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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
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Anytime you leave Quad Draw you will want to ensure that the object you were working on previously is selected prior to entering Quad Draw mode again. If you do not have the object selected that you were previously working on with Quad Draw you will inadvertently create a new object. So make sure you have the previous object selected that you want to add onto using Quad Draw unless your intent is to create a separate object. If you have closed your scene and reopened it from your save you will also need to active Live Surface mode on the model you want to draw your topology onto.
While creating the arm we will be using the same technique as we used for created the leg topology. We will start out somewhere near the center of the arm and build a ring of faces going around it. Once we have the ring going around the elbow we will extend geometry going all the way up the arm and down the arm from the middle of the arm. The idea is to simplify our work by only adding in additional edges when we are ready to do so. The fewer points we have to work with the less we will have to move around. Take note that we will continue to shape our topology in a manner that allows us to identify exactly where a joint will be that needs to crease the geometry during animation. Again, this means that we want an edge to flow along any area where there will be a crease occurring such as behind the knees or in front of the elbows.
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Sep 12, 2018
Excellent course helped me understand topic that i couldn't while attendinfg my college.
March 29, 2019
Great course. Thank you very much.