By Todd Palamar
Realize the right way to construct commercial-quality, anatomy-based CG characters utilizing Maya with "Maya characteristic Creature Creations, moment Edition." In modern-day aggressive leisure marketplace, lively videos and games require more suitable portraits and sensible characters, making it principal that 3D artists and architects grasp cutting-edge software program like Maya. With this e-book, you are going to study all the steps required to create a personality, from idea to crowning glory. utilizing step by step directions and causes, the ebook lays out a style for construction anatomy-based, photo-realistic computer-generated characters with physicsdriven epidermis. the main up to date thoughts and know-how are offered, together with the right way to create pores and skin and muscle deformations, and the way to rig your personality with out binding instruments. additionally, you will achieve an realizing of the way to paintings inside of a high-resolution pipeline. perception and recommendation from a certified animator may also help you troubleshoot alongside the way in which. "Maya function Creature Creations, moment variation" will give you the entire abilities and methods had to create your individual extraordinary, Hollywood-style creatures and characters.
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Extra resources for Maya Feature Creature Creations (Graphics Series)
These two types of organisms are outwardly different. Examining their anatomies, however, we see both possess muscles, bones, lungs, skin, etc. Although their appearance and individual anatomy are relevant, our primary concern is functionality. Do muscles expand and contract the same? Do their motions influence the skin? If we successfully make these simple comparisons, the human anatomy provides a superior source of reference. On the other hand, if we were building a creature resembling an amoeba, our comparisons would fail, and we’d be forced to find an alternate source of reference.
Before building anything, there must be a design to follow. In Chapter 2, “Biology 101: Imitating Life,” we discussed the essence of human anatomy and its role in the development of photo-realistic, computer-generated creatures. Skin, muscles, bones, tendons, and fat all contribute to the design of the character. In this chapter, the creature is developed through several sketches. The design is finalized and brought into Maya as a reference plane. T 33 34 Maya Feature Creature Creations, Second Edition S KETCHES The first step in the visualization of a character is to sketch or draw it out.
They happen in the real world from a combination of things—the thickness of the skin, fluid, fat close to the surface, and connective tissues. All of these must be accounted for. You can see that even the simplest of designs still comes with problems. Each needs to be addressed individually and as a whole. Here is an abbreviated list of the issues we face. Large muscles Loose skin and fat around the neck Protruding spine Neck wrinkles behind the head 36 Maya Feature Creature Creations, Second Edition Another useful drawing is one that illustrates muscle placement.