Avatar character – Animation

Avatar character – Animation

This is the last post about 3D model and animation basics on avatar character. I’m going to show you the process to animate the character, a simple animation of a few seconds. First, it is necessary to create a skeleton. The skeleton is a group of joints which simulates the human skeleton. It will be … Continue reading

Avatar character – Texturing

Avatar character – Texturing

Hi everyone, I come back to show how I texturized the whole body and environment, the entire of the scene. As we could see in past posts like Texturing – UV unfolding and Texturing – Normal mapping I’m going to use both techniques to apply the textures on my avatar. First of all I separated … Continue reading

Avatar character – Modelling

Avatar character – Modelling

The adventure begins, I started creating the body using a cylinder primitive and adjusting the shape to the picture; I was changing between front and side views to adjust body correctly to pictures. To create arms and trousers I used the same method and I divided each shape in more or less divisions according to … Continue reading

Avatar character – Drawings

Avatar character – Drawings

After some weeks of hard work I could start designing my avatar, before model any 3D mesh I started painting my avatar and creating front and side views in order to insert on Maya. I don’t have much idea of drawing a character so I started looking for some concept arts of human body, how … Continue reading

Texturing – Normal mapping

Texturing – Normal mapping

I finish the texturing tutorials talking about Normal mapping, a technique to produce high resolution maps for low resolutions meshes; it always works obtaining the high resolution map from a high resolution mesh. First, I loaded a high resolution example, I selected Toad_hi_res file and as we can see in picture below it has 137200 … Continue reading

Texturing – UV unfolding

Texturing – UV unfolding

Last post I talked about how to texture a flat object, but in next lines I’m going to show you the steps to texturize a complex object with curves. The workflow used is called unfolding; the process is composed in cutting a seam through the mesh and unfolding the plane creating the UV map into … Continue reading

Texturing – UV texture mapping

Texturing – UV texture mapping

This is going to be the first of three posts about texture tutorials. First, I started by setting the path project to GettingStartedMaya2013LessonData \ UVMapping directory which you can download from the official web page link, I ensured that Construction History and Help Line were on and Soft Selection and Interactive Creation were turned off. … Continue reading

NURBS

NURBS

NURBS are usually used for 3D model, it is a technique oriented for modelling some surfaces with complex curves like organic objects, vehicles or specific objects with special curves. NURBS comes from Non-Uniform Rational B-Spline; it means NURBS uses non-uniform and rational Bézier curves. The story began in 1960s with Pierre Bézier who worked as … Continue reading

Topology

Topology

Topology is about how the vertices and edges are placed to create the surface of the mesh, the topology is rather important in animation concretely in human mesh; it is a key aspect on modelling. Meshes created will be animated and our goal is to obtain realistic expressions, we can achieve fast framerates and good … Continue reading

NURBS modelling – Character

NURBS modelling – Character

This post is about NURBS modelling and how to create a simple character model. First, I put two planes with both images of the character, one image for frontal design and the other one for side design. After alignment I started to create the head, I selected the NURBS sphere and changed to Control Vertex … Continue reading