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An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

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Page 1: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

An Essential Introduction to Maya Character Rigging

by Cheryl Cabrera

Chapter 2 Modeling Basics

Page 2: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Characters, from left to right, by Katie Folsom, Ben Willis, Cheryl Cabrera, David Bokser, and Ryan Yokley.

Page 3: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Snack attack by Jeff Gill (2006).

Page 4: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Character Modeling Workflow

Page 5: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Turning X-ray mode on with wireframe on shaded in each view panel makes it easier to see what you are doing when you are modeling in Maya.

Page 6: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Object mode allows you to affect the ENTIRE piece of geometry, while component mode affects only a certain area.

Page 7: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

The Status Line mode options.

Page 8: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

The EP Curve Tool can be found on the Curves shelf.

The EP Curve Tool can be found under the Create menu. The profile curve of a wine glass

created with the EP Curve Tool.

Page 9: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

The Revolve Tool can be found on the Surfaces shelf.

The Revolve Tool can be found in theSurfaces menu set by pressing (F4) on the

keyboard under the Surfaces menu.

The surface of a wine glass created from the profile curve with the Revolve Tool.

Page 10: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

The NURBS cylinder can be found on the Surfaces shelf.

The NURBS cylinder can be found under the Create menu.

Page 11: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

The Lattice Deformer can be found on the Deformation shelf.

The Lattice Deformer can be found in the Animation menu set by pressing (F2) on the

keyboard under the Create Deformers menu.

The Lattice Deformer applied to a Sphere. Notice there are 3 S divisions (left to right),

5 T divisions (top to bottom), and only 2 U divisions (front to back).

Page 12: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

The NURBS sphere can be found on the Surfaces shelf.

The NURBS sphere can be found under the Create menu.

Page 13: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

These NURBS spheres have 8 sections (vertical or longitude) and 4 spans (horizontal orlatitude). The sphere on the right has a start sweep of 60 degrees, which opens the sphere.

Page 14: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

The command to delete History can be found under the Edit menu.

Page 15: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

The Insert Isoparms command can be found on the Surfaces shelf.

The Insert Isoparms command canbe found in the Surfaces menu setby pressing (F4) on the keyboard

under the Edit NURBS menu.

Adding additional Isoparms.

Page 16: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

The Sculpt Geometry Tool can be found on the Surfaces shelf. It can also be found on the Polygons shelf and the Subdivisions shelf.

The Sculpt Geometry Tool can be found in the Surfaces menu

set by pressing (F4) on the keyboard under the Edit NURBS menu.

Page 17: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Using the Sculpt Geometry Tool to add facial details to a sphere.

Page 18: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

You can also choose component mode and select points in the selection mask area in order to easily select and move CVs.

Page 19: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

The Polygonal cube can be found on the Polygons shelf.

The Polygonal cube can be found under the Create menu.

Page 20: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

The Split Polygon tool can be found on the Polygons shelf.

The Split Polygon tool can be found in the Modeling menu set by pressing (F3) on the

keyboard under the Edit Mesh menu.

The Split Polygon tool

Page 21: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

The Extrude Polygon command can be found on the Polygons shelf.

The Extrude Polygon tool can be found in the Modeling menu set by pressing (F3) on

the keyboard under the Edit Mesh menu.

Page 22: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

The Extrude Polygon tool has a little blue circle which toggles between world space and local space, changing the direction of the extrusion.

Page 23: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

The Keep Faces Together option can be found in the Modeling menu set by pressing

(F3) on the keyboard under the Edit Mesh menu.

Page 24: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Extruding polygonal faces with Keep Faces Together option checked (left sphere) and

extruding polygons with Keep Faces Together option unchecked (right sphere).

Page 25: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

The NURBS to polys command can be found under the Modify menu.

Page 26: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

The Convert NURBS to polygons Options.

Page 27: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Selecting polygonal faces and deleting them to leave half of the object (in this image, half of a sphere).

Page 28: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

The Combine command can be found on the Polygons shelf.

The Combine command can be found in the Modeling menu set by pressing

(F3) on the keyboard under the Mesh menu.

Page 29: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

On the left are two separate polygonal cubes, on the right, they have been Combined into polySurface1. Notice that the outliner still shows nodes

pCube1 and pCube2because of construction history.

Page 30: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Snapping vertex points together using the Move tool and the (v) hotkey on the keyboard.

Page 31: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

The Append Polygon tool can be found in the Polygons menu set by pressing (F3) on the keyboard under the Edit Mesh menu.

Page 32: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Creating a new polygon to fill a hole using the append polygon tool.

Page 33: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

The Insert Edge Loop tool can be found in the Modeling menu set by pressing (F3) on

the keyboard under the Edit Mesh menu.

Page 34: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

The Insert Edge Loop tool inserts edges completely around the polygonal object.

Page 35: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

The Merge command can be found in the Modeling menu set by pressing (F3) on the

keyboard under the Edit Mesh menu.

