Character Modeling with Maya and ZBrush by Jason Patnode

By Jason Patnode

Create plausible CG personality types with this specified e-book and DVD package deal. the lovely colour photos convey simply what you could in attaining, and the distinct step by step tutorials exhibit precisely the right way to in attaining them.Every approach and tip is sponsored up with sensible tutorials, utilizing the versions, textures and video at the better half DVD to provide a crash path to this important ability. Jason Patnode takes you from low to high-resolution modeling - aiding you span the distance among online game and movie abilities. according to Maya 2008 and ZBrush 3.0.

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Extra info for Character Modeling with Maya and ZBrush

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FIGURE 3-11 Alpha menu. The Color menu allows you to change the color of the current paint brush. This uses a color picker similar to what you’d find in most other paint programs. Simply click a color on the picker box and begin drawing. The Document menu is for creating new scenes and changing the resolution. Note that import from the Document menu is for loading background images. Importing 3D objects is done from a different menu. 81 Character Modeling with Maya and ZBrush Tutorial: Saving Custom Materials Loading materials is very different with ZBrush then it is within Maya.

Skin pores, wrinkles, and scales are types of things that can be created with different types of alphas. FIGURE 3-10 Viewport control options. FIGURE 3-11 Alpha menu. The Color menu allows you to change the color of the current paint brush. This uses a color picker similar to what you’d find in most other paint programs. Simply click a color on the picker box and begin drawing. The Document menu is for creating new scenes and changing the resolution. Note that import from the Document menu is for loading background images.

The hand has an indentation in the palm, so you should adjust the new faces to account for this. Don’t add any extra detail though. FIGURE 2-97 64 Extrude to the middle of the palm. Overview of Maya 46. Select the end faces of the hand and extrude out to form the rest of the palm. FIGURE 2-98 Extrude to the end of the palm. Notice that the edges on the side have been pulled out to help round out the hand. 47. Using component mode, pull the vertices that form the base of the pinky finger back. If you look at your hand, you’ll see that the base of the pinky is lower than the other fingers.

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