Animation Advanced Prop UV Work / Prop Modeling Mapping
GCC Academy
Hello
My name is Seunghwan Yoon, in charge of the Maya modeling lecture
This lecture is about modeling
Before discussing polygon modeling
let me briefly summarize the animation production process
excluding the directing process
It goes through the processes of design, modeling, rigging, animation
rendering, and compositing
Modeling is the middle stage between design and rigging
If a problem occurs due to the greed or mistake of the modeler
there will be times
when you will be confused in the animation or rendering part
For example, an absurdly large number of polygons
unnatural wireframes
inaccurate naming
and unorganized modeling files
are typical examples
Some may say that the greatest virtue of a modeler
is the accurate expression of shapes
However, I will tell you that if you have the ability
to prevent the above problems in advance
you will become a good modeler
and a modeler who many people welcome
I will then begin the lecture in earnest
The learning objective for this lesson is to learn
how to model characters that can be animated
How to look at them by simplifying their shapes
The shapes of most objects are variations of basic shapes
The three most commonly used basic shapes
are boxes, cylinders, and spheres
Let's take an example
The shape of a cell phone is a box
The shape of a tumbler is a cylinder
Then what shape is the shape of a mouse?
It can be seen as a variation of a box
If you look at the design of the character I will create
the arms and legs are in the shape of a cylinder
the body is in the shape of a sphere
and the head is in the shape of a soft box
The nose, eyes, and the area around the mouth can also be seen as in the shape of a sphere
It can be seen that the most efficient way is
to create basic shapes using boxes, cylinders, and spheres
provided in Maya and then work on detailed shapes
And sometimes, two shapes
are combined
Like the arm and hand here
Most shapes are combined like this
Understanding these shapes before starting modeling
is a very important process that can minimize damage
to the overall shape after completion
and reduce mistakes in the shape
Flow of wireframe
The flow of the wireframe
is a very important part of modeling
In the case of modeling objects that do not bend
the flow of the wire can be said to be
relatively less important
but if smoothing is included, an unsightly surface can be created
so you should pay attention to the flow as much as possible
Then, I will tell you about several cases
of good wireframes
First, create a polygon in the shape of a square if possible
The flow of the wire is the same as the flow of the face
and the face must be in the shape of a square
to have a proper flow
If it is in the shape of a square, one edge
must be connected to the flow of the opposite edge
Since there are two pairs of edges, it has two directions
If the face is in a triangle shape
one edge will have two flow directions
If it is in the shape of a pentagon
since a pentagon is the meeting of a square and a triangle
just like a triangle
it also has two flows
Here are two spheres
Let's apply subdivision to both spheres
If we compare the two objects
the surface of the sphere on the right looks a bit weird
Let's compare the wireframes
You can see that the surface is not smooth
because of the triangle faces
Next, we will flow the wireframe in the same direction
as the second bend shape
In the example, there is a plan
where joints are planted to bend the object
The joints are made to move in a right angle direction
Looking closely, you can see that the plan on the left
bends smoothly without
any bends or wrinkles
However, the plan on the right looks a bit crooked
Let's apply subdivision
You can see that the surface is not smooth
The reason is that the wireframe is made
without any bending surface, as you can see
Third, let the wireframe flow
along the flow of the corner
If you look at the example, it is the modeling state
before applying subdivision
There is no difference in appearance
Again, let's apply subdivision
As you can see, when applying subdivision
the wrinkles are severe
The reason is that the flow of the face at the corner
does not match the actual corner
On the other hand, this object
was created so that the flow of the face
flows along the flow of the corner
so there are no wrinkles
Therefore, even if it is modeling an object, not a character
it should be created so that the corner and the wire flow
are the same as possible
Fourth, it is recommended to create the number of polygons
around the cylinder sphere object in multiples of 4
Here's a simple example of combining cylinders
The large cylinder has 16 faces around its circumference
The small cylinder has eight faces around its circumference
These are two separate entities
Let's combine them using Boolean
Let's clean up the edges
It's done, and we'll apply subdivision
As you can see, we've got a very smooth surface
When extracting from the modeling surface in the shape of a pipe
the face is in the shape of a square
Since the face is square
