of Detail Group, 484485
Levels of Detail (LODs), 443517
150 polygon count,
479482
500 polygon count,
474479
1000 polygon count,
461473
3000 polygon count,
455460
facial animation and, 647
generating, 455482
Grae, 483
Kila, 444445, 455482
number of, 444
polygon counts, 455482
purpose of, 444445
M
main menu bar, 32
male characters, 1718
manipulators, 4243
Manual directory, xix
mapping
automatic, 326, 332
cylindrical, 324325, 330,
346347
Grae, 387388
Kila, 340386
muscle line, Grae, 278283
muscle line, Kila, 90107
normal, 765774
planar, 324326, 329, 356
spherical, 325
textures, 324327
UVs, 324327, 340383
marking menu, 3233
Index
models
cleanup, 4950, 693707
finalizing, 693707
Grae. See Grae model
Kila. See Kila model
optimization. See optimization
scanning in, 2728
size of, 455482
Morgue, xx, 8788
morph targets. See blend shapes
morphing, 637647
mouth, Grae
adding details, 298299
building, 298299
creating cavity, 297
inner, 298299, 304
optimizing, 304305
mouth, Kila
adding teeth, 177178
blend shapes, 639641
creating, 111
facial expressions, 631633
inner elements, 177183,
364, 411413
muscles, 114
refining, 111114, 119
rig creation, 631633
shape, 180, 628, 631633,
639641
texture details, 411413
tongue, 178179
UVs, 364
weights, 612618
Move pivot point manipulator,
4243
muscle line mapping
Grae, 278283
Kila, 90107
muscles, Grae
back, 280281
legs, 281283
stomach, 280281, 284285
muscles, Kila
arms, 104106
back, 9698
buttocks, 101103
chest, 9496
789
N
nasal cavity, 118
navel, Kila, 123124
navigation, menu, 3233
neck, Grae, 276
neck, Kila
attaching to body, 7880
controls, 580581
creating basic (primitive),
4849
cropping, 75
muscles, 9293, 120121
optimizing, 221229
placeholders for, 7480
refining, 120121
weight painting, 673676
normal mapping, 765774
normals, 74, 77, 387, 765
nose, Kila
nasal cavity, 118
nostrils, 111, 118, 226227
optimizing, 225227
refining, 110111, 117118
nostrils, 111, 118, 226227
notePad.mel script, xx
O
Object mode, 4647
objects, 4450
optimization, 199238
animation, 710711
arm, 203206
creases/folds in clothing,
211213
face, 221229
foot, 213216
fully optimized model,
236238
790
Index
optimization (continued)
Grae, 303306
hair, 216220
hand, 230235
head, 221229
legs, 210213
neck, 221229
overview, 199200
scenes, 694695
torso, 206208
waist, 208209
Optimize Scene Size tool,
694695
orient constraint, 532
Outliner, 4950, 167168, 701
P
Paint Skin Weights tool, 612614
painting
texture. See texture painting
weights. See weight painting
palm, Kila, 136138
parent objects, 4748
pelvis, Kila, 99101
Pencil Curve tool, 522
perspective view, 39
Phong /Phong E materials, 341
Photoshop, 392
Pitch attributes, 547548
pivot manipulator, 6062
pivot point manipulator, 4243
pivot points
manipulating, 4243
moving, 6062
spine, 572575
placeholder characters, 4150,
7481
planar mapping, 324326, 329,
356
Playback Controls, 716717
playblasts, 726727
PlayStation games, xvi, 4
Plug-In Manager, 766767
plug-ins, 766767, 780
Points option, 45
pole vector, 527529
Q
quads, 121122
R
Range Slider, 716717
RayDisplace plug-in, 766
Real Time CG Web site, 779
real-time strategy (RTS) game,
13
reference materials, 775780
renders, 2021, 270
resBatch.mel script, xx
research, 514
resolution
feet, 145146
hands, 140142
meshes, 53
normal maps and, 767769,
771
scanned images, 2829
resources, 775780
rigs/rigging. See character rigging
Rotate pivot point manipulator,
4243
rotation
arms, 532
breasts, 82
feet, 552553, 555, 562, 566
fingers, 547
gimbal lock problems,
584585
head, 581
knees, 314315
shoulder, 531, 533
vertices, 55
rotation order, 584585
rotational axes, 505515
rotational pivot, Grae, 318
RTS (real-time strategy) game,
13
running in place, 759760
Index
S
sash
creating, 189190
reducing levels of detail,
459460
Save Selected command, 695
saving items, 62, 695
Scale pivot point manipulator,
4243
scaling
arms, 70
images, 28
object axis and, 44
UVs, 380
