Tips
- Model characters in multiple poses instead of one with a rig
- Try not to optimize your model too much ahead of time, but do think about how it appears in your scenes as you go.
- When you use a mirror modifier, make two extra edge loops surrounding the center merge line; you'll have to do it later anyway, and it will clean up your topology considerably
- Maya has an extra tool for splitting faces via the hotbox (not the menus) that does not snap to edges at predetermined intervals
- Use V-Ramp materials on eyeballs to preview your character more accurately
- Model without Smooth Mesh on at least until you get a strong silhouette
- If your character doesn't move too much, model them in their static pose instead of trying to pose them into it later
- Use the Sculpt Geometry tool (like Blender's Sculp Mode) and the Relax tool to massage out kinks in meshes
- If a span curves in unexpectedly in Smooth Mesh Preview, check that the face is connected all the way around and does not have any dupli-verts.
- When you want to undo an extrude, make sure you undo both any movements and then the actual extrude command (look in the help bar for confirmation of the correct undo movement)
- Watch out for inner faces when box modeling in mirror mode. A good indication is when your mesh turns inward slightly along the merge line.
- Christine is AWESOME, especially at fast retopology
Lookup
- Does changing Maya's units change the way that cameras measure?
- Are there any side-effects to loading Student Version files in Maya?
Remember
Models are due on September 20th
Update from Model Review Day 2 | 09/18/2013:
TODO: Add notes from sketchbook
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