™
Maya Character Animation
Jae-jin Choi
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ISBN: 0-7821-4171-4
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136
Subdivision Surface Character Modeling
3 Subdivision Surface
Character Modeling
When you think of all the time and energy that is needed for NURBS Patch Modeling for
character modeling, you will appreciate how much subdivision surface modeling will
dramatically increase productivity. Maya offers a much more developed level of
subdivision surfaces than other software programs. Maya allows detail modification
through a unique hierarchy mode and, when binding, allows for the use of clusters in
each level to create more fluid deformation in the surfaces.
We’ll get to binding later, but first, we’ll take a look at using subdivision surfaces for
character modeling.
We will use a method whereby we first make the basic face shape and then transform it
to create different types of faces.
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Although different types of surface division will occur depending on the personality of the
character we are making, we will use a fairly basic surface division here and modify it to
create the shape of the character we want.
I cannot guarantee that the surface structure of the character used in this example is
optimal, however, the basic surface division is such that it will allow the character to
make a variety of different pronunciations and expressions. Even though you may have
modeled one or two faces, much study is needed to understand how to apply them to
different model shapes. This model needs its fair share of modifications here and there.
It is my wish that all of you will try this basic model and that it becomes an opportunity
for you to think about how surface divisions occur as you try to create different
expressions and shapes.
137
To extrude the edge of the polygon, select the polygon, click the RMB and then select
Edge from the Marking Menu. After extruding the edge by selecting [Modeling > Edit
Polygons > Extrude Edge], move the edge so as to maintain equal spacing in between, as
shown in Figure 3-2.
Click on the area indicated in Figure 3-2 to change the central axis of the Manipulator.
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Before converting the polygon into a subdivision surface, delete
step 2
unnecessary surfaces as shown in Figure 3-3.
note
Now we will extrude the edges to make the face shape. It is necessary
step 3
that you pay attention here to see how the surfaces were divided for the
modeling. One of the most important factors in subdivision surface modeling is how much
the surface can be minimized in Level 0 to create a variety of different expressions and
pronunciations. Optimizing the surfaces will allow us to model a character that can
display a variety of different expressions with the least amount of effort on our part.
Therefore, it is advised that you should observe closely and understand the illustrations
for each step in this process so that you may apply them to other character models.
First, in order to model the eye, we need to make an eyeball and arrange it in place.
Because the eyeball determines the shape of the eye, make a NURBS Sphere and
arrange it in place as shown in Figure 3-8.
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note
To officially begin modeling, we select the subdivision surface, click the RMB, and select
Polygon from the Marking Menu. We can also select [Modeling > Subdiv Surfaces >
Polygon Proxy Mode] to convert to Polygon Mode.
Select the two edges between the eyes, as shown in Figure 3-9, and apply Extrude Edge
twice to position it as shown. Trim the overall shape by modifying the vertices in
Standard Mode.
Figure 3-6 Hot Key Editor
Selecting the edge and applying Extrude Converting to Standard Mode and
Edge to position the edge modifying the vertices to trim the shape
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After converting to Polygon Proxy Mode, select the edges, as shown in Figure 3-10, and
apply Extrude Edge to model the eye. It is a good idea to use the Manipulator to
determine the Rotate and position values.
Convert back to Standard Mode and move the vertices to trim the shape of the eye.
As shown in Figure 3-11, make the shape that surrounds the eyeball. Figure 3-12 shows
us using [Modeling > Edit Polygons > Merge Edge Tool] to merge the edges of the surface
surrounding the eye.
Figure 3-11 Trimming the shape of the eye (Standard Mode ) Figure 3-12 Merge Edge Tool (Polygon Mode )
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At this point, you should be pretty comfortable working with these tools. I will refrain
from written explanations for the next few steps and instead, rely on illustrated diagrams
to depict the process of dividing surfaces.
For better understanding, I have shown these illustrations in Polygon Mode. Use
Standard Mode to modify the shape by moving the vertices and use Polygon Proxy Mode
when using Polygon Modeling. Assuming that each of the following steps were done in
Polygon Proxy Mode, you should have no trouble working in this mode.
To model this area, select the face inside the mouth, as shown in Figure 3-13, and press
the Delete key to delete this face.
141
The following illustration, Figure 3-14, shows the modeling for the mouth. Follow along
with these illustrations to divide the surfaces.
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Select the 2 edges making up the lips Move the vertex to trim the shape of Extrude again the 2 edges that were
142 and the philtrum and apply Extrude Edge the lips. This is done in Standard Mode. extruded earlier to fix their shape and
twice to position them. position.
Subdivision Surface Character Modeling
Use the Merge Edge Tool to merge the Move the vertex to trim the shape of the To make the nose, select the 3 edges of
edges on either side. lips. This is done in Standard Mode. the nose and apply Extrude Edge once.
Use the Merge Edge Tool to merge both Move the vertex to trim the shape of the
sides of the upper and lower edge. lips. This is done in Standard Mode.
Figure 3-14 Modeling the basic shape of the nose and mouth
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The following illustrations show how to connect the eyes and the forehead.