vertices, 54
scanned images, 2730
scenes
cleanup, 4950, 694695
optimizing, 694695
viewing in Outliner, 4950
scripts, xixxx, 601, 780
Scripts directory, xix
selection field, 702
selection handles, 520521, 534
selections
isolating, 158
shortcut keys, 48
vertices, 54
Set Driven Key dialog box, 629
Set Driven Keys, 542544, 546
shaders, 341, 396397
shadows, 404405
shallow angles, 200201
sharing items, 711
shelves, Maya, xx
shoes
creating, 141
details, 194
extraction of, 331332
optimizing, 213215
positioning, 194
reducing levels of detail,
472473
UVs, 358359
shortcut keys, 43, 4748
shoulders, Grae
adding muscles, 279280
791
T
tangents, 719724
Targa files, 396
target audience, 3
tattoo
adding, 411
mapping adjustments,
376378
UVs and, 355
technical limitations/restrictions,
1114, 26
teeth, Grae
adding details, 298299
building, 298299
detachment of, 338339
optimizing, 305
teeth, Kila
adding, 177178
fitting inside mouth cavity, 183
positioning tongue
between, 179
texture details, 412413
UVs, 364
testing. See deformation testing
texture details
alpha maps, 415426
Grae, 414415
Kila, 406415
texture effects
Grae, 427431
Kila, 432
792
Index
tongue
adding control to, 616618
Grae, 299
Kila, 178179
positioning between teeth,
179
weights, 616618
torso, Grae
adding muscles, 280281
adjusting vertices, 271
creating, 270
detaching body parts from,
337339
shape of, 271272
stitching arms/legs to,
273274
torso, Kila
animating, 747752
basic shapes, 5162
creating, 5758
creating basic (primitive),
4849
deleting half of, 5960
optimizing, 206208
positioning, 5758
reducing for levels of detail,
468472
removing arms from,
328330
removing legs from, 331
UVs, 353356
weight painting, 676680
welding breasts to, 84
TransferSurfaceInfo.mll plug-in,
766767
transforms, freezing, 44, 197
transparency, 415426. See also
alpha maps
Trax Editor, 760763
triangles
converting to quads, 122
flipping edges of, 69
removing, 94
texture painting, 434435
triangulation, 434435
triceps, 104
tutorials, 3132, 780
U
undo operation, 226
units of measurement, 34
UV layouts, 381
UV sewing, 350351
UV snapshots, 383386
UV Texture Editor, 347354
UVs
cutting, 351353
described, 323
exporting positions,
379388
management of, 379382
mapping, 324327, 340383
moving, 351353
scaling, 380
snapshots, 383386
V
vertices
adding, 68
alignment, 63
editing, 4647
merging, 63
rotating, 55
scaling, 54
selecting, 54
welding, 6364, 66
working with, 46
video cards, 766
viewing modes, 241
views
alpha maps, 417419
geometry, 44
perspective, 39
slide, 3940
switching, 37
textures, 396400
turnaround, 22
visibility attribute, 699701
visibility controllers, 591597
visual styles, 1617
Index
W
waist, Kila
animating, 730747
controls, 575576
optimizing, 208209
texture details, 408
UVs, 356359
walk cycle, 730747
weight painting, 667, 670
walk cycle, 710, 712, 727759
Web Gallery of Art Web site, 778
Web sites
anatomy references,
777778
computer graphics, 779
Maya sites, 780
resources, 777780
weight painting
arms, 654664
breasts, 679680
described, 244
elbows, 244250, 661662
Grae, 312314, 691692
Grae fully weighted, 692
hair, 674675, 680
hands, 664666
head, 673676
Kila, 654684
Kila, fully weighted, 690
legs, 312314, 667673
lower torso, 258265
mirroring weights, 681682
neck, 673676
shoulders, 254256
torso, 676680
waist, 667, 670
wrists, 662664
weights
copying, 687689
joints, 611626
level of detail, 687690
mirroring, 681682
wings, Grae
alpha map for, 424426
animating, 589590, 759
basic geometry, 301
binding, 311
controls, 589590
deformation testing,
311312
deforming, 310
extraction of, 335
finger joints on, 691
joints, 310312, 503504
modeling, 300302
movement of, 503504
texture in, 424426
weight painting, 691692
Wireframe on Shaded option, 45
Wireframe option, 4445
working environment, 2731
wrists, Kila
animating, 756
controls, 538539
joints, 241, 756
optimizing, 230232
weight painting, 662664
X
X-Ray mode, 45
X-Ray option, 45
793