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Game Design: Character Development 1 Tutorials

Basic Modeling Techniques / Model Cleanup

Subtitles of the Movie

Now with our weapon fully modeled I'll go through the process of clean up. Basically what I'll begin doing is inspecting the weapon to ensure that we have the right number of Faces without any anomalies. I could do a visual inspection, but I can also go into Maya's Tool Set, under Mesh, and choose Cleanup. Cleanup brings up a menu that gives me many options. What I prefer to do initially is under Operation turn on Select Matching Polygons, and then Fix By Tessellation 4-Sided. This won't be fixing however. If Cleanup was selected, Maya would automatically clean up the Mesh. I prefer to clean up manually. I'll go ahead and say Apply and this now selects all of the four-sided polygons throughout my model. It allows me to easily and quickly see if there are any issues, such as I could see I have triangles currently over here in the site area in both front and back. The rest of the model looks fine to me. So let me show you how I clean up this geometry. Triangles will work within a Game Engine. They will also work within ZBrush to a certain extent, however, it's usually a good idea to eliminate them if possible. In this particular instance I'm going to review the Mesh to see where I can possibly split these triangles up the best way. Just through experience I know that what I can do is create a split working through this face, since I need more geometry here, and I'll continue through the rest of these Faces straight into the back. Now although I've cleaned up and created a quad on this side by removing this edge what I've also done is now create a new triangle for myself. But I can easily eliminate this by selecting the vertex, holding down V and snapping over to this side. This now gives me both a quad in the top and it also eliminates the five-sided polygon from the bottom. Now with these two vertices on top of one another I'll simply drag-select over both, ensuring I have two selected, and I'll press my Merge Vertices Tool to clean that up. Now I know the rest of my Mesh is all quads. The next step, I'll go to my Side Panel Viewport and do one final split of my model. At this stage, you need to be very careful. Make sure that you're not removing any unwanted faces so inspect carefully when you're drag-selecting over the faces of the Mesh. That looks good to me, so I'll go ahead and delete those Faces out. I can see I have Faces right here, so again be very careful when performing this operation. One more time I'll do my Mirror Geometry, and one final Merge of my Vertices down the center line. It's always wise to do this at the very end of the modeling stage just to ensure that both sides of your Mesh are completely symmetrical. I'll go ahead and check my numerical value of 192, select my Merge Vertices Tool; it's now telling me 96, which is perfect, 50 percent. In the final step of cleaning up my model will be to ensure that all of my layers are deleted, that there's no extra geometry throughout the file, and that everything is properly named. The first thing I'll do is rename all of my surfaces. I'll select on the gun and call this barrel, and on the pump handle I'll just call that handle. I'll select over both and go Modify, Freeze Transformations. That will set all the values back to zero, then I'll go ahead and actually delete all of my layers. The reason I do this is so that I remove any additional geometry throughout my file. I'll select over everything and then deselect my weapon and Delete. I'll go into my Hypershade, select over all of the Shaders and press Delete. The Shaders that remain are the ones that are default by Maya. I'll take my Lambert01, turn it back to a full shade, 100 percent, once again select both Mesh of my geometry and apply the Shader to it, and in the final stage I'll go into my Window, Hypergraph Hierarchy, press F, and I can see that the two Mesh that are currently in my scene are selected, but you'll also notice that there are a lot of empty nodes that Maya's still carrying along. I'll go ahead and select over those and press Delete to remove them. Now I'm ensured that my Mesh is perfectly clean. Once again I'll delete History, File and then make sure that I save my scene as the weaponFinal and I'll overwrite it and Save. Now let's move on to the process of laying out the UVs correctly, which I'm going to demonstrate some of the old school methods of laying out UVs by hand.

Tutorial Information

Course: Game Design: Character Development 1
Author: Michael Ingrassia
SKU: 34000
ISBN: 1-935320-48-3
Release Date: 2009-06-11
Duration: 8 hrs / 110 lessons
Work Files: Yes
Captions: Available on CD and Online University
Compatibility: Vista/XP/2000, OS X, Linux
QuickTime 7, Flash 8

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