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Character Modeling with Maya and ZBrush: Professional polygonal modeling techniques PDF

408 Pages·2008·51.52 MB·english
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Character Modeling with Maya and ZBrush This page intentionally left blank Character Modeling with Maya and ZBrush Professional Polygonal Modeling Techniques Jason Patnode AMSTERDAM (cid:129) BOSTON (cid:129) HEIDELBERG (cid:129) LONDON (cid:129) NEW YORK (cid:129) OXFORD PARIS (cid:129) SAN DIEGO (cid:129) SAN FRANCISCO (cid:129) SINGAPORE (cid:129) SYDNEY (cid:129) TOKYO Focal Press is an imprint of Elsevier This eBook does not include ancillary media that was packaged with the printed version of the book. Focal Press is an imprint of Elsevier Linacre House, Jordan Hill, Oxford OX2 8DP, UK 30 Corporate Drive, Suite 400, Burlington, MA 01803, USA First edition 2008 Copyright © 2008, Jason Patnode. Published by Elsevier Ltd. All rights reserved The right of Jason Patnode to be identifi ed as the author of this work has been asserted in accordance with the Copyright, Designs, and Patents Act 1988. No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means electronic, mechanical, photocopying, recording or otherwise without the prior written permission of the publisher. Permissions may be sought directly from Elsevier’s Science & Technology Rights Department in Oxford, UK: phone ((cid:2)44) (0) 1865 843830; fax ((cid:2)44) (0) 1865 853333; email: permissions@elsevier. com. Alternatively, you can submit your request online by visiting the Elsevier web site at http:// elsevier.com/locate/permissions, and selecting Obtaining permission to use Elsevier material. Notice No responsibility is assumed by the publisher for any injury and/or damage to persons or property as a matter of products liability, negligence or otherwise, or from any use or operation of any methods, products, instructions, or ideas contained in the material herein. British Library Cataloguing in Publication Data A catalogue record for this book is available from the British Library Library of Congress Catalog Number: 2007941699 ISBN: 978-0-240-52034-6 Typeset by Charon Tec Ltd (A Macmillan Company), Chennai, India www.charontec.com For information on all Focal Press publications visit our website at www.focalpress.com Printed and bound in Canada 08 09 10 11 11 10 9 8 7 6 5 4 3 2 1 CONTENTS Acknowledgments .........................................................................................................vii Chapter 1 Pipeline and Modeling Guidelines ..............................................................1 Chapter 2 Overview of Maya .........................................................................................8 Chapter 3 Introduction to ZBrush Modeling ..............................................................74 Tutorial: Saving Custom Materials .................................................................................82 Tutorial: Using ZSpheres ...................................................................................................83 Tutorial: Exporting a Model from Maya .......................................................................85 Tutorial: Exporting a Model from ZBrush to Maya ...................................................86 Tutorial: Rebuilding Bad Topology ................................................................................86 Tutorial: Using HD Geometry ..........................................................................................91 Tutorial: Using Smart Resym ............................................................................................93 Chapter 4 Concept Art ..................................................................................................94 Tutorial: Cleaning up concept art ..................................................................................96 Chapter 5 Anatomy ....................................................................................................106 Chapter 6 Creating a Video Game Character ............................................................132 Tutorial: Adding Detail to the Torso ............................................................................134 Tutorial: Detailing the Legs ............................................................................................141 Tutorial: Creating the Feet ..............................................................................................144 Tutorial: Finishing the Arms ...........................................................................................149 Tutorial: Creating the Hands ..........................................................................................152 Tutorial: Finishing the Head ...........................................................................................166 Tutorial: Creating Clothes ...............................................................................................198 Tutorial: Adding Hair.........................................................................................................202 Chapter 7 Creating a Hyperreal Character ...............................................................208 Tutorial: Adding Detail to the Torso ............................................................................212 Tutorial: Detailing the Legs ............................................................................................225 v Contents Tutorial: Creating the Feet ............................................................................................239 Tutorial: Adding Detail to the Arms ..........................................................................253 Tutorial: Creating the Hands ........................................................................................264 Tutorial: Finishing the Head .........................................................................................281 Tutorial: Sculpting the Final Details in Maya ..........................................................312 Chapter 8 Creating a Photo-Real Character ...........................................................314 Tutorial: ZBrush Blocking ..............................................................................................316 Tutorial: Working with 3D Layers ...............................................................................320 Tutorial: Sculpting with Symmetry ............................................................................322 Tutorial: Using Alpha Images .......................................................................................323 Tutorial: Creating Wrinkles and Skin Pores .............................................................325 Tutorial: The Extract Tool ...............................................................................................328 Tutorial: Sculpting Hair and Cloth..............................................................................330 Tutorial: Using ZProject for Texturing .......................................................................331 Tutorial: Posing the Character .....................................................................................334 Chapter 9 UVs and Texturing ...................................................................................338 Tutorial: UV Mapping Overview .................................................................................339 Tutorial: Mapping a Character.....................................................................................345 Tutorial: Cleaning Up the UV Layout .........................................................................350 Tutorial: Texturing in Adobe Photoshop .................................................................356 Tutorial: Polypainting .....................................................................................................363 Tutorial: Converting Polypaint to a Texture ............................................................365 Chapter 10 The Next Step ..........................................................................................366 Tutorial: Creating a Normal Map in Maya................................................................368 Tutorial: Creating a Normal Map in ZBrush ............................................................370 Tutorial: Creating a 16-bit Displacement Map ......................................................372 Tutorial: Creating a 32-bit Displacement Map ......................................................373 Tutorial: Rendering with Maya Software .................................................................375 Tutorial: Rendering with Mental Ray ........................................................................378 Tutorial: Creating a Turntable in Maya .....................................................................382 Tutorial: Creating Wireframe Renders ......................................................................382 Gallery ..........................................................................................................................387 Index .............................................................................................................................393 vi ACKNOWLEDGMENTS I would like to send special thanks to Georgia Kennedy for helping to keep this book on course. Thanks to Bridget Dash and Aida Cazares for proofreading. And special thanks to my mom, Nandell for helping out as often as she could. Last, I want to send thanks to Alice. She encouraged and helped me on many a night as I drank my sixth cup of coff ee trying to fi nish one thing or another. vii CHAPTER 1 Pipeline and Modeling Guidelines T he pipeline is the path that assets travel to make it into movie or game. It is important to have a solid, working pipeline in place before beginning production. Who is the fi rst person to touch a model once the concept art is done? Where does a character go after it has been modeled? What happens if a model needs to go back for revisions? These are all question that should be answered before any art is created. Yes, it does add some extra work before you can get to the fun part of creation, but it will save countless hours during actual production. While this book will be focusing on modeling, be aware that a pipeline encompasses all aspects of a production. At any given time, you should be able to locate art assets. Thus it is very important to become familiar with how production pipelines work. 1

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