In this chapter, we have seen how to use Maya's binding tools. After several chapters of hard work, a great deal has been accomplished. The Kila model is now ready to be textured. We have modeled her, optimized her, and checked her to make sure she will deform correctly. It's time to set Kila aside now, and put what we've learned to use in creating our second character modelGrae.
Chapter 7. Modeling Grae
WE HAVE ONE of our character models complete now, but before we go on to apply mapping and texture to Kila, let's see what you have learned so far. Modeling Grae is our next task, and instead of covering each step in detail, I will briefly skim through each section of Grae's creation, highlighting any key areas that differ from Kila's creation. You'll be able to test your knowledge, and you can refer back to the previous chapters for help if you need it.
The Torso and Limbs
We have the model sheet and, in Figure 7.1, the color render of the character Grae, which you should scan into the computer. To start off, we must bring these into Maya as image planes before moving on to create the base shapes that will form his torso and limbs.
Figure 7.1. Grae's render
The main body is now blocked out; your geometry should now match that in Figure 7.6.
Figure 7.6. The main body blocked out prior to stitching
Before you continue to the next section, where we combine all three pieces (arm, leg, and torso), remove the caps from each cylinder. This opens them up so we can stitch them together.
Time now to use the modeling tools you were introduced to in the first few chapters. We will combine the separate pieces of the model, making it a whole element.
Arm and Torso
Begin by stitching the arm to the torso.
Now let's attach the leg to the lower torso.
Lower Torso and Leg
Before attaching the leg, it would be helpful to subdivide the large polygons at the bottom of the torso. This split is shown in Figure 7.8.
Figure 7.8. Subdivide the large polygons at the bottom of the torso.
The basic shape of half the character is now in place, but before proceeding we will alter Grae's pose.
Arm Position Adjustment
When we began modeling Kila, we raised her arm prior to attaching it, making it easier to work on later. We didn't do this for Grae; instead, we'll raise his arm now. Recall that a single object has a pivot, which we can manipulate. With Kila's arm, we moved it to the shoulder so that we could rotate the arm correctly. We can't do that here because Grae's arm is already attached to the torso; if we were to rotate his arm, the rest of the body would follow.
Luckily, not only objects have pivots; a selection of components has one, too.
You now have a single mesh that makes up the left side of Grae; all he needs is a head. Now would be a good time to save; call this file Grae_Combined.mb.