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Game Design: Character Development 1 Tutorials

Creating the Head / Finishing the Head




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In this final demonstration, I'm going to show you how we finish modeling the character's head. I'll demonstrate how we attach the ear to the head and how we mirror both sides of the head, ensuring that everything is ready for us to move onto the next stage of UV Layout. What I did for the character's head to work with the ear properly is I simply went ahead and counted the different vertices all the way around the surface of the ear. I ensured that the edges that I split in the character's head matched that numerical value. It's not important for all of your lines to follow the flow all the way completely around the head. As you'll see, once we patch in the ear, we're able to fix any additional vertices should we have triangles or five-sided stars. The first thing I'll do is select over the faces of the ear and delete them. I'll turn the ear back on and working from my 3D View, I'll move to the inside part of the head. This will just make it easier for me to see where the different vertices go. Now I'll do my vertex snapping to all of the appropriate corners. Once I patch this mode in, I'm free to go ahead and modify any part of the geometry, but for the most part, this should work out well for our needs. Now, here I can see that I have a slight area that's not lining up properly. I'll snap my ear in place and instead of snapping this vertice over to the ear, I'll simply append the polygon once everything is attached. I'll select on both mesh, combine and then select my vertices and merge. Now coming into this area I'll choose my Append Polygon Tool and once again, selecting in the direction of the arrows, I'll fix that hole. Now everything looks really good. I'm ready to move on to patching the remainder of the head. In the previous lesson when we extracted out the rim of the cap and also the strap around the mask, you had a small face that was at the end of each of these portions of the model. Make sure you delete those faces as they're not necessary once we mirror both halves. I'll go to my Front View, I'll check my icon and see that I need to be in the minus X direction for my mirror. I'll say Mesh, Mirror Geometry and ensure that I'm in the minus X and then I'll press Mirror. Choose the vertices down the center and merge. The final stage to this modeling, I'll go back into my hyper shade and once again I'll turn off the transparency of the shader so that I can inspect the model better. I also like to turn all of my faces into a hard-edged face. This just makes it easier for me to view my model. Everything looks great at this point so I'm ready now for the final stage, which is cleaning up. I'll select on the character's head, delete history and I'll say File, Export Selection. Within my Scenes Folder I'll go ahead and call this HeadUnwrap and I'll export. Now just to ensure that the file is nice and clean before we lay out the UVs, I'll start a new scene. I'll select my HeadUnwrap obj. Now with the object selected, I'll go into my hyper graph; Window, Hyper Graph Hierarchy. What I'm looking for is to see if there's any other nodes within the hierarchy. There should be only one node, which is the character's head so I know that I have a nice, clean file. I can give this a name, Head Unwrap and now it's ready to be unwrapped. Once again, File, Save Scene As, Head Unwrap and I'll save it as a ma file. In the next chapter I'm going to demonstrate some new techniques we're using in Maya 2009 for unwrapping character's head meshes.

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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