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Watch as author Ryan Kittleson introduces the skills digital artists need to create photorealistic 3D creatures for film, video, and game production. This course covers basic design, sculpting, texturing, posing, and lighting and demonstrates real-world workflow, starting with the basic sculpture in ZBrush and moving it into Maya for finishing, while editing textures in Photoshop.
When posing the body, the various SubTools won't move along. If I pose the head for example, the teeth and the eyes will stay floating in space right where they are. In order to make them follow along with the body, we'll be using contact points to lock them down. But first, there's just one little loose end to tie up, he's only got one eyeball. In order to make the other one, just follow these few simple steps. Let's go into the SubTool palette and make sure that we have got the eyeball selected, great! Now let's click Duplicate in the SubTool palette.
Now let's go down to the Deformation palette and click Mirror. Notice we have this little pop-up that says the function cannot be applied to a mesh with multiple subdivision levels. That's simple enough to fix. What we need to do is go up to this duplicate and go to the highest subdivision level. So I am just going to hit D, until we go up to the highest level. Now let's open up the Geometry sub- palette and I am going to delete all the lower subdivision levels. Now let's go back to that Deformation palette, click Mirror.
Let's look at it, yup! We got an eye on the other side now. Now let's go up to our SubTool palette and just rename this one, and we'll just change the name to eye left. Okay, now to link all the SubTools to the body, contact points work by defining a few points on the body that a SubTool should stick to. Let's do the tail spikes first. I am going to select them and let's zoom out, so we can get a better look at them. And then I am going to hit F a few times to see if I can zoom in on it.
Nope, it looks like it won't work. Now I can zoom in. Okay, now let's go and open up the Contact palette. Right now this doesn't seem to make a lot of sense, but what this is going to do is allow us to store contact points. The way we use contact points is by going to one of the Transpose tools. Now we click and drag from the tail spikes to some point on the body. So now this transpose manipulator is defining two points, one point on the tail spikes and one point on the tail.
Now save that relationship between those points. I'll go ahead and do that again. It doesn't really matter which point to which point you connect, just as along as it's a part on the body that's not going to deposed or deformed. Let's do that second time and now let's just rotate around and do this a third time. Okay, now let's do this to one of the eyeballs. I am going to go up to the SubTools and get the left eye. Now let's zoom out and let's get on close here on the left eye.
Now it's the same procedure. There's just one thing to watch out for. We may be posing the eyelids, so you wouldn't want to drag the manipulator from the eye to an eyelid. We want to drag to a more solid part of the head, otherwise the eyeball may move when the eyelid is posed. So I am going to drag from the eye to one of the solid points on the horns. Let's go back down to the Contact sub- palette and let's store that first contact point. Now let's do it another time to another solid point, let's store that one and then just one more time.
When we are doing the lower teeth, the tip of the jaw is a good place to connect with, because it's going to move very rigidly. Go ahead and do this for all the other SubTools. After posing the body, we'll come back to this palette and hit Apply. That's going to make the SubTools follow along with their contact points, but for now we are ready to start posing the body. I like using contact points to pose my SubTools most of the time. There are alternatives like a plug-in called Transpose Master, but it tends to be buggy. If your model has SubTools that need to bend with the body like clothing, you can also manually move, rotate and pose them.
In the next movie, we'll actually be posing and making these SubTools move according to their contact points. It's going to save a lot of time, because by using contact points, we won't have to move these SubTools manually back into place.
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