no matter how you select it, it must be a multiple of 4
If you select four faces and extract them
or if you select three
and extract them in a 3x3 shape
they are also 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12
It's a multiple of 4
Fifth
Share one vertex with 3 to 5 grid groups
This might be difficult to understand, so let's look at an example
A grid group is a group
of polygons in a grid shape
As you can see, one vertex
shares four polygons
Three poly groups are also possible
Here, one vertex
shares grid group 1, grid group 2, 3 grid groups
and three grid groups
You've probably seen this shape a lot
This is the shape of a cube
In one vertex
1, 2, 3
cube has three faces or grid groups
The following case is where
five grid groups are attached to one vertex
On one vertex
1, 2, 3, 4, 5
This type of grid
is often seen on a character's face
A circular grid is formed around
the mouth muscles and eye muscles
The point where this grid group and this grid group meet
Here
five grid groups are attached to one vertex
In this format, the wireframe
should flow in the direction of movement
Then, even if animation is applied
the surface will remain smooth
The following mesh has
six grid groups attached to one vertex
From step 2 onwards, you can think of it
as a wire that should not come out
If possible, you should avoid
this type of wireframe
This is also the case
There are too many faces attached to one vertex
For example
this sphere is provided by default in Maya
If you apply subdivision
it will look like a smooth sphere without any problems
However, I will give it a little shape deformation
If you look at this part, you can see a wrinkle
I think this may be because of the triangle face
but let's make the triangle face into a square
Again, subdivision
You can see that there are
still fine wrinkles
So, I use cube-shaped spheres more often
than spheres of this type
So, I use cube-shaped spheres
more often than spheres of this type
Let's create a cube and make it into a sphere
Give it two levels of smoothness
and if you look at
the deformer sculpt
you can see that the more you adjust the deformer's adjuster inside here
and zoom in
the closer it gets to a circle
At first, it looks like a square, but if you zoom in
you can see that it becomes a sphere
This shape is not a perfect sphere
but if you divide the face more finely and apply it the same way
you can create a more perfect sphere shape
And the sixth good wireframe is the gap between the edges
The gap between the edges is very important when creating a curved surface
I want to make the object's corners
cut at right angles smooth
If you give the first object
a subdivision
as you can see, it bends in a very large arc
The second object
bends in a medium arc when given a subdivision
The wireframe is relatively far from the edge
Here, I'll give a subdivision to the object with the edge
added relatively close to the edge
A very nice edge is created
You should notice that
the closer the additional edge is to the sharp edge
the sharper the subdivision becomes
You can see that the corners
become sharper as you give them subdivisions
And this
is not my preferred method
The reason is that
not only does the shape not look pretty
but the corners are on a curve that looks slightly bent
like a curve that looks like it's bent overall
and this shape doesn't look very good
and in fact, when you make a cube
if you add edges in this way
only two edges are added to the corners
If you give subdivisions
the shape doesn't look that pretty
and of course, if you add this shape
you can make this shape
but the problem is that you end up with a triangle her
Triangles are the type of face shape
we should avoid making
Instead, you can make
a slightly rounded cube shape
by adding edges
around the corner edges like this
Of course, if you add more edges in the middle
you will get a more regula
straight cube shape
As you add more edges
the angles on the top face will become flatter, and the corners will become sharper
Character Modeling
Let's leave the theoretical part at this point
and get into the actual modeling
Before we start modeling
we need to create a project folder
The project folder is essential to collect
the materials we need when we complete the asset
First, change to a new file
click on the file, Project Window
New
and create a folder called toybear
You can choose the path
wherever you want
If you click Accept
these folders will be created
and you can put the materials needed
for modeling that fit each character
If you go into the lecture, you will see that
a project folder called toybear has been created
Now, let's load the image plan
You can think of the image plan
as a design you can bring into
a 3D program
and create it by looking at it
Let's adjust the time
of the video a little bit to model it
As I mentioned in the beginning
I'm using the basic box shape
to create the head shape roughly
Of course, you can't perfectly create
the head shape with just one box
but the best way is to create the shape
by adding edges individually
Now that we've roughly created the head shape
let's create the body shape
