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Game Design: Character Development 1 Tutorials

Character Modeling: Getting Started / Extracting Mesh for Detail Modeling




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Now in this final lesson I'd like to show you how we go about breaking apart the Mesh in order for us to begin the detail modeling. The first thing I'll do is shut off the working layer with the Templates. This will just make it a bit easier for me to work within. The boot has already been detached from the character's Mesh so now all we have to do is detach the remaining parts of the character Mesh just to make it easy for us to do the detailing and final modeling. Because we want to break the model down in the head, torso, arm, and legs, and hip area, I'll simply go ahead and start selecting the Faces and extracting out the Mesh. The first thing I'll do is I'll put my boot onto the working layer, just to hide it for now. I'll select the Faces of the leg and using the Shift-forward arrow I can now begin to grow the selection. Once I have all of the area of the leg selected I'll go to Mesh, Extract, and that now separates the geometry. Once again, I'll select the leg and apply it to my layer, and I'll just continue this process continuously throughout the remaining part of the Mesh. So, Next, we want the hips. I'll grow the selection once, and again Extract. Hide the layer. I'll select the Faces of the arm, growing the selection up into the arm socket. Sometimes you may need to actually manually select the geometry in order to ensure that it selects properly, and Extract. Hide the layer. I'll select the Faces on the character's waist, Extract those, and hide the layer. And the final part is removing the head from the torso. Because I've dedicated an entire Chapter to showing you how to model out a much more effective head Mesh which will work better in doing any lip synching or character animation, I'm going to simply select and delete this character's Mesh. Once again, I'll select on the Faces, grow the selection down into the neck and press Delete. So now opening up my work layer I can see that I now have all of the necessary portions of my Mesh broken out into the torso, the arm, waist, hips, legs, and boot. And that concludes this lesson. In the next Chapter I'm going to show you how we go into each of these separate individual parts and begin adding much more detail.

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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