Box Modeling a Character Model Maya 2013

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2007-2013 Michael O'Rourke Box Modeling a Character Model Maya 2013 Concept When modeling a polygon character model, it can be faster to create a symmetrical model at first by working on only one half of the model and then joining the other, symmetrical, half to it later You can add asymmetrical features after this You can do this either for the whole character, or for just a portion of it - for example, a head You can also see a smoothed version of your model as you work You begin with a very simple polygon cube and build the figure from there NOTE: The details of this approach would vary depending on your specific model Including:

the shape and proportions of the figure whether it has clothing how much detail you want etc. The general approach, however, can be applied to any model for example: A full figure A head A jacket Trousers Etc. WARNING: The technique presented here is deliberately abbreviated It is intended only as a very rough template Refer to more elaborate tutorials in other books and DVDs for details of this approach Create a Half Cube (See Illustrations 1 & 2, above) >Create >Polygon Primitives >Cube [] >Edit Reset Settings With divisions = 2 >Create This creates a cube centered at 0,0,0 as in the illustration, above left Go into Face mode Drag to select all the faces on the right side of the cube -- that is, all the faces to the right of X=0 Hit Delete to delete all these faces This leaves the right side of your half-cube open IMPORTANT:

Your model must be open on the right side so it can merge with the right half (see below) Create a Mirrored Smooth Proxy model (See Illustration 3, above) Go to the Polygons module Select the half-cube >Proxy >Subdiv Proxy [] In the settings window, >Edit >Reset to get the defaults In the Setup tab, Mirror Behavior = Full Note that the axis of mirroring is +X This is what we need for our model >Smooth Maya creates a mirrored and smoothed version of your half cube We will be working on the lores cube model and not (yet) on the subdiv proxy model So In the Channel Box Create a Layer Select the subdiv proxy model Assign it to that layer Click in the Layer box to get an R This makes the subdiv proxy model renderable but not selectable Model the Torso (See Illustration 4, above) Since the right half of our model is a mirrored copy of the left half, making changes to the left half

changes both sides On the left half of the cube Go into Vertex mode And start reshaping the left half of the lores cube Do NOT operate on the subdiv proxy model (You will do that only when your model is almost finished) Do NOT operate on the right half of the lores cube Since the left half is the original As you move vertices of the left-half cube, the right half also changes and the subdiv proxy model updates Use any of the polygon modeling techniques to edit the lores cube nto the shape of the torso of your character Techniques might include: Translating vertices Scaling selections of vertices (Don t forget to take advantage of the pivot point) Inserting Edge Loops then translating or scaling them Splitting polygons with >Edit Mesh >Interactive Split Tool Etc. TIP #1: Do not operate on the cube object -- that is, in Object Selection mode Operate only on the components of the cube -- that is, the vertices, edges, or faces TIP #2: If you move any of the vertices that lie at X = 0 pull them only along the Z axis -- that is, straight in or out Otherwise, you will create a gap

between the left and right halves of your model Model Legs and Feet (See Illustration 5, above) On the underside of the torso, Select a face Extrude it downward to create the the thigh area Repeat several times to create geometry for the legs Fine tune the shape of the legs At the front of the foot extrude a face out to create foot geometry Model Arms and Hands (See Illustration 6, above) On the upper side of the torso, Select a face Extrude outward to start the arm geometry Continue extruding and refining to model arms hands fingers Model a Head (See Illustration 7, above) NOTE: When modeling a detailed head the head is frequently modeled separately and attached to the torso later The approach described below is deliberately simplified and builds the head geometry directly from the torso geometry

At the top of the torso Select a face in the neck area >Edit Mesh >Extrude When the extrude icon appears click the little blue circle to go into World Coordinates mode Now pull the face straight up in Y This avoids the left and right halves from overlapping When you finish the extrude, delete the face that is between the two halves in the center of the neck Continue extruding to create head geometry Add detail as desired Delete the Lores Box Model When your model looks good, Open the outliner window Find the pcube1smoothproxygroup node Inside this, select the polysurface1 node This is the subdiv proxy model With the subdiv proxy model selected, >Edit >Delete by Type >History This disconnects the subdiv proxy model from the lores box model Delete the two halves of the lores box model You can now continue modeling directly on the smoothed model to add and refine detail