2. Head, hands, cloth(seamless modeling in Maya)
"This tutorials is result of my research work in the area of character modeling and animation."
Michael Bazhutkin is animator of video studio at Soros Foundation-Kyrgyzstan
web site: www.geocities.com/bazhutkin
e-mail: misha@soros.kg
Click on pictures for view of big pictures.
The boy is an
exaggerated model of myself. It was made to illustrate and test my
method of modeling what was described in Part 1. I am not going to
describe it by words, I would rather show it in the pictures with a few
comments.
1. Creation of curves (I have used �Snap to Points� mode to make extreme points of curves be equal).
2. Creation the surfaces on the curves� base (I have used Boundary tool).

3. Edit some of surfaces such as nose, lips and ears.

4. Conversion NURBS surfaces into polygon and combine them up to one object.

5. Creation facial muscles through doubling of initial model and following
editing this model using cluster and Artisan Brush (Paint Weights
Tool). For some of muscles Lattices were used. After all work was done
use the Blend Shape.

6. Skeleton creation and skinning. Rigid
Skinning for clothes and head was used and Smooth Skinning for hands
(but though for all objects this method of skinning could be used).

7. Creation of locators and setting their attributes which allow to
manipulate the character (in the most of cases Driving Keys are using
for this operation).
8. Before rendering a scene, I selected
all faces of body and cloth except eyes, finger-nails, hair and shoes
and then applied Smooth. Also I have used dynamics of soft bodies for
realistic flapping of cloth.
Comments
bad
I don't really know how this was a tutorial, seems more of like an introduction to a tutorial showing what all was going to be explained but then there's nothing afterwards. Extremely useless.
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