Character Modeling with Maya and ZBrush by Jason Patnode

By Jason Patnode

Create plausible CG personality types with this specific booklet and DVD package deal. the lovely colour pictures express simply what you could in achieving, and the certain step by step tutorials express precisely how one can in achieving them.Every approach and tip is subsidized up with functional tutorials, utilizing the types, textures and video at the better half DVD to provide a crash direction to this important ability. Jason Patnode takes you from low to high-resolution modeling - aiding you span the space among video game and picture abilities. in accordance with Maya 2008 and ZBrush 3.0.

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Extra info for Character Modeling with Maya and ZBrush

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ShiftϩLMB ϭ switches the transform settings of the current tool to smooth. • CtrlϩshiftϩLMB ϭ drag marquee on mesh to hide polygons outside of the selection. Drag on a blank section of the viewport to invert the polygons that are hidden. Press the hotkey and click (no dragging) in a blank section of the canvas to unhide everything. Along the top, you’ll see the memory usage for your current scene. Keep close tabs on this as you work. If you begin dividing your model too much the memory usage can become too high for your computer.

Pixologic also has one of the best online communities for artists called Pixolator. On this site, artists will post work for critique or even a how to. 76 Introduction to ZBrush Modeling FIGURE 3-2 Pixologic’s forum site, Pixolator. Why is ZBrush in a character modeling book? Well, simply put, amazingly detailed characters can be created so easily in ZBrush that many artists and companies have incorporated the program into their modeling pipelines. Companies like Industrial Light & Magic, Luma Pictures, and Id Software have all started using ZBrush for movie and game projects like Pirate of the Caribbean 2: Dead Man’s Chest, Underworld 2, and Doom 3.

Use Edit MeshϾInsert Edge Loop Tool to add an edge loop across the top of the chest and through the shoulders. We want to add the loop now so you can use component mode to manipulate the vertices and edges to round off the shoulders. FIGURE 2-86 58 Rounding the shoulder. Overview of Maya 34. Extrude the bottom face again to create the elbow. As you extrude the arm make sure to check all of the views to ensure it matches your reference images. FIGURE 2-87 The elbow. 35. Make another extrude to the top of the wrist to create the forearm.

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