Select the edges around the eye, After applying Extrude Edge, Adjust the vertices to trim the
143
which will be extruded. adjust the size and position. shape.
To make the forehead, select the After applying Extrude Edge, Use the Merge Edge Tool to merge
edge to extrude. adjust the size and position. together loose edges and trim the
shape by moving the vertices.
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The following illustrations show how to divide the surfaces of the cheek and chin.
144 Select the edge to extrude. After applying Extrude Edge, adjust Use the Merge Edge Tool to merge
the size and position. together loose edges.
Subdivision Surface Character Modeling
Adjust the vertices to trim the shape. Select the edge to extrude. After applying Extrude Edge, adjust
the size and position.
Use the Merge Edge Tool to merge Adjust the vertices to trim the Select the edge to extrude.
together loose edges. shape.
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After applying Extrude Edge, adjust Use the Merge Edge Tool to merge Adjust the vertices to trim the shape.
145
the size and position. together loose edges.
After selecting the edge, apply Use the Merge Edge Tool to merge Adjust the vertices to trim the
Extrude Edge, to adjust the size and together loose edges. shape.
position.
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Now let’s put the head together. It is a good idea to wrap up the head nicely because small
changes will be made to this area. The following is the surface structure for the head.
146
Select the edge to extrude. After applying Extrude Edge, adjust After using the Merge Edge Tool to
the size and position. merge together loose edges, trim the
Subdivision Surface Character Modeling
Select the edge to extrude. After applying Extrude Edge, adjust the After using the Merge Edge Tool to
size and position. merge together loose edges, trim the
shape by adjusting the vertices.
Select the edge to extrude. After applying Extrude Edge, adjust the Trim the shape by adjusting the
size and position. vertices.
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Use the Append To Polygon Tool to Use the Append To Polygon Tool to Use the Append To Polygon Tool to
fill in the surfaces by selecting the fill in the surfaces as shown here. fill in the surfaces by selecting the
edges on either side. edges on either side. 147
We will now look at the process of making the ears. I believe that the ears
step 4
have the most diverse surface structure of all the parts of our bodies. The
entire surface structure, including the many folds of the ears, makes them very difficult to
model.
We are going to need many surface divisions to create a precise model of the ear, which
will lead to an increase in the amount of data needed. In most cases, however, the ear
plays a relatively small role in the character model. Therefore, creating the general shape
and adding a few details is more than enough.
Despite this, however, modeling the ear still calls for a rather large number of surface
divisions.
I would need to devote a few dozen pages of this book to modeling the ear if I were to go
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over it step by step. Since I have already covered surface divisions for the face in detail,
the step-by-step illustrations below (along with an analysis of the finished model) should
be enough for you to understand how the ear is modeled.
In order to model the ear, first, extrude the portion of the face where the ear will be
placed to create a lump.
Select the two faces shown in Figure 3-18, apply [Modeling > Edit Polygons > Extrude
Face] to extrude the face, and then adjust the position, size, and rotation as shown in
Figure 3-19.
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Subdivision Surface Character Modeling
Figure 3-18 Selecting the face to extrude Figure 3-19 Applying Extrude Face
To model the surface of the ear, divide the surfaces using the Split Polygon Tool as
shown in Figure 3-21. For convenience, we have excluded the other portions of the face
and restricted the illustration to the ear. Because this is a very complex modeling, it will
be virtually impossible for you to achieve the same modeling result shown here.
However, you should observe and understand the flow of the surfaces. If you find that
you cannot understand the surface structure shown here, refer to FaceBASIC.mb.
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149
Figure 3-21 Modeling of the ear and the completed basic model
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Figure 3-22 shows the shape of the completed basic model.
Although this model is not perfect, it is contains the essential factors for manipulating it
into different shapes.
Since the opposite side was made using Mirror Copy, we do not need to apply Attach to
these 2 models.
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Subdivision Surface Character Modeling
We can make changes to this model or use it as it is. However, it is more effective to
make modifications before using it if we are going to clarify the character’s personality
and/or add dramatic expressions to certain parts of the face. Many of you will wonder
why we need to make this basic model in the first place. We need this basic model in
order to add the UV coordinates in the very next step. Although you may use the method
that appeals to you, the most effective method to use right now to optimize the map
environment of the subdivision surface is to perform part of the work manually to create
the UV coordinate settings.
Using the Split Polygon Tool or some other polygon tool to modify the basic model will
not greatly affect the UV coordinates of the setup model.
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If you make the modeling and the blend shape into a subdivision and convert it into a
polygon for animation, this method will not be very effective.
There is a better and more convenient option. Refer to Chapter 2, “Polygon, Subdivision
Surface Mapping”, for more on polygon mapping environments.
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2-2. USING CYLINDRICAL MAPPING
Now we will apply the UV coordinates by using Cylindrical Mapping, one of the polygon
mapping types.
First verify that [Modeling > Polygons > Tool Options > Convert Selection]
step 1
has been checked. If this option is turned off, check it to turn it on.
After selecting the polygon model, select [Modeling > Edit Polygons > Textures >
Cylindrical Mapping ] to open the Options window. Project the model using the default
settings.
