Game Character Development with Maya

   
book cover
  
• Table of Contents
• Index
• Examples
Game Character Development with Maya
By Antony Ward
 
Publisher: New Riders Publishing
Pub Date: November 22, 2004
Print ISBN: 0-7357-1438-X
Pages: 832
   


If you thought Angelina Jolie was responsible for Lara Croft's curves, think again! Long before the Hollywood actress brought the Tomb Raider heroine to life, Alias' 3D modeling software Maya was used to create the lovely Lara; Ms. Jolie simply filled in her curves! When you're ready to start creating equally compelling characters of your own, you need this comprehensive volume! In these pages, gaming-industry veteran Antony Ward uses a combination of informative narrative, hands-on tutorials, and a slew of illustrations and screen shots to show you how to use Maya to address the most complex element of game creation-developing great characters! As you follow along, Antony uses the development of two diverse characters-a female figure and a fantastical character with outrageous proportions, wings, and a demon-like face-to demonstrate the techniques involved in modeling detailing, optimizing, texturing, rigging, binding, and animating characters with Maya. The companion CD includes lesson files, scripts, an automatic rigging tool, demo software, and more!


   
book cover
  
• Table of Contents
• Index
• Examples
Game Character Development with Maya
By Antony Ward
 
Publisher: New Riders Publishing
Pub Date: November 22, 2004
Print ISBN: 0-7357-1438-X
Pages: 832
   


   Copyright
   Acknowledgements
   Introduction
      Why Maya?
      Why I Wrote This Book
      About This Book
      On the Included CD
   Chapter 1.  Designing Your Character
      What Makes a Successful Character?
      The Three Stages of Concepting
      Research
      Preparation
      Design
      Summary
   Chapter 2.  Modeling Kila
      Preparation
      Getting Started in Maya
      Building a Placeholder Character
      The Basic Shape for Kila
      The Morgue
      Summary
   Chapter 3.  Finishing and Refining
      Muscle Line Mapping
      Legs
      Face and Upper Body Detail
      Hands
      Feet
      Summary
   Chapter 4.  Modeling Details
      Creating Hair
      Modeling the Ear
      Modeling the Eyes
      Developing the Inner Mouth
      Dressing Kila
      Summary
   Chapter 5.  Model Optimization
      Deciding What to Remove
      Finding the Polygon Count
      Arm Optimization
      Torso Optimization
      Waist and Leg Optimization
      Foot Optimization
      Hair, Face, and Neck Optimization
      Current Count
      Hand Optimization
      Final Check
      Summary
   Chapter 6.  Deformation Testing
      The Arms and Legs
      The Lower Body
      Face Deformation
      Summary
   Chapter 7.  Modeling Grae
      The Torso and Limbs
      Creating Grae's Head
      Muscle Line Mapping
      Adding Details
      Modeling the Wings
      Optimization
      Deformation Testing
      Summary
   Chapter 8.  Texture Preparation
      Mapping Methods
      Dividing a Character
      Mapping UVs: The Checker Map Technique
   Chapter 9.  Texture Painting
      Image Preparation
      The Base Colors
      Viewing the Texture in Maya
      Lighter Shades and Highlights
      Darker Shades and Shadows
      Final Texture Details
      Working with an Alpha Map
      Bump and Specularity Maps
      Topology Check
      Texture Bit Depth and Page Size
      Summary
   Chapter 10.  Levels of Detail (LODs)
      Why Do We Need LODs?
      Setting the Binding Pose
      Generating LODs
      Grae's LODs
      Testing LODs: The Level of Detail Group
      Summary
   Chapter 11.  Skeleton Setup
      The Base Skeletons
      Additional Joints
      Joint Cleanup
      Checking the Rotational Axis
      Repositioning the Characters
      Summary
   Chapter 12.  Character Rigging
      Why Use Controls?
      Forward Kinematics and Inverse Kinematics
      Arm and Hand Controls
      Leg and Feet Controls
      Main Body Controls
      Upper Body Controls
      More Controls
      Visibility Controllers
      Color Coding for Icons
      Summary
   Chapter 13.  Facial Animation Setup
      Joint-Based Facial Animation Setup (Kila)
      Facial Rig (Kila)
      Blend Shapes Facial Animation Setup (Kila)
      Grae's Facial Animation
      Which Is Best?
      Summary
   Chapter 14.  Final Character Deformation
      Preparation and Binding
      Painting Kila's Weights
      Hair Weights
      Final Rig Adjustments
      Level of Detail Weights
      Painting Grae's Weights
      Summary
   Chapter 15.  Finalize and Clean Up
      Scene Optimization
      Make Your Rig Idiot-Proof
      Character Sets
      Summary
   Chapter 16.  Animating for Games
      Animation Optimization
      Animation Categories
      The Animation List
      Animation Tools
      Creating a Walk Cycle
      Running in Place
      Animation Archive
      Summary
   Appendix A.  Normal Mapping in Maya
      System Requirements
      Generating a Normal Map
      Viewing Normal Maps
   Appendix B.  Reference and Further Reading
      Anatomy Books
      Animation Books
      Web Sites
      Graphics Tablets
   Index