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Outline
In the following
lessons we will be examining the workflow of creating a head in MAYA.
The purpose of focusing on the workflow is to give you an idea of what
a director might expect from a Maya operator when working towards
fulfilling the goal of creating an animation within a team of Maya
operators. This is the most realistic approach to learning an
application such as Maya,
- First consider
the application as a whole, and gain a general understanding of how all
the aspects of Maya fit together.
- Secondly
consider how Maya’s workflows can be broken up into smaller segments
(such as modeling, texturing, rigging, animation etc).
- Finally consider
which aspects of Maya appeal to you most and specialize in those
fields, taking into consideration what specialties are most sought
after in the market place you're aiming for.
Starting off
with modeling is the most logical first step, because as an animator,
texture artist, technician etc you'd first need to understand the
principles of how a 3D model is generated from the base up.
Understanding this will help you create more predictable geometric
deformations (the process of modifying a 3D model, such as bending a
character's arm).
The order of
this course's workflow follows:
- Planning &
preparation
Project setup
- Polygonal
modeling
UV texture mapping
- Subdivision
surface refinement
Polygonal refinement
- Texture mapping
Rendering
I've written
these lessons as though we were working within a 3D production
environment, where you are given the task of creating a character's
head and texture mapping it. Upon completion of your task you would
then hand your model, with its textures to a rigging team. This team
based on previous discussions with you, as a modeler, will prepare the
model for animation, then hand it over to the animation team who will
animate it and subsequently hand it over to a compositing and lighting
crew. This team will render out the animation to produce the final
result. The discussions between the different departments that dictate
what your model will ultimately look like are key to producing an
efficient model that plugs seamlessly into the various workflows.
Planning and preparation will outline the key points that need to be
addressed before you can start modeling your character's head.
Planning
and Preparation
Before you begin
modeling your character's head you need to establish what it will be
used for. Because we are modeling a head we can pretty much rest
assured that our character will be used for something like a close-up
or ECU (extreme close-up) shot. We can pretty much rule out a Wide Shot
(or full body shot).

Wide Shot

Close Up

ECU (extreme close-up)
For the purpose
of our exercise we'll be modeling a head for a close-up to ECU shot. We
need to establish what kind of shot our character is involved in, what
kind of lighting will be used in the scene and what the final render
will be output as. This information can be sourced from the various
Maya operator departments involved with the project.
Regarding the "shot type", we don't want to spend hours modeling a
character's lower body when it won't appear in the final shot, so we'll
focus on the most visible parts of our character, then thin our
workload out towards the not so visible parts of our character.
Creating a more efficient workable model that hasn't taken us forever
to create.
How the character is lit relates to what sort of colours you'll be
using to texture map your character. It wouldn't be advisable to create
a bright yellow base-textured character when you're going to be using
it in a very moody, dimly light scene. It just wouldn't make sense to
the viewer, unless it was your intention to elicit a humourous
response!
Finally, in finding out what the final output for the rendered version
of the character will be, you'll have a better idea of what size to
make your textures maps. 3D models are made up of vectors (vertices,
faces, edges) all of which are resolution independent. Meaning that
once you've created your character, and assuming you have not applied a
bitmap texture to your model, you can zoom in as close as you want on
your character, render it, and not see any pixilation. However as soon
as you apply a bitmap texture to your character, and most 3D
characters, if they do not use procedual textures, do have bitmap
textures, the output rendering of your character becomes resolution
dependant. Meaning that if you applied a bitmap texture of 256 pixels
by 256 pixels to your characters head, but you render your character at
1024px by 1024px, Maya is going to have to stretch (or more acturately
interpolate) your characters bitmap texture to four times its original
size causing the output rendering to become highly pixilated. Not good!
To avoid this problem find out before hand what your model is going to
be used for. Is it going to be used for Cinema, TV, multimedia, the web
etc? Each one of these output formats has a specific target resolution,
so for example if your final product was for television, in South
Africa we use a system called PAL which has an output resolution of 720
x 576(non-square pixels). Meaning when the compositing team renders out
a frame of your character they will set Maya's Software/ Vector /
Mental Ray render to output a frame to 720px by 576px. It is therefore
safe to deduce that, if you had a full body shot of your character,
your entire character would not take up anymore than a maximum of 720
pixels in width by 576 pixels in height; so your texture map, for your
entire character in this shot, should not be much higher than this
given resolution. If you had a close-up shot of your character's head
for the same output (PAL) then the texture map for your characters head
alone, would not exceed much more than 720px x 576px bearing in mind
that in the previous example your entire character utilized the same
sized bitmap for its entire body. This also means that one should never
feel limited to using one texture map on a character or character
component. Texture maps should be created for the character on a per
shot basis, this also means that the model should be versitile enough
to reflect as wide a range of differing resolutions of texture maps as
possible. A table follows of suggested bitmap resolutions for certain
outputs on a per shot basis (remember that one character is often made
up of several texture maps).
| OUTPUT |
OUTPUT RES |
ASPECT RATIO |
SUGGESTED RES |
| HD |
1920 x 1080 |
16:9 |
2048 x 2048 |
| PAL TV |
720 x 576 |
4:3 |
1024 x 1024 |
Multimedia and
Web outputs cannot be standardized at present as they are dependant on
the end users computer capabilities. But a good starting point to
create a texture for this platform would yield a resolution of about
512 x 512 per characters' texture map, this suggestion is based on a
maximum compatibility standard output res of 640 x 480
Bear in mind
also that although your character might be used in a wide shot, your
character might not take up more than one tenth of the full frame size.
This situation is particularly common when the focus of the shot is on
the environment that the character is in, or if there is a crowd of
several hundreds/thousands of characters. in this case the entire
texture resolution of your character need not be larger than the
percentage of the region that you character encompasses. for example if
your character only takes up 10 percent of the entire frame shot at HD.
then the entire resolution of your characters bitmap need not be larger
than 256px * 256px. to arrive at this figure, 10 percent of 2048 (which
is the suggested resolution for HD) is 204. however computers perfer
working in figures divisible by 2, 4, 8, 16 etc. and it's generally a
better idea to round up than down, so the next logical number would be
256.