The Manipulator will appear, as shown in Figure 3-26.
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Subdivision Surface Character Modeling
After opening the window by selecting [Window > UV Texture Editor], we can see that
the UV deviates from the texture axis and that a portion of it is tangled, as shown in
Figure 3-27. We perform the following step to correct this phenomenon.
As shown in Figure 3-28, enter 360 for the Projection Horizontal in the
step 2
Channel Box. We can see that this causes the Projection Manipulator to
wrap itself 360 degrees around the polygon object as shown here.
Looking at the UV Texture Editor, we can see that a portion of the UV still deviates from
the texture axis and is tangled.
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Figure 3-28 Modifying the Projection Horizontal value using the Channel Box
Enter 0.00001 for the Projection Center in the Channel Box. Looking at the 153
step 3
UV Texture Editor in Figure 3-29, we can see that most of the UVs fall in
note place inside the Texture Editor.
2-3. UV Editing
In modeling, we usually work on one half of the model and then use Mirror Copy to make
the other copy in the end. Therefore, we delete one half of the basic model.
We apply Mirror Copy first and then combine the two halves for the mapping so we can
accurately assign the texture to the other side. If we simply apply the Cylindrical
Mapping to only one half of the face, the other side will take up all the texture and it
becomes very difficult to make the settings that will allot the texture precisely to only
one half of the face.
Because we have now completed the basic mapping, we can delete the other half of the face.
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As we did not merge the two edges after combining them, we can simply separate the
two objects back into their original states by using Separate.
After selecting the model, apply [Modeling > Edit Polygons > Separate].
step 1
This will divide the selected model back into its two original segments, as
shown in Figure 3-30. Select the half that we no longer need and delete it. Looking at the
UV Texture Editor (see Figure 3-31), we can see that only the UV coordinates for one half
of the face remains.
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Subdivision Surface Character Modeling
As shown in Figure 3-32, click the RMB in the UV Texture Editor window
step 2
and select UV from the Marking Menu.
As shown in Figure 3-33, select the portions of the UV, which deviate from the texture
axis, and then move them inside the axis. Then, edit the edges so that they are aligned
with the borders of the texture axis.
Figure 3-32 Selecting UV from the Marking Menu Figure 3-33 Editing the UVs
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Let’s take a look at Figure 3-34. Figure 3-
34 shows the rearrangement of the UVs
after editing. Although yours does not
have to take on this form, the UVs must be
rearranged with appropriate spacing in
between. This is because we need to
know what part of the character requires a
lot of space before fixing the coordinates.
In general, it is a good idea to create ample
spacing for the eyes, forehead, nose,
cheeks, and mouth. Because these are
Figure 3-34 Completing the UV editing.
areas of the face that have the most 155
exposure, we give them ample UV coordinates for high-resolution textures.
In contrast, the front and back of the head and the lower chin are areas that are not
Figure 3-35 Changes in the UV after using the Split Polygon Tool
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Once the settings for the UV are complete and we are finished using Extrude Edge,
Extrude Face, and Append To Polygon Tool to make new surfaces, the UV coordinates will
not crash. We have now finished looking at using subdivision surfaces to model the basic
face shape and UV Mapping.
As I mentioned in the beginning, this is just one of the many methods that are available
and you are encouraged to find the method that is most suited to your modeling
environment.
Although the examples here have been explained in Polygon Mode, modeling is also
possible in Polygon Proxy Mode, which should not be very difficult to understand.
156
3. Transforming the Basic Face for Face
Modeling
Subdivision Surface Character Modeling
We will now take our basic face and make our intended character. Here, we will learn
how to depict detail using different levels. You will also learn how quick and easy it is to
create a character using the basic face.
Figure 3-36 shows an edited version of the basic face. You can see that it is entirely
different from the original basic face. In this section, we will look at how this face was
created. No additional surfaces were added. We simply used the Split Polygon Tool to
split the area of the lower neck to model a portion of the neck and the body. If you are
familiar with this process already, I encourage you to let your imagination run free and
create your own unique character.
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Before You Begin...
The model of the basic face and the transformed face model were created using Maya 3.
Although I have tried to explain the process in terms of version 4, there will be slight
differences in some of the actual data. Also, just as everyone has their own working
methods, some might find version 3 to be easier for subdivision surface modeling.
Mapping setups are also easier in version 3.
Figure 3-37 Loading the images of the front and side views
To adjust the color of the image plane, open the Attribute Editor (see Figure 3-38) and
adjust the Color Gain to adjust the brightness. However, this can lead to a reduction in
system speed on some graphic cards. If you don’t like the white background, and want to
change it, you should modify it in Photoshop before loading it into Maya.
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Select the image plane, which was
loaded in Front View, in Perspective
View, and select imagePlane 1 from
Channel Box INPUTS. As shown in Figure
3-39, enter –13 for Center Z to move the
image plane in the -Z direction.
158
Subdivision Surface Character Modeling
Select the model and adjust the scale so that it matches the size of the sketched image.
Then, select [Edit > Duplicate ] to open the Options window (see Figure 3-40). In the
Options window, set the Scale to –1, the Geometry Type to Instance, and then click the
Duplicate button.
