top of page

MY NEW CAMPAUS PRESS WEBSITE LINK 

maxresdefault.jpg

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

8.PNG

1. Use the polygon plane to import the reference image. (When importing the reference image, be sure to assign the new material, Lambert.)

0.PNG

2.  Make the selected object live by using the last magnet tool.

01.PNG

3. Select the Quad Draw tool from the modelling toolkit.

012.PNG

4. Place the dots and use shift to make or connect quad shapes.

3.PNG
4.PNG

4. On Right there is list of shortcuts we can try playing with.

5.PNG

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.PNG
6.PNG

7. After refining the mesh we can do mirror to complete our face retopology.

9.PNG
002.jpg

Robot Face

12.PNG
11.PNG

IDEA ROBOT

R.jfif
8025a9f63435b64305b1cf045c76fd70.jpg
How-to-Retopologize-a-Head-in-ZBrush-Like-a-Boss.jpg

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. 

988eaghhtwhk.jpg
4.PNG

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. 

8.PNG
1.PNG

1. Import Skeleton_Mesh.

2.PNG

1. 

3.PNG

2.

3.

4.Press this plus

4.PNG
5.PNG
6.PNG
8.PNG
7.PNG
4.PNG

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. 

8.PNG
1.PNG

1. Import Skeleton_Mesh.

2.PNG

1. 

3.PNG

2.

3.

4.Press this plus

4.PNG
5.PNG
6.PNG
8.PNG
7.PNG
1.PNG
2.PNG
3.PNG
4.PNG
5.PNG
bottom of page