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CG Character Development Session 45

Session Review

Returning  to the nomad after experimenting with the available materials in maya ( figure 1) . The decision was made to return to make another series of uv mapping attempts and it was through the guidance of a classmate that I discovered a useful uv mapping tutorial that required time to observe in order to drink in the information.

Figure 1
Moreover, the methods James Taylor used were simple and easy enough o intellectual follow as well as practically follow;however, I noticed that each limb of the instructors character was a separate mesh so I referred to auto desks website read their methods of separating areas of a model until the operated pieces are individual objects.

Furthermore, while I was repeating the methods of un wrapping to the leg it was tedious but pleasing that I noticed several vertices in the leg were not merged together.

In addition, I had to create a new foot purely because the previous version I had had terrible topology and at the time it was convenient to keep the foot I made following the ninja tutorial but ultimately the previous foot did not have the muscular detail I desired.

Interestingly, I returned to the original foot and applied certain anatomy aspects from the new foot (figure 2) I created and observed my own foot to apply subtle ares of definition in the ankle and heel areas of the ninja foot.
Figure 2

References

http://methodj.com/easy-uv-mapping-maya-2015/#more-1619


https://knowledge.autodesk.com/support/maya-lt/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/MayaLT/files/Combining-separating-and-splitting-Separate-polygon-shells-into-separate-meshes-htm.html


http://methodj.com/body-modeling-maya/


By Sebastian Jones

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