As shown in Figure 3-41, a mirror copy of the other side will be created.
Figure 3-41 The mirror copy of the model
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By setting the Geometry Type to Instance, modifying the vertices on one half
automatically modifies the vertices on the other half to make observing the model shape
easier.
We have now finished the basic steps. We now have to modify the vertices to plan the
overall shape.
First, modify the vertices of the model in Side View so that it matches the
Change the view to Front View, and modify the vertices to match the shape
step 2
of the sketched image. Map out the overall shape of the face and the size
and placement of the eyes, nose, mouth, and ears. Also, roughly map out the shape of
the neck.
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Wire Frame Shading Mode
After modifying the overall shape and the placement of the facial features,
Subdivision Surface Character Modeling
step 3
modify the vertices to add more detail. This modification is also done at
Level 0. In trimming the shape, we must take care that the vertices and edges are
arranged in keeping with the flow of the surface. This is done in order to obtain a more
natural shape for the animation part later.
Figure 3-44 illustrates adding detail to the eye. Let’s compare the sketch and model. In
order to portray the personality of the character, we need to map out the surface to fit
our intent (see Figure 3-44).
The importance of the arrows in Figure 3-44, which represent the flow of the surfaces,
will become evident during the animation. It is important that we understand the flow of
the surfaces before modeling so that we can more effectively portray the characteristic
expressions of the character with the minimum of vertex movements.
Figure 3-45 shows the lips. Again, we must make sure that the surfaces are arranged to
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fit the flow of the muscles near the mouth.
As shown in the figure, make sure that the edge of the subdivision surface forms the
lines of the mouth. Also, because the edges that make up the flow from the nose to the
lower chin are crucial in determining the personality of the character, we must pay
special attention to this point.
161
Select the model and then, as shown in Figure 3-46, click the RMB and
step 1
select [Display Level > 1] from the Marking Menu to display Level 1. Pressing
the F8 key to switch to Component Mode will display Level 1 as shown in Figure 3-47.
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Figure 3-46 Selecting the display level
162
Figure 3-47 Display Level = 1
Subdivision Surface Character Modeling
Adjust the vertices in each part of the face to add detail. Figure 3-48
step 2
illustrates adding detail to the eye. We used Level 0 to map out the
general lump, and now, we modify the vertices within Level 1 to add more detail.
As we move to lower levels and modify the vertices to add detail, we must take care that
we do not deviate too much from the placement of the vertices in the upper level.
Deviating too much from the placement of the vertices in the upper level will create
problems during the animation later. That is, surface changes can occur abnormally. This
is because when we bind the model to the skeleton later on, this binding occurs at Level
0. Therefore, the lower levels should stay within the scope of Level 0. If the lower levels
deviate too far from Level 0, the vertices of Level 0 will move. This will, in turn, affect the
lower levels causing the shape to distort severely.
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Modify the vertices to add detail to the nose. This process is illustrated in
step 3
Figure 3-49. Detail the nose to the extent allowed in Level 1.
163
In the same way, move the vertices of the mouth in Level 1 to create the shape. This is
illustrated in Figure 3-50. As shown in the Front View of Figure 3-50, we also need to
roughly create the character lines around the mouth.
In the same way, create the overall shape. We must pay special attention to the ear.
Because the structure of the ear is very complex, we must fully understand how the
surfaces are arranged before modeling.
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164
At times, we will need to go back to Level 0 to add detail to certain parts. This is
necessary in order to create an effective, overall result. As I mentioned earlier, if you
need to create drastic movement in Level 1, go back and modify Level 0 before doing so.
We will now divide the level 1 step further to add more detail. Select the
step 4
vertices of the nose, as shown in Figure 3-52, click the RMB, and then
select Refine from the Marking Menu. As shown in Figure 3-53, the vertices will convert
to Level 2.
Refine the necessary areas and divide them into Level 2 to add more detail. Figure 3-54
illustrates the division to Level 2 and the addition of more detail.
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This shows the delineation of the nose. Modify the vertices to Match the area between the brows to fit the muscles of the
delineate the lateral muscles as shown, and organize the forehead, and add wrinkles to portray the unique personality of
vertices in the direction of the arrows to model the character’s the character.
personality.
165
Detail the other parts of the face as shown above. The wrinkles around the eyes and
around the mouth can be sufficiently portrayed in Level 2.
We can also do this, without having to divide the levels, by simply using the Split Polygon
Tool to split the surface in the Polygon Proxy Mode. After testing various methods, you
must select the method that will fully portray the character’s expression.
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Figure 3-55 Level 3 Figure 3-56 The arranged Shading Mode
Figure 3-57 shows the arranged half of the model. Since we added mapping coordinates
166 to the basic model in the beginning and did not add any other new surfaces, all that’s left
to do is to make a mirror copy of this character and attach the two sides to complete the
modeling.
Subdivision Surface Character Modeling
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Mapping coordinates cannot be made on
the subdivision surface in version 3;
therefore, the coordinates of the polygon
map are used. However, doing this in
version 4 creates many problems.
Therefore, I feel version 3 is better for
modeling. However, this may not be the
case for you. It is completely personal
preference.
