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Game Character Development with Maya
Game Character Development with Maya
ISBN: 073571438X
EAN: 2147483647
Year: 2004
Pages: 169
Authors:
Antony Ward
BUY ON AMAZON
Game Character Development with Maya
Table of Contents
Copyright
Acknowledgements
Introduction
Why Maya?
Why I Wrote This Book
About This Book
On the Included CD
Chapter1.Designing Your Character
What Makes a Successful Character?
The Three Stages of Concepting
Research
Preparation
Design
Summary
Chapter2.Modeling Kila
Preparation
Getting Started in Maya
Building a Placeholder Character
The Basic Shape for Kila
The Morgue
Summary
Chapter3.Finishing and Refining
Muscle Line Mapping
Legs
Face and Upper Body Detail
Hands
Feet
Summary
Chapter4.Modeling Details
Creating Hair
Modeling the Ear
Modeling the Eyes
Developing the Inner Mouth
Dressing Kila
Summary
Chapter5.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
Chapter6.Deformation Testing
The Arms and Legs
The Lower Body
Face Deformation
Summary
Chapter7.Modeling Grae
The Torso and Limbs
Creating Grae s Head
Muscle Line Mapping
Adding Details
Modeling the Wings
Optimization
Deformation Testing
Summary
Chapter8.Texture Preparation
Mapping Methods
Dividing a Character
Mapping UVs: The Checker Map Technique
Chapter9.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
Chapter10.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
Chapter11.Skeleton Setup
The Base Skeletons
Additional Joints
Joint Cleanup
Checking the Rotational Axis
Repositioning the Characters
Summary
Chapter12.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
Chapter13.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
Chapter14.Final Character Deformation
Preparation and Binding
Painting Kila s Weights
Hair Weights
Final Rig Adjustments
Level of Detail Weights
Painting Grae s Weights
Summary
Chapter15.Finalize and Clean Up
Scene Optimization
Make Your Rig Idiot-Proof
Character Sets
Summary
Chapter16.Animating for Games
Animation Optimization
Animation Categories
The Animation List
Animation Tools
Creating a Walk Cycle
Running in Place
Animation Archive
Summary
AppendixA.Normal Mapping in Maya
System Requirements
Generating a Normal Map
Viewing Normal Maps
AppendixB.Reference and Further Reading
Anatomy Books
Animation Books
Web Sites
Graphics Tablets
Index
SYMBOL
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
P
Q
R
S
T
U
V
W
X
Game Character Development with Maya
ISBN: 073571438X
EAN: 2147483647
Year: 2004
Pages: 169
Authors:
Antony Ward
BUY ON AMAZON
SQL Hacks
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Hack 47. Exploit an SQL Injection Vulnerability
Hack 54. Denormalize Your Tables
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Hack 86. Set Up Queuing in the Database
Data Structures and Algorithms in Java
Projects
Projects
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Sorting Linked Lists
Projects
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Dynamic WEP
Scanning
Characteristics of the FH PHY
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Key #1: Delight Your Customers with Speed and Quality
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Beyond the Basics: The Five Laws of Lean Six Sigma
Six Things Managers Must Do: How to Support Lean Six Sigma
Telecommunications Essentials, Second Edition: The Complete Global Source (2nd Edition)
Traditional Transmission Media
Local Area Networking
The Internet and IP Infrastructures
The Broadband Evolution
The Optical Edge
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Debugging
Common Problem Areas and How to Avoid Them
Running Your Code
Section A.3. Comment
Section B.1. Color Constants
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