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Adventures in cross-training: Maya, Snakes and Baddies

by Gerald Fishel · 05/17/2009 (10:49 pm) · 10 comments

Okay. there's not really any snakes here, but in my last blog somebody asked to see the "Snake Cam" feature that was hinted at in the last video but was broken at the time. So I am including some shots of that in action here.

I haven't actually added anything new to the warehouse this week. Shame. All of my time that I allowed myself for learning artistics has been devoted to a crash course in organic character modeling. I actually amazed myself that I was able to create something that looks pretty much like a person. With a sort of goatie.

I was originally struggling with doing box modeling in 3D Studio Max. I was able to make some things that looked vaguely humanoidish, but I would always have problems keeping the geometry flowing in a friendly way and I'd end up with a mess of triangles and n-gons and vertices that I didn't know I made. So my buddy Rick was begging me to bite the bullet and just learn how to do polygon/extrusion patch modeling in Maya. And so I finally tried it. I was really intimidated by the prospect of creating anything that way, and box modeling seemed to me to be the easy way... plus that was how I've mostly seen it done in books and tutorials, but he insisted that it wasn't necessarily the best way.

I liked Max because I was used to a lot of the features even though I rarely used them until recently, because I developed a ton of tools and plugins for Max in my career. But after spending some time learning Maya, I was blown away at some of the really great features. So in all likelihood I will be doing most of my modeling in Maya from now on.

The "Make Live" feature is just awesome. You can load a proxy model into Maya, and make it Live so that when you're creating polygons, the vertices snap to the surface of that model. That's beautiful for roughing out a shape based off of an existing model.

Also the various edge loop tools are so much easier to work with than similar tools in Max. And even the way vertices are moved around based upon the angle of the camera makes it so much easier to adjust your geometry.

(I am still doing *some* box modeling, though... i.e. I modeled this character's shoes and started with the head using boxes...)

The menus are pretty intimidating at first, but one of the first things I learned was how to set up my workflow with hot keys, custom popup menus, etc. I'm still getting used to it all, but I'm seriously in danger of neglecting my other work because I'm having so much fun modeling now :P

Anyway here is a video that shows the character I created. He is still rough. His body needs quite a bit of work still. Also I am creating a belt with some radios and things that will layer over the area between the upper and lower bodies. And I'm going to delete his shoes and start over because they suck and they're so small they make him look silly. His hands I'll probably redo too. The head I think is just about right. I spent many hours working on that thing, but I think it's good now. The texturing still needs a little help, but not too much. I haven't worked on rigging him yet, I'll do that once I get him where I'm mostly happy with the body. Maybe in time for the next blog.

Also as I mentioned the video will show the Snake Cam, which is an idea that I am shamelessly stealing from the Rainbow Six Vegas series. (You'll notice a lot of influence from the R6 series in this game, as I start showing more of what is going on.) Basically it represents a small fiber optic camera that the player can slide under any door to get a view of what's on the other side, and plan an assault.





Now to my 5 tips. I haven't given this a lot of though, I'm pretty much winging it right now, but oh well :p

Tip #1: Learn straight polygon modeling. It's intimidating at first, but it's quite useful and a lot of fun.

Tip #2: If you can, get your hands on some of the Gnomon Workshop videos. I first got the Character Modeling for Production DVD, mainly because somebody that I used to work with appears in the video. But it's also a great video. It's a behind-the-scenes video for a real production scenario involving the modeling of a character for a game cinematic sequence. The character he models is very high poly, but just watching him work is inspiring and educational. I just ordered several more of their more workshop oriented videos, and I'll talk about some of them in the next blog probably after I go through them. (He uses Maya and ZBrush)

Tip #3: Don't be afraid to experiment. You can always undo what you did. The undo does usually have a limit, but what I do is save incrementally every time I save a file. So if I mess something up and can't fix it, I just revert back to an earlier version in the series. This is great and also helps protect you from corrupted work if your computer crashes when you're working. Just make sure you delete all but the last few saves at the end of the day, because those files can add up fast!