Although it will be quite difficult to model
the style shown here in version 4, it is not
completely impossible. Perhaps there is a 167
simpler way than the method I am about
to describe to you, but I have not yet been
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First, select the model and select [Modeling > Subdiv Surface > Mirror ]
step 1
to open the Options window. In the window, check the X-axis and click the
Mirror button. This will create a mirror copy of the model as shown in Figure 3-60.
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Subdivision Surface Character Modeling
Figure 3-60 The mirror copy of the subdivision surface model Figure 3-61 Polygon Proxy Mode and the UV Texture Editor
Convert the mirror copy of the model to Polygon Proxy Mode. Open the UV
step 2
Texture Editor in this mode. We can see that although the model has been
mirrored, as shown in Figure 3-61, no change has been made to the texture map.
As of yet, no option is available that will also mirror the texture map of an object that has
been mirror copied. As follows, you must manually mirror the texture map of an object
that has been mirror copied.
To mirror the texture map, click the RMB in the current state and select UV
step 3
from the Marking Menu.
Use the R key on the keyboard to adjust the scale. To create an accurate mirror copy,
place the pivot point of the scale of the selected UV on the center of the texture map. The
pivot point is gripped by pressing the Insert key on the keyboard in this state. Press the X
key on the keyboard again to apply the Grid Snap, and place the X-axis on 0.5 of the
texture grid as shown in Figure 3-62.
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Converting to Scale Mode by pressing the ‘R’ key after Pressing the Insert key to change the placement of the Applying the Grid Snap by pressing the ‘X’ key and 169
selecting the UV pivot and then displaying the pivot point. then centering the X-axis on the texture.
To precisely mirror the UV, the UV must be scaled –1 along the X-axis from its current
size. It is very difficult to scale –1 by hand. We need to enter the scaling value. Although
a separate option does not exist, we can enter the scaling value using the Script Editor.
Press the Insert key again to change to Scale Mode and randomly adjust
step 4
the X-axis, as shown in Figure 3-63. Press the Z key to delete the adjusted
Scale value.
Select [Windows > General Editors > Script Editor] to open the Script Editor. Scroll down
to the very bottom of the Script Editor, as shown in Figure 3-64. You should be able to
see the Scale value for the UV.
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The structure for the scale in the Script Editor is “polyEditUV -pu 0.5 -pv 0.500629 -su -
0.812348 -sv 1;”. -pu and -pv refer to the current location of the UV and -su and -sv refer
to the UV scale.
Because we need to change the scale in the U-direction, change the -su value to –1.
Copy this script from the Script Editor, paste it at the bottom of the Script Editor as
shown in Figure 3-65, and then change the -su value to –1. Use Ctrl+C and Ctrl+V to
paste.
Press Ctrl+Enter to execute the script. As shown in Figure 3-66, this creates the scale –1
from the pivot point.
170
Subdivision Surface Character Modeling
Convert the mirror copy of the face back to Standard Mode, and select the
step 5
surface of both faces.
Select [Modeling > Subdiv Surface > Attach ] to open the Attach Options window.
Turn off Merge UVs Also and Keep Originals, and press the Attach button at the bottom.
Figure 3-67 Selecting both surfaces in Standard Mode Figure 3-68 Attach
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Looking at Figure 3-69, we can see that by opening the UV Texture Editor, a mirror of the
texture map is also created and that the UV coordinates are spread over the entire face.
In closing, click the RMB in the UV Texture Editor and select Edge from the Marking
Menu. As shown in Figure 3-70, select all the edges, excluding the outer edges of the
texture map. Select [Subdivs > Move and Sew UVs] from the menu at the top of the UV
Texture Editor.
171
We have now completed making the shape of the face and have finished setting up the
UV coordinates of its subdivision surface.
In applying Attach, some of the edges may not adhere together. In these instances, either
raise the Threshold value in the Attach Options window or use [Modeling > Edit Polygons
> Merge Edge Tool] after converting to Polygon Proxy Mode.
As a final step, make sure you select the model and select [Edit >Delete by Type >
History] to delete the entire history.
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Figure 3-71 Subdivision Surface Model
172
Subdivision Surface Character Modeling
4. Hand Modeling
In this section, we will look at how to model a hand using subdivision surfaces. This hand
has a very complex surface structure. Therefore, it is very difficult to explain all the
details that went into creating this hand. We will look, instead, at the overall modeling
process. Referring to the finished hand model, which is offered in the supplementary CD-
ROM, will help you understand better.
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If you will not be mapping directly in the subdivision surface and you will be using
Polygon Mode, version 3 is not only faster, but is also more effective.
Although the steps here will be explained for version 4, version 3 uses the same options.
Therefore, version 3 users should have no trouble following along.
Also, later in this section, we will link the UV setup process for mapping this hand with
the modeling process. Although many other methods exist, I prefer this method because
it is an effective method for explaining the mapping process using Deep Paint 3D.
