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Game Design: Character Development 1 Tutorials

Maya Navigation & Customization / Setting up a Modeling Template

Subtitles of the Movie

Before we can begin modeling our character the first thing we need to do is set up the modeling template. The way to do this is actually quite easy, what we'll work with is an image plane and then apply an image map of the concept art that was created by a professional game artist. The first step is to select our Create polygon plane and going into the options box we will change in the poly plane the width and height ratio and set that to 24 and then the divisions within height I'll change to 1. Make sure to hit Enter when you make these changes. What we now have is a four sided plane ready for an image map. Going into our Map window I'll select Lambert, double click on Lambert opens up the attribute editor and under color where the checker box is I'll select on that and choose File. Now what we'll do is we'll search for our map. When I select on the folder that immediately defaults into our source images folder within our file. By going to the Hazmat template 01 this is the original sketch that was created by the artist. To apply this map I'll simply drag select over my plane and going back into my Hypershade I'll right click on the new shader and choose Assign material to selection. Remember that is a right click, now you'll notice in the window nothing has happened, the reason for that is Maya has its settings for wire frame which we're currently in which is number 4, number 5 which is the shaded mode and number 6 which is texture mode and the texture will show up in a moment, there it is. Once I move that panel off the grid you'll notice it's much easier to see. The first step is to actually rotate this map into the proper direction so I'll begin rotating and then in my channel box I'll change this value to 90 degrees, what I'll also do is I'll change to my front view and I'll move my character so that it's facing appropriately on the horizontal line and also on the center line. So by moving my panel now I can set the template in the appropriate position. I'll zoom in just a little bit to ensure that I'm in the correct position so that is now in the correct position, centered and level with the ground plane. Back into three-quarter perspective view, the first thing I'll do is move this panel backwards so that it's not interfering with the model which will be at the zero mark, I like to set this at minus 12 which is basically half the distance of the grid and allows it to fall directly on the edge of the grid. The next step is to simply do a Control D to duplicate and once again now I'll rotate the duplicate setting that value at 90 in the Y and once again I can begin moving this into the appropriate position. Minus 12 in the translate X, now coming to my side panel and selecting my view I can now move my character to approximately the halfway mark and that's actually perfect. Coming back into three quarter view I'm actually ready to begin modeling. What I'll do is I'll name this Template 01 or you can name it Template side, whichever is your preference, and Template 02 and again Template front if you prefer. I'll drag over both templates, select the Create new layer button and by right clicking on the layer I can choose Add selected objects to the layer. I'll change the name by double clicking and change this to Templates and say Save. Now, I'll also change in the middle box and you'll notice in the renderable mode I have the V turned On for visibility. Now as a modeling I can turn off visibility or turn on but render mode allows me to see my object or see my templates but not select them. So they're there to help me but not interfere. The final step is you may wish to get rid of the grid because when we go into a front view for example the grid can be in the way and confusing. Simply go to Show and scroll at the very bottom the checkmark for Grid and turn off the checkmark and now we're finished. It's a smart idea At this stage, to save your file and call it 01 before you begin modeling your character.

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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