Game Character Development with Maya by Antony Ward

By Antony Ward

Should you notion Angelina Jolie was once accountable for Lara Croft's curves, reassess! lengthy ahead of the Hollywood actress introduced the Tomb Raider heroine to lifestyles, Alias' 3D modeling software program Maya used to be used to create the stunning Lara; Ms. Jolie easily crammed in her curves! if you end up able to commence developing both compelling characters of your individual, you would like this finished quantity! In those pages, gaming-industry veteran Antony Ward makes use of a mixture of informative narrative, hands-on tutorials, and a slew of illustrations and display photographs to teach you the way to exploit Maya to handle the main complicated part of online game creation-developing nice characters! As you stick to alongside, Antony makes use of the improvement of 2 different characters-a girl determine and a fantastical personality with outrageous proportions, wings, and a demon-like face-to exhibit the concepts curious about modeling detailing, optimizing, texturing, rigging, binding, and animating characters with Maya. The better half CD contains lesson documents, scripts, an automated rigging device, demo software program, and more!"

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9. Setting Maya preferences [View full size image] The first important setting to establish is the choice of units you are using (the scale you will be modeling to). It's important to make sure that everyone on the project is using the same units; differing scales can cause major problems down the line, especially when rigging and animation are involved. 2. In the Categories panel on the left, select Settings and see what the working units are currently set to. 9, you can see that we will be working in meters and animating at 30 frames per second.

What we can do now to clean up the history is to bake it onto the model by first selecting the character and going to Edit > Delete By Type > History. Alternatively if you wish to delete the history on every object in the scene simply go to Edit > Delete All by Type > History. This does not require anything to be selected beforehand. With this version of the Kila model, the amount of detail is really up to you. You could use cylinders, as I will in the upcoming Basic Shape tutorial, to get in a bit more of the character's shape.

The image planes will now be in the layer. 5. mb. 17. The Layer Editor Our preparation is now complete; we are ready to start building the Kila character. Building a Placeholder Character Using primitives (simple shapes such as cubes or cylinders) to create a basic "placeholder" version of the model gives the animators something to work with while the model is being completed. Depending on the project you are working on, getting a character approved can take time and could leave the animators waiting around for you, which in the long run will put them behind schedule.

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