When I begin subdivision surface modeling, I always think about the mapping process to
come. In order to place the UV coordinates after perfectly completing the modeling, more
planning time needs to be invested than if there were a small number of surfaces
involved. I always make the general shape using the minimum amount of surfaces, set up
the UV coordinates, and then split the surfaces to add detail. 173
This is something that you will have to get a feel for yourself after much practice.
After selecting [Modeling > Create > Polygon Primitives > Cube] to make a
step 1
polygon cube, adjust the size as shown in Figure 3-72. This is the lump that
will make up part of the back of the hand and the wrist.
Figure 3-72 Polygon Cube Figure 3-73 Using the Split Polygon Tool
Split the surface, as shown in Figure 3-73, by selecting [Modeling > Edit Polygons > Split
Polygon Tool]. We split the image first to ensure a place for the thumb and then to create
the edge that will be used to make the wrist, as shown in the figure.
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Use the Split Polygon Tool again to split the surfaces for the four fingers of
step 2
the hand, as in Figure 3-74. Then, adjust the vertices to trim the shape.
This will create the rough shape of a hand. Now, to convert back to the subdivision
surface, select the polygon model and select [Modify > Convert > Polygon To Subdiv] to
convert to the subdivision surface as shown in Figure 3-75.
174
Subdivision Surface Character Modeling
Figure 3-74 Trimming the shape Figure 3-75 Convert to subdivision surface
The fingers will be modeled using Extrude Face. To extrude the face, select
step 3
the face, as shown in Figure 3-76, and apply [Modeling > Edit Polygons >
Extrude Face]. Position the extruded face as shown in Figure 3-77.
Apply Extrude Face in the same way to make the diagram shown in Figure 3-78. Pay
attention to how many joints were made in the finger. Three edges make up the joints,
and these will become the edges for animating the joints later.
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Figure 3-78 Extrude Face
The following sequence shows how to use the Split Polygon Tool to add
step 4
more detail to the hand.
Let’s take a look at how the surfaces are split.
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This is the surface needed for detailing
the back of the hand.
Figure 3-80 Using the Split Polygon Tool to split the surface
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After roughly splitting the surfaces using the Split Polygon Tool, we now
step 5
need to add detail to portions of the hand. Select the model, click the RMB,
and select Standard from the Marking Menu or select [Modeling > Subdiv Surface >
Standard Mode] to convert from Polygon Mode to Standard Mode.
Add detail, as shown in Figure 3-82, by adjusting the vertices in Standard Mode.
177
Follow the steps outlined in Figure 3-83 to add the fingernail. One thing to keep in mind is
that when extruding two more faces at the same time, the [Polygons > Tool Options >
Keep Faces Together] option must be turned on.
Split Polygon Tool Extrude Face & Scaling Trimming the shape in Standard Mode
Click on the area marked “A” in the figure, and adjust the scale to fit the Manipulator of
the extruded face to the World axis.
We have now made the basic constituents of the hand. We have modeled the back of the
hand, the thumb, and the middle finger. In the next step, we will link this process to
mapping. The next step can be largely classified into two steps. First, in order to use
polygon mapping, we can either place the mapping coordinates in the middle of the
model or map directly in the final subdivision surface at the very end.
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In addition, when working with version 3, we can also use polygon mapping after the
modeling is complete. The modeling process, which will be explained here, can also be
used in version 3.
We will first look at how to use modeling and mapping in parallel. The modeling that we
have completed so far is adequate for this method. In other words, although there are no
specific details, the necessary components are in place. We have already made one of
178 the four fingers, excluding the thumb; therefore, all that we have to do is copy and paste
the finger we already made instead of making the remaining three fingers from scratch.
The mapping coordinates will also use the polygon; therefore, once we make them for
Subdivision Surface Character Modeling
the one finger, we can copy and paste it for the other fingers. Adding the mapping
coordinates to the modeling is a very effective method because it eliminates the need to
add another surface using Extrude Face, Extrude Edge, or the Append Polygon Tool. The
Split Polygon Tool splits the existing edge without affecting the UV coordinates.
To do this, we will need to convert the subdivision surface back to Polygon Mode. As
follows, all work in the subdivision surface must be done in Display Level 0. Work in all
other levels becomes useless upon conversion to the Polygon Mode.
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Select the subdivision surface model, and select [Modify > Convert >
step 1
Subdiv To Polygon ] to open the Options window. In the Options window,
set the Tessellation Method to Vertices, the Level to 0, and the Original Object to
Replace before clicking the Convert button. Select and delete the surface on the back of
the wrist of the converted polygon, as shown in Figure 3-84.
After selecting the model, select [Windows > UV Texture Editor] to open the window.
Select the UV of the model, and move it far away from the texture map as shown in
Figure 3-85.
179
To set up the mapping coordinates of the middle finger, select all the faces
step 2
of the middle finger, as shown in Figure 3-86.
Select [Edit Polygons > Textures > Cylindrical Mapping]. If the options in the Channel Box
are set to Default, the Rotate Z should be set to 90 and the Projection Horizontal to 360.
(For more information, refer to the section on Polygon Mapping.) Adjust the Manipulator,
as shown in Figure 3-87.
