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Adding finishing touches

From: Game Character Creation in Maya

Video: Adding finishing touches

So I've gone ahead and added some more detail to my character. I've fleshed out the lower arm and the leg and I've just added a few extra tweaks for instance the lower wing to here. You can see in the reference image how it kind of splits off from the other side of the wing. Now, it's time to add a few finishing touches that we'll need to get our game character ready for UV mapping and texture editing in the next chapter. These steps will apply to any game character really, not just this one in particular. The first step I want to do is just make sure that all the edges of my character are center aligned, so everything that's going to be along the axis of symmetry is all snapped to the Y-axis, just like we've been doing in the steps, for instance, modeling the head and modeling the body.

Adding finishing touches

So I've gone ahead and added some more detail to my character. I've fleshed out the lower arm and the leg and I've just added a few extra tweaks for instance the lower wing to here. You can see in the reference image how it kind of splits off from the other side of the wing. Now, it's time to add a few finishing touches that we'll need to get our game character ready for UV mapping and texture editing in the next chapter. These steps will apply to any game character really, not just this one in particular. The first step I want to do is just make sure that all the edges of my character are center aligned, so everything that's going to be along the axis of symmetry is all snapped to the Y-axis, just like we've been doing in the steps, for instance, modeling the head and modeling the body.

So I've got all these edges selected here and I'm going to switch out of Perspective mode into my Front view and I'll use my Move tool, holding down X to snap to the grid, and just make sure everything is snapped right to that Y-axis. Again, that's just going to make sure that when we go to mirror our geometry that everything mirrors correctly. I'll switch back to Perspective view just by hitting the Spacebar.

Now, my next step is to merge the geometry of the head with the geometry of the body. So we model those as two separate pieces and you can see here there's a little gap between the neck and the torso. So I'm going to merge those together using the Merge Edge tool and I can activate that by going to the Edit Mesh menu, down here to Merge Edge Tool. One thing that's helpful as I use this tool is I can turn on this Wireframe Over-shaded rendering mode and now I can see all these edges, so I can just see a little bit more clearly what I'm working with here.

So the Merge Edge tool is going to prompt you to select two edges to merge together. So I just want to select these edge pairs from the neck to the torso and just click Enter, and Maya is going to merge those together. Let's just get these other two pairs. So I can bring back the Merge Edge tool. One neat trick in Maya, you can hit the G hotkey and it will automatically bring up the last tool you had activated. And so that's really useful if you're doing something repetitive like this. So I'm just clicking those two edges and hitting Enter.

So now the neck is merged with the body. So let's switch to Object mode, just by holding down the right-mouse button. So the body and the head are connected, but I still have the eyeball separate from the rest of the body and even though the edges aren't merged, I want to combine those two meshes so that Maya treats it all as one object. So I'm just going to Shift+Select both the entire body with the head and the eyeball, go up to Mesh, and click Combine.

So now Maya is going to treat this all as one object and that's going to make our rendering faster when we bring the game character into Unity. So I'm pretty much done with my modeling at this point. One good precaution to take is to delete the history on your geometry. This can sometimes cause bugs when you go into Unity. So this is just kind of a precaution to take to make sure nothing funky happens once we get ready to import our game character. So I'm going to go to Edit > Delete by Type > History, and that's going to delete all the history on that geometry.

Since I'm pretty much done modeling, I can get rid of my Reference Images. So I'm just going to select all those. Delete and I can delete that layer too. Okay, so those are a few finishing touches. In the next chapter, we're going to work on UV mapping and texture editing.

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This video is part of

Image for Game Character Creation in Maya
Game Character Creation in Maya

40 video lessons · 9505 viewers

Chris Reilly
Author

 
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  1. 3m 50s
    1. Welcome
      39s
    2. What you need to know before watching this course
      1m 9s
    3. Understanding game asset creation
      1m 21s
    4. Using the exercise files
      41s
  2. 25m 35s
    1. Setting up scene folders (Maya and Unity)
      3m 58s
    2. Optimizing geometry
      3m 14s
    3. Using symmetry
      4m 8s
    4. Extruding geometry
      4m 19s
    5. Sculpting geometry
      4m 1s
    6. Importing reference sketches
      5m 55s
  3. 37m 14s
    1. Modeling the head and nose
      5m 34s
    2. Creating the mouth
      4m 28s
    3. Crafting the eyes
      5m 11s
    4. Building the body and a wing
      10m 11s
    5. Forming the limbs
      8m 5s
    6. Adding finishing touches
      3m 45s
  4. 36m 11s
    1. UV mapping overview
      2m 43s
    2. UV mapping the body parts
      9m 18s
    3. UV mapping the face
      7m 40s
    4. UV mapping wrap-up
      3m 44s
    5. Mirroring
      4m 57s
    6. Texturing
      2m 46s
    7. Normal mapping
      5m 3s
  5. 46m 21s
    1. Setting up the skeleton
      5m 19s
    2. Building the spine
      3m 39s
    3. Finishing the skeleton
      4m 32s
    4. Rigging the legs and feet
      8m 35s
    5. Rigging the torso
      3m 49s
    6. Rigging the arms and hands
      3m 35s
    7. Rigging the face and head
      5m 9s
    8. Rigging wrap-up
      2m 27s
    9. Skin binding and weight painting
      5m 26s
    10. Animating in Maya
      3m 50s
  6. 29m 9s
    1. Exploring the Unity interface
      3m 3s
    2. Importing character and animations into Unity
      5m 50s
    3. Controlling animations with scripts: Third-person character controller
      7m 14s
    4. Controlling animations with scripts: Third-person camera controller
      4m 4s
    5. Making read/write animations using UnityScript Editor
      4m 8s
    6. Controlling scripts with animation events
      4m 50s
  7. 19s
    1. Additional resources
      19s

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