First, constrain the operation horizontally and then vertically, but avoid using None initially. Next, move into the UV Texture Editor and use the Unfold tools to unwrap and flatten the UV shell. With that done, work on a single strand of hair and project the UVs down onto the model, following the Y axis. When applying UVs Maya may struggle with a low-polygon object that has Smooth Mesh enabled, so apply a Smooth operation to the hair geometry, baking in the first subdivision. She'll need more detail here.Ĭurrently, the hair models don't have much topology to play with, which may make them tricky to UV map. Will some areas need to be textured? Could some benefit from a basic shader? For this model, the genie's hair is the obvious place to start. Add the scene propsĪt this stage you need to take a moment and consider how you're going to colour your model. It's also a good idea to add the basic props to the scene, such as the small book in the genie's hand, so you can get hand and finger poses spot on. The model will need to be tidied up again after you've posed her, but this will also give you the opportunity to build in any new muscles or surface details that would naturally occur as the body moves to this new position. Using this approach enables you to bend and pose the limbs easily because you can move the pivot point to each joint and rotate, almost as if you were manipulating skeletal joints. Now you can rotate around the new pivot, moving the arm in an almost natural way.Īctivating Soft Selection (by pressing B) as you do this will add a subtle falloff to your selection, enabling you to affect the surrounding vertices slightly. Simply select the vertices of the area you need to move - let's use the arms as an example - and press Insert to adjust the selection's pivot point, moving it to the shoulder. This would then enable you to try different poses and possibly animate her, but you just need the one pose because this is an illustration, so you can use a simpler and quicker approach. One approach would be to insert joints into the mesh. Once you're happy with the overall shape of Serena, you can start to think about posing her.
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