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180
Adjust the view in Perspective View, as shown in Figure 3-88, and select the face. Select
[Edit Polygons > Texture > Planar Mapping ] to open the Options window. In the
window, after setting the Mapping Direction to Camera, click the Project button. Open
the UV Texture Editor, click the RMB, and select UV from the Marking Menu. Move the
UV, to which the Planar Map has been applied, as shown in the figure.
For smoother UV editing, select the polygon model and select [Display >
step 3
Custom Polygon Display ] to open the Custom Polygon Display Options
window, as shown in Figure 3-89. In the Options window, after turning on Texture
Borders, click on the Apply and Close button at the bottom.
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\
Figure 3-89 Options Window
181
Open the UV Texture Editor. It should closely resemble the configuration shown in Figure
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As shown in Figure 3-91, align the border UVs to the grid in the UV Texture
step 4
Editor. This can be made easier by pressing the X key on the keyboard to
apply the Grid Snap. We must make sure that all the bordering edges are attached. If a
loose edge is discovered, select the edge and apply [UV Texture Editor > Polygon > Sew
UVs]. After arranging the planar mapped faces of the finger, adjust the size and position
as shown in Figure 3-92.
182
Subdivision Surface Character Modeling
Figure 3-91 Arranging the UVs Figure 3-92 Adjusting the size and position of the UVs
After arranging the thumb in the same way, adjust its size and location as shown in
Figure 3-93.
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Now, in order to set up the coordinates in back of the hand, select all of
step 5
the faces, as shown in Figure 3-94, excluding the ones for the finger. As
shown in the figure, either delete the faces for the positions of the other remaining
fingers from the selection or delete them completely.
183
Select [Edit Polygons > Textures > Cylindrical Mapping] and adjust the Manipulator as
shown in Figure 3-95. Open the UV Texture Editor, and adjust the location and size of the
UV coordinates as shown in Figure 3-96.
Figure 3-95 Adjusting the Manipulator Figure 3-96 Adjusting the size and location of the UV
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We have so far looked at the setup process for the UV coordinates. We
step 6
will now look at how to make the remaining fingers and their respective
UV coordinates. We will make the remaining fingers by copying and pasting the finger
we have already made. First of all, duplicate the entire model as shown in Figure 3-97.
After deleting all of the faces, excluding the ones for the finger, place it in the position
for the index finger and adjust its size, as shown in Figure 3-98.
184
Subdivision Surface Character Modeling
Selecting the newly made finger and opening the UV Texture Editor, we can see the UV
coordinates, as shown in Figure 3-99. We need to move the UV coordinates of the index
finger because they currently overlap the ones for the middle finger. After moving the
UVs, select the rest of the model by holding down the Shift key. This displays the
coordinates for the rest of the model so that it is easier to pick out the UV coordinates we
need.
Figure 3-99 The UV coordinates for the duplicated finger Figure 3-100 Positioning the UV coordinates
Make the remaining fingers in the same way and rearrange their respective UV
coordinates. Refer to Figure 3-101 in making the remaining fingers.
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Duplicating and arranging the fingers. Arranging the UV coordinates.
Add UV coordinates to the surfaces between the fingers by selecting [Edit Polygons >
Textures > Planar Mapping] and arranging them at random in an empty space, as shown
in Figure 3-104.
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Finally, arrange all the UVs so that they look like the diagram in Figure 3-105.
By arranging the UVs in this way, a single page of textures will be made for all the
surfaces of the hand. As follows, all the UVs of the hand must be inside the texture map.
186
Subdivision Surface Character Modeling
Figure 3-106 Convert To Subdivision Surface Figure 3-107 The UV coordinates of the subdivision surface
Attach each of the duplicated fingers. Selecting the hand and one of the fingers, select
[Subdiv Surfaces > Attach ] to open the Attach Options window. In the window, turn
both Merge UVs Also and Keep Originals off before clicking the Attach button at the
bottom of the window.
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Figure 3-108 Options window
To attach all the fingers, after converting the subdivision surface to Polygon Proxy Mode,
use the Split Polygon Tool to split the surfaces so as to attach the remaining fingers, by 187
referring to the structure of the middle finger. The surfaces are split because the edge of
the finger and the edge of the hand must be the same in order to merge the edges
Now, use [Edit Polygons > Merge Edge Tool] to merge the edges of the fingers and the
hand. Figure 3-110 shows the subdivision surface in Standard Mode after all the edges
have been merged.
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Figure 3-110 The merged subdivision surface model
188
Subdivision Surface Character Modeling
In order to add detail, we use the Split Polygon Tool to split the surfaces. We must split
the surfaces with respect to the structure of the finger. Figure 3-111 shows an example
of splitting the surface of a polygon, which must be done at Level 0. Converting to
Polygon Mode is the faster and more efficient method.
Adjust the vertices of the subdivision surface to trim the overall shape. As necessary,
convert back to Polygon Proxy Mode to use the Split Polygon Tool.
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note
Figure 3-113 illustrates how to add detail in Level 1. Follow the illustration to add
sufficient detail to parts of the hand.
Figure 3-113-1 Adding detail in Level 1 Figure 3-113-2 Adding detail in Level 1
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Use this method to complete the shape. Because we have already created the UV
coordinates, we do not need to do so again.
