Maps & Assembly / Assembling Final Mesh
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Subtitles of the Movie
Now in this final lesson I'd like to show you how I assemble the final character model. I went ahead and created a file for you called hazMattFinal underscore model. ma. It's within your scenes folder. You'll find a layer called hazMattComplete and all of the character Mesh properly aligned and final merging has been completed within this character. Let me go ahead and turn this model off for a moment and I'll show you how I went about building the final model. First I'll go to File, Import, and within my zbrush files folder I'll look for the OBJ folder. In it I have all of my final OBJ Mesh and I'll simply go ahead and select each one and import them in separately. I'll start with the headFinal.obj, and once again I'll begin adding each additional Mesh accordingly. So I'll go through selecting all of the necessary Mesh to complete our character. Once I have all of the Mesh in this scene I'll then go ahead and show you how we complete the Shader Maps. So, here is the final Mesh ready to be assembled. I'll open up my Maps Channel and I'll select all of the maps and delete. I'll also go into the Textures and also delete those. I now start with the basic default character. In the Maps Hypershade, I'll create a Lambert Shader, I'll give this the name of headMap. I'll then select on the Color Channel and the file, and within my sourceimages folder I'll locate the headMapFinal. I'll then back up, go into my Bump Mapping, this time I'll select on the headMapNormal, and again I'll open it. I'll back up once again, which brings me into the Value Setting for the Bump Map and I'll change my Value to 2, or 20 percent. Again, I'll change from Bump to Tangent Space Normals, and now this Shading node is complete. What I'll then do is select on the headMap, I'll say Edit, Duplicate, Shading Network, and I'll simply go ahead and duplicate the necessary shading networks that I need for all of my necessary maps. Now I'll go in and change the names, such as torsoMap, bootMap, and armsMap. Now it's simply a matter of going into each of these maps now and simply changing out with the correct map for each one. For example, in armsMap all I need to do now is go into the Maps Channel, select on the armsMap and say Open. That immediately replaces it. I'll back up into the Bump Map and then I'll select the armsNormalMap. This is a quick way for me to begin building all my Shaders. Of course, I'll need to select on each of my geometry and then right-click and assign the material to the object so that I now have my maps applied to the specific geometry. Now with all of the Shaders applied to the character Mesh I can begin doing the final adjustments. The first thing I need to do is create an additional boot. I'll select on the one I currently have and you'll notice it defaults to the zero zero. Now I'll go to Edit, Duplicate Special, and within the File Menu I'll make sure that my Scale is set to minus 1 in the X. I'll then say Duplicate Special and this will basically create a new model on the opposite side directly in proportion to the character Mesh. The final stage is to simply merge my geometry together and ensure that all of the geometry is snapped together properly. Let me show you what I mean. The arm has to now be snapped to the shoulder geometry. The easiest way to do this is to make sure that I select on the arm, Shift-select onto the torso and combine both objects. I'll now select the vertices within the arm, holding down the V key and I'll just go ahead and snap those to the inside portion of the arm. I'll work this all the way around on the interior and once I'm complete I'll simply drag over both objects and do a Merge. I'll do this completely around the Mesh to ensure that I have a nice clean line without the heavy border line. I've now repaired all of the geometry in the character's head and torso, arms and legs. I've left the boot separate, I've also left the air hose and most of the accessories separate, such as the air hose, the goggles, and the power wires. Now all that remains is to drag over all of the geometry and combine the character into one Mesh. Now the character is ready for rigging. The final stage, I'll select on my character and I'll apply a Soft Edge to all of the Mesh. What this will do is give me nice, soft curves throughout the Mesh. Anywhere that Hard Edges are necessary the Normal Maps will actually create through the Mapping. I'll also include some additional detailing, such as adding graphics within different parts of the character's anatomy. Much of this detail is now added by hand within Photoshop, just to polish up the model. And so there you have it, our completed character. In the next Chapter I'll show you what the final rendered model looks like.
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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