Mesh Prep & Advanced UV's / Cleanup & Inspection
Visitors to VTC.com will be able to view all introductory videos for each training course.
Free Trial Members will gain access to first three chapters for each training course.
Full Access Members have full access to VTC.com’s entire library of video tutorials.
Learn More
Subtitles of the Movie
Now, the last stage of our process is to do the cleanup and inspection of the mesh so that we can export out nice, clean mesh for ZBrush importing. I'll select on all of the geometry and choose File, Export Selection. I'll call this Arm UV Underscore Final and I'll export. Now we'll create a new scene and I'll import in the file I just made. Although it comes in as one mesh, it's actually separate meshes, which I'll go through and say Separate. That will break up each of the mesh for me. I'll select on all of the mesh, which is five objects and I'll go to the Window, Hypergraph Hierarchy. And within the Hypergraph, what I'm looking for are the five objects but I want to ensure that there's no grouping node. So I'll middle-mouse select on any of these as they're highlighted and move my mouse to the side. This breaks the connection. I can now select the empty node and delete it. So now highlighting the five nodes that are within here will now show me the five selected pieces. I'll make sure that all my layers are deleted. I'll also go into my Texture Maps. I'll simply drag select over all the maps and press Delete. This will keep just my defaults and also within the texture I'll make sure that there are no textures. Now I'll select my mesh and once again reapply the initial shading group to the selection. One final time, I'll select on the mesh and choose my hard surfacing to ensure I'm back to all the hard surfaces and finally, Delete History. And so the final part of our process is to save out each of the separate objects as its own file. I'll select on the shoulder and go File, Export Selection and I'll call this Arm Shoulder and press Export. I'll go ahead and do the same for all the additional objects; Arm Bicep and so forth and continue exporting out the remaining objects using the word Arm as a prefix. This way I will then have all five parts of my character's arm ready for importing into ZBrush as subtools.
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 |
VTC Sign up & Benefits
- Unlimited Access
- 98,729 Video Tutorials (23,265 free)
- Video Available as Flash or QuickTime
- Over 1026 Courses
- $30 for One Month Access
- Multi-User Discounts Available
United States 