PAL has an almost squarish shaped frame, like your TV

HD has a much wider shaped frame, like at the cinema
There are no
hard and fast rules to creating the "proper" sized texture map only
certain guidelines one can follow. Firstly make sure your texture map
is to the power of 2. 3D applications tend to handle even aspect ratios
more efficiently. Create multiple texture maps, one for your characters
to be used in close-up shots. Another for your entire character to be
used in full body shots and finally a high resolution texture map at
least twice the suggested resolution for your character to be used in
any ECU shots. Use the intended output resolution to determine a
starting point of how big to make your texture maps. Not all maps need
to be 2048px x 2048px; this is not an efficient solution as it will
dramatically slow down the rendering process.

This character renders perfectly for a Close-up or Wide shot...

However when we zoom into the region between the eyes and the snout and
re-render the image we can see some unpredicted pixelation. Clearly
this characters texture map was made for a wide to close-up shot.
Once you have
determined the criteria for creating your character's texture map, you
will need to consider how your character is going to be animated. The
best thing to do would be to obtain a storyboard of the animation from
your director, and speak to the rigging and animation crew about what
areas of your characters head will be manipulated most extensively in
animation. In obtaining this information you will be able to decide
what needs to be modeled on your character's head and to what degree of
realism this needs to be achieved. Also what areas on your characters
head can be faked with a texture instead of actual geometric modeling?
An efficient model will not have every pore on its skin, every wrinkle
around eyes and every blemish modeled, this is overkill! It would be
near impossible for the other departments to work effeciently with a
model having such a high polygon count (geometric resolution). Consider
when you are working with Maya that you are working towards a goal not
necessarily on that goal. As every product that comes from Maya has to
go through some refinement process before it gets to the end user, for
example a composting application to combine all the different
renderings into a single frame for TV, cinema, print etc, or even a
games engine to optimize and make the animations you created
interactive, a web graphics optimization toolkit to reduce the size of
the image with better compression algorithms for an internet browser.

Some areas of a character need to modeled, particularly if those areas
are going to appear in ECU shots, or if they are going to be deformed
through animation.

Other areas of a character should be assimilated using appropriate
texture mapping and lighting.
Finally you will
need to assess whether this character has any special systems
interacting with it, such as particles, hair, fluid or fur. Knowing
this information will help you assess what kind of geometry your final
model will be output as. Not all Maya’s geometry types are compatible
with some of Maya’s dynamic systems. Maya has three types of geometry
NURBS (non-uniform rational B-splines), Polygons and Subdivision
Surfaces. Of these three types polygons is the oldest technology (and
therefore most compatible across workflows and platforms) subDivs is
the latest technology but least compatible. Each technology has its own
fields of excellence, for example nurbs for their ease of use and
precision. Polygons for its versatility and highly interactive feedback
make it a great choice for experimentation through to final output, and
finally SubDivs have a specialized toolkit for organic modeling that
makes it the best choice for high definition quick and effecient
character modeling. So the question is which one to use? In actual fact
you do not have to limit yourself to one geometric type as Maya allows
you to convert between all three geometric types. This allows you to
choose the aspects of each geometric modeling environment that suite
your workflow, and benefit from the best aspects of each geometric
type. However be aware that the conversion process between each of
these different geometries does not happen without a little tweaking.
The conversions between the different geometries can be as accurate as
you want them to be but, for example, the more accurately you try to
match your subDiv surface to your polygon output surface the more
complex your model becomes and the more processing power you need to
work with the higher resolution model. It’s ultimately, a balancing act
as with most progressive technologies in 3D. It is also not advisable
to try to create seamless blends between different geometry types, as
these seams are prone to becoming evident in the animation process.
However, for example, if you were to output your characters head to a
single geometry type such as subDivs but he's wearing a top hat, there
is no harm in constructing the hat entirely out of NURBS and his eyes
out of polygons, if this yields the desired results.

Each Geometry
type has special tools that enhance the best features of that type, and
allow you to create very specific, distinguishable features in your
characters.
Now that we have
all the technical specifications of our character down we can start to
sketch out perspective and orthographic projections of our characters
head. If you have come this far in the process you would have already
established what the character is going to look like. Sketch out a few
views of the character. They don't have to be master pieces, but rather
something that will convey an atmosphere or presence about the
character. Then proceed to sketch orthographic projections of your
character. Often a front and profile view will suffice but if the
character has specific details on his crown you might need to sketch a
top view as well.
Make sure your character's proportions align correctly in the different
orthographic projections, use a TD (technical drawing) board with a
T-square if you have one. If not you'll have to align the proportions
in Photoshop. Scan the images in at a low res no more than 100dpi, save
the images to your projects directory (see following section). The
images will only be used as a reference for modeling and not be evident
in the final output. Modify the images in Photoshop so that their
dimensions are perfect squares and make sure that the subject matter is
positioned correctly so that when the images are aligned if you were to
draw a horizontal line extending across one images eyebrow, eyes, nose.
Mouth etc the line would intersect the corresponding point on the
adjacent image. You’re almost ready to start modeling.
Part 2: Setup And Preperation
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