The body shape can also be made of a cylinder
but I'm just going to create it in the shape of a cube sphere
I created the arm as a cylinder shape
and specified the number of faces around it to 16
This is because when extending from the body shape to the arm
I will extrude it by
grabbing 4x4, or 16 faces
so I created the cylinder with 16 faces
The hand-made face of the cylinder
also had 16 faces
This is done by simply taking out the cube and applying Smooth twice
and 16 faces are automatically created
I will talk about this later
but in fact, this was also made with 16 faces
As I was making it, it turned out to be thicker than the arm
but the number was the same
so I added more later and made it
You must also look at the design from the side and match the shape
Since 3D work always requires the shape to be
smoothly connected no matter where you look
you have to frequently look at the side and front f
as well as the top and bottom to match the shape
As you can see, for the shape of the large mass
you can easily and quickly
continue working by roughly matching
the large shape using the lattice tool
Now, to merge the ears in the grid form
I moved the face with the new face attached to the vertex back a little
and I connected the faces
by placing the ears on top of the grid form
To separate the face and the hat from the side
I used the split tool
After separating, I modified the flow of the edges
so that they flow in the same direction as the dividing line
In the parts where the corners are sharply bent
you need to add more edges than the flat face
This way, the bends can be seen naturally
When I made the arm shape according to the design
there were too many parts where the armpit overlapped with the body
so I modeled the arm slightly
Sometimes, there are conflicts
between the design and the 3D part
when implementing it in practice
In such cases, it is better to consult with the designer
and change the design
or determine how much modification is possible in the modeling part
and proceed with the work
The wire flow should be similar to the face next to it
because bad wrinkles can occur
if the shape is too different
from the face right next to it
This part is being recreated
because the number of faces on the foot is too small
You should also pay attention to the soles of the feet
Since the soles of the feet can be seen
in the walking motion when the animation is applied
you should also pay attention to the shape of the soles of the feet in the wireframe
When connecting objects that are separated
you can easily connect them
using a bridge as long as the number of faces matches each other
When roughly organizing the surface, go to the sculpt tool
and use the relax or smooth tool
to rub it as if drawing a picture
and the gaps between the faces will be reconstructed appropriately
Delete the useless faces inside
and instead, since the back of the face can be seen inside
we will create an object to block the hole and insert it
This way, the inside will not be visible
and even if you use the face inside in black later
you will be able to feel the effect of having enough openings inside
It is recommended that you delete
the faces where objects meet
and cannot be seen
These things gather together and take up a lot of useless space
and you may experience difficulties later
when rendering or animating, so please delete them if possible
I created the teddy bear's nose and mouth shape
with polygons instead of textures
I deleted the faces in the tail
but blocked them again because I thought the deleted parts
might be slightly visible when animating later
That's all for the modeling
I will summarize what I learned in this lesson
First, I learned how to simplify shapes
Second, I learned about natural wireframes
Third, I learned about character modeling techniques
There are as many modeling techniques as there are modelers in the world
The modeling techniques I taught in this lesson
are not the only correct ones
but I think they are easy and stable methods
for those new to character modeling
If you learn this method
and find your way while working in practice
I think you will get better results
Thank you
Simplify the shape Box, cylinder, sphere Most frequently used objects
Arms and legs are made in the shape of cylinders, the body in the shape of a sphere, and the head in the shape of a soft box Sometimes two objects are combined to create a shape
Good wireframe Must create polygons in the shape of squares if possible Must flow wireframes in the same direction as the shape being bent Must flow wireframes in the direction of the corners
Cylinder and sphere objects should have a circumference polygon count of multiples of 4 Must share 3 to 5 grid groups per vertex Must use the spacing between edges appropriately depending on the situation
Character Modeling Creating a Projector Folder Creating an Image Plane Character Modeling Creating the character shape by adding edges one by one
The shape of the 3D character must be adjusted by considering the front, side, back, top, and bottom Modify the edges and dividing lines to flow in th