The Merge command can be found on the Polygons shelf.

Page 36: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Clicking and moving a vertex that has been snapped on top of another shows that these two overlapping vertices are not merged together.

Page 37: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

The Mirror Geometry command can be found in the Modeling menu set by pressing (F3) on the keyboard under the Mesh menu.

The Mirror Geometry command can be found on the Polygons shelf.

Page 38: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

If any vertex points are not lined up with the origin, you will not achieve a desired mirror.

Page 39: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

The Face Normals can be displayed using the command found under the Displaymenu. The polygonal object must be selected before applying this command. The Face

Normals can be hidden again by applying the same command.

Page 40: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

The Conform command can be found in the Modeling menu set by pressing (F3) on the

keyboard under the Normals menu.

Page 41: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

The sphere on the left has some normals that are flipped inside, the sphere on theright is the same sphere after the Conform command has been applied. You can see

the selected faces have had their normals flipped back to the outside.

Page 42: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

The Reverse command can be found inthe Modeling menu set by pressing (F3)

on the keyboard under the Normals menu.

Page 43: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

The Average Normals command can befound in the Modeling menu set by

pressing (F3) on the keyboard under the Normals menu.

Page 44: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

The sphere on the left has had normals flipped, which can cause the faces to beviewed sharply. The sphere on the right is the same sphere after the Average Normals

command has been applied. Notice how much smoother the sphere on the right appears.

Page 45: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

The Smooth command can be found in the Modeling menu set by pressing (F3) on the keyboard under the Mesh menu.

The Smooth command can be found on the Polygons shelf.

Page 46: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

The character on the left is the low poly version, which doesn’t look very polished. Thecharacter on the right has been smoothed. MAKE SURE TO UNDO the smooth at this point

by pressing (z) on the keyboard if you are testing to see your result.

Page 47: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Previewing the smooth on a polygonal model.

Page 48: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Superman by Chris Grim (2006).

Page 49: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

An Essential Introduction to Maya Character Rigging

by Cheryl Cabrera

Assignment 2.1: Model a head, neck, and torso

Page 50: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Create EP Curve Tool.

Page 51: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Tracing your drawing with the EP Curve Tool. An X marks each click of the mouse and

becomes a point on the curve.

Page 52: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Refining the curve by adjusting the positions of the points on the curve with the move tool.

Page 53: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Creating the surface for you character’s head and torso using the revolve command.

Page 54: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Refining the surface by adjusting the positions of the points on the curve with the move tool.

Page 55: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Adding a lattice deformer to your head and torso shape. Using a lattice allows even distribution and the changes

to affect the entire piece of geometry.

Page 56: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Refining the surface by adjusting the positions of the lattice points with the move and scale tools.

Page 57: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Edit Delete by type > History.

Page 58: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Renaming the torso and head shape in the channel box.

Page 59: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Click on the “create a new layer”button in the Layer Editor and rename it geometry_layer.

Page 60: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Saving and naming your scene 02_asgn01_body_geo.ma.

Page 61: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

An Essential Introduction to Maya Character Rigging

by Cheryl Cabrera

Assignment 2.2: Model a Leg

Page 62: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Turning off interactive creation.

Page 63: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Creating a NURBS cylinder, positioning it for the leg, and dividing it for adequate deformation later.

Page 64: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Adjusting the lattice for additional divisions. Using a lattice allows even distribution

and the changes to affect the entire piece of geometry.

Page 65: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Refining the shape of the leg by adjusting the positions of the lattice points with the move and scale tools.

Page 66: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Deleting history to remove the lattice and bake the \changes to the shape of the cylinder.

Page 67: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Keep your scene organized by labeling your geometry appropriately.

Page 68: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Duplicating the geometry and changing the ScaleX value to the negative inverts the shape.

Changing the TranslateX value to positive positions the leg evenly on the opposite side of the origin.

Page 69: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Freezing transformations makesthe geometry transformation

values return to 0 for translationsand rotations and 1 for scale.

Page 70: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Saving and naming your scene 02_asgn02_leg_geo.ma.

Page 71: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

An Essential Introduction to Maya Character Rigging

by Cheryl Cabrera

Assignment 2.3: Model an Arm

Page 72: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Creating a NURBS cylinder, positioning it for the arm, and dividing it for adequate deformation later.

Page 73: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Adjusting the lattice for additional divisions. Using a lattice allows even distribution

and the changes to affect the entire piece of geometry.

Page 74: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Refining the shape of the arm by adjusting the positions of the lattice points with the move and scale tools.

Page 75: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Rotating the forearm for better deformation when the hand twists.

Page 76: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Deleting history to remove the lattice and bake the changes to the shape of the cylinder, then renaming the geometry appropriately.

Page 77: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Freezing transformations on the arm geometry.

Page 78: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Saving and naming your scene 02_asgn03_arm_geo.ma

Page 79: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

An Essential Introduction to Maya Character Rigging

by Cheryl Cabrera

Assignment 2.4: Model a Hand

Page 80: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Creating a NURBS cylinder, positioning it for the palm, and dividing it for adequate deformation.

