Wednesday, October 19, 2011

Lesson 3 - Character Modelling

Character Modelling

Modelling a character takes a long time 12-16 hours first draft. After that, it depends on how much added detail there is, and how close you can get to the directors vision. If you don't feel comfortable with the maya tools, stick with props for a while.  Characters are very challenging and can get quite technical if you expect to rig and animate them.

Single Mesh bodies

There are two reasons to use a single mesh body. One is that you're design is very, very simple and you want the rigging to be as straight forward as possible. The second, when working on high budget films or cut scenes, is when you're using the character model to hang sim cloth clothing on.

Pro's
  • Avoids overlapping Geometry
  • Joints are clearly visible and easy to access when skinning 
  • Allows you to add sim clothes over the mesh  
Cons
  • Complicates editing base mesh after blends 
  • Difficult to add a-symmetrical detail without breaking quads 
  • Only works with very straight forward designs  

Broken Mesh bodies

This is a more common way to approach character modeling in games and tv. The head and each item of clothing should be separated for easy access.

Pro's
  • Easier to hide elements you're not currently working on 
  • Separate head makes editing blends much easier 
  • Cleaner lines 
Cons
  • Separate detail must line up with points on the mesh (buttons on verts, belts over loops) 
  • Important to delete interior detail  


Starting you model

It's important to keep a few things in mind when starting a model so as to avoid complication later on. A character model should be properly scaled, centered in the scene and kept symmetrical for as long as possible. (A-symmetry can be added as a blend if required).


Scale Reference

Polygon tab > create a cube > Atrribute editor
set the height to 170 (it should be in centimeters by default)

Image Planes

Create an image plane
Panel > Orthographic > Front
View > Camera Attribute Editor
> Environment > Create >
>Placement Extras (To position and scale the image plane)
Try to center the front view and scale it to fit the 170 centimeter reference.
Make sure the feet sit on the base line of the grid.

Repeat in Orthographic > Side

To reselect the image plane at any time
View > Image Plane > Image Plane Attributes > select



 Start at the torso
Create a Cube 4x2x4 divisions
Centre in scene
Channel Box > Translate X and Z to zero

To keep the mesh symmetrical, go to tool settings and turn on Reflection.  Be careful to keep the center line straight and in the center.
Scale to fit over torso, then round out from the Top view.
Work in front and side orthographic views to match the 2D closely.








 Symmetry

Maya reflection works on the movement of vertices. Extruding, adding edge loops or otherwise modifying the topology won't reflect. It's very important to maintain a straight center line in your geometry, so that you can delete half the mesh in face mode and mirror it on occasion.

You can find the mirror geometry tool in Mesh > Mirror Geometry 
If the mirror works in the wrong direction, try changing +X to -X
 

Straight Lines

Finally, as you add more detail to your mesh, and give it form, the loops that cut accross the body and limbs should be kept as straight as possible. The line running down the centre of the body and the centre of each arm and leg should also run as straight as possible.

This will make skinning much, much easier than when working with an uneven mesh.

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