Maya 2015


Updated On 02 Feb, 19


Course Introduction and User Interface - Working with the Viewport - Understanding Primitives - Working with Projects - Extrude and Edge Loop Tools - Bridge, Extrude and Multiple Edge Loops - Manual Boolean Operation - Mirroring and Symmetry - Edge Normals - Understanding UV Maps - Automatic Mapping - Projection Mapping and Unfold - UV Sew and UV Layout - UV Map Arrangement - Delete History and Layer Editor - Edge to Curve and NURBS to Poly - Duplicate Special - Create and Assign Materials - Material Color and Specularity - Applying Substances - Creating the UV Snapshot - UV Snapshot Setup in Photoshop - Creating the Rope Texture - Texture Based Normal Map - Assign the Normal Map - Setup for Projection - High Poly to Low Poly Projection - Finishing Up the Textures - Applying Materials to Game Objects - Unreal Engine 4 Grid Settings - Image Planes - Basic NURBS Shaping - Basic NURBS Shaping Continued - Basic NURBS Shaping Final - Live Surface Preparation - Modeling Toolkit Quad Draw - Continued Work with Quad Draw - Edge Spiders - Component Editor - Smooth Preview - Model Cleanup - Custom Viewport Layouts - MEL Script Basics - MEL Echo All Commands


Lecture 35: Live Surface Preparation

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Lecture Details

Before we can use our body base for building our topology we will want to create a Polygon version of it. We will do this through the modify menu NURBS to Poly tool. Having our body base as a Polygon object will allow us to take advantage of the edges while setting up our final geometry. When we make the body base a live surface we will be able to draw our topology out directly on top of it. This overall process will allow us to create the topology for our body model to exacting specification.

Creating a character model requires very specific topology concepts to be followed. Our body model will be driven by a skeleton which will deform the model using a skin. As a result areas that need to bend have to be taken into consideration. If an area needs to be able to crease such as behind the knees or inside of the elbows we will want to have edges in those locations. Having edges in areas that need to crease is very important for keeping good deformation during animation.

Since we will be using the character base that we have created to build our topology we will be able to define the exact locations of every single edge. In fact, the entire purpose of using this workflow for creating a character model is so that we can layout the topology exactly the way we want it. The ease of which we will be able to do so will quickly show the power held inside of Maya’s Modeling Toolkit.


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1 Ratings
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Excellent course helped me understand topic that i couldn't while attendinfg my college.

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Great course. Thank you very much.