Tip #4: Before you start modeling, think hard about how you want to do it, how you want the geometry to flow, and what areas are likely to cause problems. If you're modeling something that is going to be animated, make sure you give special thought to jointed areas and other areas that are likely to deform. You want to keep everything in quads as much as possible, as evenly spaced out as possible, and your edges flowing in a way that is natural for bending or swiveling around those animatable areas. Planning things out and keeping them somewhat uniform also makes texturing easier.


Tip #5: When you're modeling, rough out the basic profile of what you're modeling first, get that right, and then start adding detail in small amounts. Each time you add some new detail, shape it out as well as you can in all areas before adding more. This is important for many reasons. For instance, It helps you keep things neat, it helps you understand and tweak the way the geometry is flowing early, and it saves you a lot of time in the long run, because since you have things in the right place and right basic form when you start adding detail, you don't have to move around as many vertices and edges as you would if you just started out with a lot of polys to begin with.

More next week.

Cheers

#1
05/18/2009 (1:20 am)
Wow, that cam looks really good. Was it RB6 that first used it, or Splinter Cell?
#2
05/18/2009 (4:42 am)
@Gerald
Looking good - love the snake cam

@Brett
hmmm... That would depend on wich got released first. Pretty sure they came out back to back
#3
05/18/2009 (5:16 am)
Looks great

@Brett and Luis
Snake Cam was first in Rainbow Six, they had the same later in Splinter Cell with a new name, Optic Cable.
#4
05/18/2009 (9:07 am)
Snake cam ftw!
I created something very close to that in 1.7.1 with a green tint shader, ..the TV static looks good..good work!
+Maya
You have a friend to help you with Maya (if you need it), which is absolutely fantastic! That would be enough of a reason to switch IMO.
+Gnomon
@ all: If you're interested in learning, anything from Gnomon should good if not great. I have never been disappointed with my few/several purchases nor have I ever heard a bad thing about any of the videos that I have not seen.
+Max2010
Oh and Max2010 has Polyboost included as Graphite. Fo' shizzle.
#5
05/18/2009 (9:36 am)
Looks good... the snake-cam effect is nice, but it appears a little high off the ground, which I'm sure you're aware of ;P. The character's pretty damn good for a first attempt, much nicer than my early works.
And I'm personally glad to see Max dethroned in at least one other person's eyes ;P.
Quote:That's beautiful for roughing out a shape based off of an existing model.
Can you say LODs?
#6
05/18/2009 (9:49 am)
Rocking video Gerald, really liked it! :)
#7
05/18/2009 (12:15 pm)
Thanks guys.

@Brett, yeah I'm not sure. I never really got into Splinter Cell much so it's possible that it was there first. But I didn't steal it from there! lol

@Daniel, yeah I did realize that :P It can be configured separately for different doors, but the problem is having it too close to the ground can result in strangeness with near-clip planes on some areas, so by default it's up a bit. I know how to solve it though, I just haven't gotten to it yet lol

#8
05/19/2009 (5:21 am)
Splinter Cell is a neat game, but I stopped taking it seriously after a guard shouted "say hello to my little friend" and killed me with perfectly aimed headshots.....

Incredible environment you've got there. Same for that human; WOW. All characters I model look like malformed stick figures


P.S. I like how you can shoot doors open!
#9
05/23/2009 (1:37 pm)
You'll have fun rigging and animating ;). That's when real modeling comes into play. It's one thing to block out a character and a whole different can of worms if they'll look right when moving.
#10
05/23/2009 (2:28 pm)
That actually hasn't been a huge problem. Having spent a lot of time writing code to animate characters I understood that, and made a point to learn how to model with good topology from the beginning. Also, that's another reason I recommend the Gnomon Workshop videos; they drive that point home all the way through.

I've got this guy cleaned up a bit and rigged, and playing with him in MotionBuilder. By my next blog I should have him tied into our AI system so I can kill him :p