Week 1- Quad Draw
we covered face topology creation in Maya using Quad Draw. Draw the mouth and eye loops on a plane (made live- modify menu), with a photo of your face as the texture
1. Use the polygon plane to import the reference image. (When importing the reference image, be sure to assign the new material, Lambert.)
2. Make the selected object live by using the last magnet tool.
3. Select the Quad Draw tool from the modelling toolkit.
4. Place the dots and use shift to make or connect quad shapes.
4. On Right there is list of shortcuts we can try playing with.
5. Make First half of face topology then mirror it.
6. Come to object mode then we will use sculp tool (Grab Tool) to give depth 3d look.
7. After refining the mesh we can do mirror to complete our face retopology.
Robot Face
IDEA ROBOT
Week 2- Retopologise ZBrush
To equip you with a complete understanding of face topology, we will look at topology creation techniques using ZModeller and ZSphere Retopologise”
Use the DemoAnimeHead as a template. Exercise 1, rebuild the face topology using ZSpheres> Rigging>Topology>Adaptive skin.
Compare to a ZRemesh approach.
Using the DemoAnimeHead as a template again, rebuild a part of the head using the ZModeller approach.
Week 3- Human IK Rig Intro & Applying MoCap
Introduction to Maya's Human IK system- attaching the skeleton supplied geometry to the rig.
Basic introduction to painting weights in Maya- fixing the weighting issues on the skeleton geometry.
Posing the rigged skeleton into dynamic poses.
1. Import Skeleton_Mesh.
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4.Press this plus
Introduction to Maya's Human IK system- attaching the skeleton supplied geometry to the rig.
Basic introduction to painting weights in Maya- fixing the weighting issues on the skeleton geometry.
Posing the rigged skeleton into dynamic poses.