Technical Notes Week #6 - Maya Character Notes + More Photoshop
Technical Notes Week #5
Never edit the default shaders, you will break everything (make new ones)
You can change dimensions of planes to match needed aspect ratios and subdivision level
Can make new lambert shaders in the Hypershade window
Reminder to set project properly (make sure your files are in the right places)
Ideal to have front and profile character reference images made transparent first
Clan click the colour option, and there is a little icon beside the colour properties on the right which allows you to link image textures in
Crank up ambient colour slider (ensure that shading doesn’t make your reference imagery too dark)
Use number keys to navigate view modes (e.g. wireframe, material, etc.)
UV -> UV editor to edit UVs if they are not aligned properly
Reference images should go into a display layer
Maya rounds off to 2 decimal places - set your scale properly
All squares are 1 unit in Maya - do not model too small (or some of your sculpting tools, etc. will not work)
Nice to move everything up so the foot of the character is positioned on the grid
Saving iteratively in Maya helps to avoid issues with file corruption
Add new useful tools to your custom shelf
Do not deviate from the edge loops shown in the tutorial provided
Don’t do your work in smooth preview cause you may destroy your topology
Small checkered looking button on toolbar enables material preview
Can switch between object and world orientation
Be careful you do not double extrude (when in doubt, undo - can also check in smooth view)
Try and use as few edges as possible initially
Need enough edges to give control but no extra for a subdivision mesh
Multicut lets you cut new edges, insert edge loop tool goes all the way around
Work in regular edge loops that run through your geometry
“You pretty much have to only model one hand in your 3d career” <- ears too
Faces you have to make a lot
Starting from the lips is good for the face model (pretty digestible)
8 edges on anything is a good way to make things connect together - especially cylinders (also cubes and spheres)
Model without clothing first and then use parts of the base model to start making the clothing
“F” to focus on mesh/area
Can shift + click/drag on extrude option for a face
Need to drag select vertices when operating in orthographic to select the front and back vertex
Can assign a modelling lambert to make things semi-transparent (I think by scrolling timeline)
“not art, just observation)
“Figure out where the foot is narrow and where your foot is wide. Figure out what everything is that you’re looking at”
Press “3” to preview in smooth preview (subdivided stuff)
Groups of edges close together are important for joints (for rigging)
Always look along the edge of your surface to make sure there’s nothing flat that shouldn’t be (or vice versa)
Try and generally see at least 1 step ahead of what you’re doing when following a tutorial
“Anywhere with completely flat lines is not good, because this is meant to be a foot. Add some curvature to everything, from every angle.”
Can gradually introduce more geometry to add more nuance
You can use the “circularise” option on a group of edges in a ring
Constantly match between the front and the side view as much as possible (keep track)
Can set mesh origin to centre and duplicate the mesh flipped -1 on the X axis - ensure that it’s a mesh instance (allowing changes to sync - ‘duplicate special options’)
Can hold X to snap to grid
Need to merge to confirm vertices are connected
The easiest way to symmetrise to to delete half and then duplicate
Comments
Post a Comment