The Morgue


The Morgue

Building up a collection of body parts is an efficient way of speeding up the modeling process as you create more and more characters. After you have completed a character, make sure the geometry is clean, optimized (more on this in Chapter 5), and ready to pass into a game engine. Once it reaches this stage, you can divide it up into specific body partshands, arms, feet, legs, torso, and head. Then store the parts in a special folder on your hard drivewhat I like to call The Morgueready to be used on other characters.

This storage method isn't just for the high-end versions of your characters; it is just as helpful for holding other levels of detail. In the end, you will have, for example, a complete set of hands at various resolutions. You can then import these into your scenes, adjust them as needed, and attach them to your characters, potentially saving days, if not weeks of work.

Figure 2.91 displays many different resolutions I have generated for the same hand. This file lies in my Morgue, ready for me to use on a new character. The models range from a fully deformable hand with working fingers, to a standard mitten-type hand typically used for lower-resolution models. Hands can take a lot of time to createnot only in their construction but in the way they deform. So once you have a good hand model, keep it safe. Even if you don't use it as-is on another character, you can refer back to its topology.

Figure 2.91. An example of various hand resolutions


On the CD you'll find a directory called Morgue. In it I've placed a number of files from my own library. Feel free to use them either as you progress through the book or on your own personal projects.


    Summary

    We have successfully prepared our artwork and imported it into Maya, while examining a few of the environment settings. As we've begun the creation of the Kila model, we have experienced some of Maya's basic modeling tools, most of which we will be using again in Chapter 3 as we add further details to the geometry.


      Chapter 3. Finishing and Refining

      CD Files

      BendingTest.ma

      Kila_Basic.mb

      Kila_Details.mb

      Kila_Face.mb

      Kila_WithFeet.mb

      Kila_Finger.mb

      Kila_Foot.mb

      Kila_Hand.mb

      Kila_WithHands.mb

      Kila_Muscles.mb

      MuscleLines.jpg

      UpperMuscles.jpg

      FaceMuscles.jpg

      In Scans directory:

      Hand_Top.jpg

      KilaFaceFront.jpg

      KilaFaceSide.jpg

      KilaFront.jpg

      KilaSide.jpg

      YOU HAVE SPENT valuable time developing your basic model and getting the size, shape, and proportions correct. Although it may look good and clean at this point, many areas still need work in order for this to be a successful game model. This chapter will help you take the base mesh you have created and build upon it by adding details to the geometry. In addition, you will make it deform convincingly by implementing real-life muscle structures into the topology.

      Know Your Anatomy

      Studying anatomy will help you be more aware of character form and movement. You'll become better at drafting and animation, and you'll build more efficient models.

      Before you embark on this chapter, it's important to gather a few good anatomical references, be they books or Web sites. There are hundreds of online resources you can use. Each of these sites offers literally hundreds of images available to download. See Appendix B, "Reference and Further Reading," for a list of suggested books and Web sites.

      Of course, the best and most convenient reference is you. Get yourself a mirror and study your own body.