Page 81: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Adjusting the lattice for additional divisions and reshaping the lattice to make the sphere into a palm.

Page 82: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Making the index finger.

Page 83: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Making the fingers and thumb.

Page 84: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Duplicating the hand for the left side.

Page 85: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

An Essential Introduction to Maya Character Rigging

by Cheryl Cabrera

Assignment 2.5: Model a Foot

Page 86: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Creating a NURBS sphere, positioning it for the foot, and dividing it for adequate deformation.

Page 87: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Adjusting the lattice for additional divisions and reshaping the lattice to make the sphere into a foot.

Page 88: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Duplicating the right foot to create the left foot.

Page 89: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

An Essential Introduction to Maya Character Rigging

by Cheryl Cabrera

Assignment 2.6: Model Eyes

Page 90: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Turn the geometry layer invisible by hiding the V in the Layer Editor.

Page 91: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

The NURBS sphere option box.

Page 92: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Adjusting the ramp attributes.

Page 93: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Adjusting the ramp colors to make an eye shader.

Page 94: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Creating another NURBS sphere for the eyelid.

Page 95: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Inserting isoparms and selecting the HULLS.

Page 96: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Reshaping the eyelid to add dimension.

Page 97: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Adding a lattice deformer to the eye and eyelid.

Page 98: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Scaling both the lattice and the base larger.

Page 99: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Exposing part of the eyeball while reshaping the lattice (left) can be alleviated by scaling the eyelid slightly larger (right).

Page 100: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Grouping the eye parts and renaming the group to right_eye_geo.

Page 101: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Repositioning the right_eye_group.

Page 102: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

The Duplicate Special option box with the Duplicate input graph option checked.

Page 103: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

An Essential Introduction to Maya Character Rigging

by Cheryl Cabrera

Assignment 2.7: Adding Details to the Face

Page 104: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Adding an isoparm.

Page 105: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Adding additional isoparms using the option for between selections.

Page 106: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Creating a nose shape.

Page 107: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Use the reflection option to create eyebrows.

Page 108: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

An Essential Introduction to Maya Character Rigging

by Cheryl Cabrera

Assignment 2.8: Model Ears, Hair, and Accessories

Page 109: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Creating an ear using a NURBS sphere.

Page 110: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Creating hair using a NURBS sphere.

Page 111: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Curly hair using a NURBS cone.

Page 112: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

An Essential Introduction to Maya Character Rigging

by Cheryl Cabrera

Optional Assignment 2.9: Combining Everything into a Single

Polygonal Shape with Additional Approaches to Modeling Hands and Feet

Page 113: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Converting NURBS to polygons.

Page 114: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Selecting half of the faces of your polygonal face and torso.

Page 115: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Combining all polygonal surfaces into one.

Page 116: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Add a new edge in order to align the torso with the leg.

Page 117: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Aligning the torso vertices with the leg vertices.

Page 118: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Merging the overlapping vertices.

Page 119: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

An Essential Introduction to Maya Character Rigging

by Cheryl Cabrera

Tutorial 2.9a: Box Modeling a Foot

Page 120: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Creating a polygonal cube to become the foot.

Page 121: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Snapping the vertices of the cube to those of the leg.

Page 122: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Merging the overlapping vertices of the foot and leg.

Page 123: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Adjusting the bottom row of vertices.

Page 124: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Extruding the foot parallel can occur if first clicking on the blue circle (shown yellow in this image because it is already selected) then clicking on the arrow to drag the extrusion forward.

Page 125: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Reshaping the extruded faces into a foot.

Page 126: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Creating a polygonal cube to become the hand.

Page 127: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Figure 2_02_Tut2.9b

Page 128: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Reshaping the cube into a palm.

Page 129: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Making sure Keep Faces Together is unchecked.

Page 130: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Extruding the fingers to the first knuckle.

Page 131: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Scaling the extrusion to separate the fingers.

Page 132: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Adjusting the positions of the finger geometry.

Page 133: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Extruding the fingers to the second knuckle.

Page 134: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Extruding the fingers to the tip.

Page 135: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Extruding the thumb to the first knuckle.

Page 136: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Extruding the thumb.

Page 137: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Inserting a new edge in order to align the arm with the hand.

Page 138: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Combining the hand and body geometry.

Page 139: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Aligning the hand and arm vertices, then merging them.

Page 140: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Deleting construction history.

Page 141: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Mirroring the Geometry

Page 142: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Fixing the pole at the head into fewer quads.

Page 143: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Mirroring the right side to create the left side.

Page 144: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Mirroring usually causes the mouth vertices to pinch.

Page 145: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

Checking the position of the Face Normals.

Page 146: An Essential Introduction to Maya Character Rigging by Cheryl Cabrera Chapter 2 Modeling Basics

In this character, I remodeled the head all over again in polygons.