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Maya VFX Fundamentals

Week 6: Facial Detailing, Texturing and Animation Setup in Maya, and Texture Correction in Mudbox

This week, we learnt how to add a UV texture to an organic model, a human face in this case, using both Maya and Mudbox.

In Maya, we imported the skin texture to the project. Then we created a UV map from the model in the ‘UV Editor’, and using the ‘grab’ tool, we started to adjust the UV map to the texture imported. Since the texture imported was designed for models with opened eyes (ours had the eyes closed), we exported it to Mudbox and, using the stamp tool (similar tool to Photoshop stamp), we edited the texture to match the closed eyes of our model. Once finished, we imported the edited texture back to Maya and re-adjusted it. Since the texture was looking completely flat, we added a bump map using the ‘Hypershade’ to add the pores, marks, and facial lines effect to the skin. Finally, we also added a UV map texture to the eyes and, using the ‘Animation editor’ we opened the eyelids of the model so we could see the eyes’ texture.

I had some issues with the UV map as my model mesh needed to be adjusted in the middle part of the nose (I had some triangulated mesh there so needed to make it squared and follow the rows and columns of squares, to make it more symmetric). Once adjusted, the UV map started to respond better and I could adjust the skin texture more accurately.

Categories
Maya VFX Fundamentals

Week 5: Maya Organic Modelling Overview

In this lecture, we discovered the basics of organic modelling using Quad Draw modelling workflow to created a Head model.

First, we downloaded a head model from wiki.polycount.com to use it as reference. Then in Maya, we imported our head and set it up to make it a ‘sticky’ surface. Once this feature is live, we used the Quad Draw tool to create a mask with the only half of the shape of the head. Then we refined the eyes, mouth, nostrils, ears and rest of the head traits. Once the half of the face was fully set up, we used ‘Duplicate Special’ to create the other side of the face. We also created the eye balls and mirrored one of them so any changes made in one side it is reflected in the other side too (also used topology feature to change some of the face features).

The following sequence of screenshots shows my process to develop my 3D head model:

The most challenging part of the model were the ears as their are pretty irregular, however, I think I achieved a good result at the end. I also refined the face and gave it more angular features so the model had a more characteristic look.