Figure 3-114 shows the completed model of the hand.
190
Subdivision Surface Character Modeling
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When modeling the hand, there is no need
to make another model of the same shape.
note
Once the middle finger has been modeled
to some extent, add the full details to the
middle finger and then copy and paste it to
If you wish to add UV coordinates
make the other remaining fingers.
as we did for the polygon map,
refer to page 660.
Let’s look at how to create the fingernail. Follow the steps outlined in
step 2
Figure 3-117 to create the fingernail. Select portions of the edge and apply
[Subdiv Surfaces > Full Creases Edge/Vertex] to make an acute angle. Use the acute
angle and the vertices to quickly and easily make the fingernail.
Select the edges to make the acute Select [Subdiv Surfaces > Full Adjust the vertices to trim the
angle. Creases Edge/Vertex] and move the shape of the fingernail.
edges to make the shape.
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After making the fingernail, make a duplicate of the entire finger. Delete
step 3
all the surfaces, excluding those of the finger, in Polygon Proxy Mode.
192 Figure 3-118 Duplicate Subdivision Surface Figure 3-119 Selecting and deleting unnecessary surfaces
After converting to Standard Mode, duplicate and arrange the finger by adjusting the
Subdivision Surface Character Modeling
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Converting to Polygon Proxy
step 4
Mode, and select [Edit
Polygons > Merge Multiple Edges ] to
open the Options window. In the Options
window, set the Threshold to 0.1 and then
Figure 3-122 Options window
click the Sew button.
All the edges, within a threshold of 0.1, will be merged. If some edges are still not
merged, simply raise the Threshold value. Apply the Merge Multiple Edges Tool several
times. Observing the hand in Standard Mode (see Figure 3-123), we can see that all the
fingers have been neatly attached.
193
Now, use the Split Polygon Tool in Polygon Proxy Mode to add detail. This process is the
same as was described earlier. To make a more natural looking hand, make the fingers
slightly different in shape as shown in Figure 3-124.
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Maya offers 3 different
step 5
mapping types, which can
be used to map directly on the subdivision
surface.
These 3 mapping types are Planar Mapping, Automatic Mapping, and Layout UVs. Of
these, Automatic Mapping and Layout UVs are the easiest and fastest ways to map.
However, these two methods have some disadvantages pertaining to optimizing textures.
Selecting all of the faces of the subdivision surface in Level 0, select [Subdiv Surfaces >
194 Textures > Automatic Mapping ] to open the Options window. Configure the Option
window, as shown in Figure 3-125, and press the Project button.
Subdivision Surface Character Modeling
Opening the UV Texture Editor, we can see that all the UVs are spread out and do not
overlap, as shown in Figure 3-126. However, the figure also shows that there are too
many empty spaces within the texture map leading to a loss of texture.
We must rearrange the UVs, as shown in Figure 3-127, to optimize this situation to some
degree.
Next, we look how to use Planar Mapping to obtain a more optimal map. In this case, we
use Planar Mapping after selecting the surfaces of each section in each view so that they
do not overlap or bend.
Before we begin, open the UV Texture Editor and move all the UVs out of the texture map
to make selection of the UV easier.
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First of all, select the faces of the tops of each of the 4 fingers in Level 0.
note
195
After selecting the subdivision surface, select [Edit > Delete by Type > History] to delete
the selected history and then move the UVs outside of the texture map in the UV Texture
Editor.
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Figure 3-131 UV Texture Editor
196
In the same way, planar map all of the faces in their respective directions. Figure 3-132
Subdivision Surface Character Modeling
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5. Other Modeling
Up until now, we have looked at how to model character components. We also need to
model the clothes and other parts of the character. We will now look at examples of
these other models.
The subdivision surface modeling is the same as that for the character. Therefore, I will
refrain from further explanation and rely on the figures to illustrate the modeling process.
For this example, use the CD-ROM/CHARACTER/sourceimages/manFRONT.jpg and the
manSIDE.jpg files as the image plane.
Figure 3-133 shows the low polygon model of the jacket. I converted the subdivision
Make the model with large wrinkles to manifest the natural texture of the clothes.
Figure 3-134 shows the UV coordinates of the low polygon model.
First, we need to use the subdivision surface for the modeling. When modeling, we must
make sure that the overall shape is modeled at Display Level 0. Then, we convert this to
Polygon Mode.
In the Subdiv to Polygon Options window, set the Tessellation Method to Vertices and
convert at Level 0.
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Position the UV coordinates of the converted polygon, and convert them back to the
Subdivision Surface Mode. Adjust the levels as needed to add detail.
Because we positioned all of the UV coordinates in Polygon Mode and then converted
back to Subdivision Surface Mode, all of the UV coordinates are maintained, as shown in
Figure 3-136.
198
Subdivision Surface Character Modeling
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5-2. Other Modeling
We will now look at how to model other accessory items. The shirt was made by using
the NURBS Cylinder to adjust the CV, and the shoes were made in Subdivision Surface
Mode. The buttons were also made in the Subdivision Surface Mode and then converted
to Polygon Mode.
199
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