Game Development Reference
In-Depth Information
Chapter 7. Modeling Grae
CD Files
GraeFront.jpg
GraeSide.jpg
Grae_Basic.mb
Grae_Combined.mb
Grae_DeformTest.mb
Grae_Details.mb
Grae_WithFeet.mb
Grae_Hand.mb
Grae_WithHands.mb
Grae_Muscles.mb
Grae_Optimized.mb
Grae_Start.mb
Grae_Toe.mb
Grae_Wing.mb
Kila_OpHand.mb
We have one of our character models complete now, but before we go on to apply mapping
and texture to Kila, let's see what you have learned so far. Modeling Grae is our next task,
andinsteadofcoveringeachstepindetail,IwillbrieflyskimthrougheachsectionofGrae's
creation, highlighting any key areas that differ from Kila's creation. You'll be able to test
your knowledge, and you can refer back to the previous chapters for help if you need it.
The Torso and Limbs
We have the model sheet and, in Figure 7.1 , the color render of the character Grae, which
you should scan into the computer. To start off, we must bring these into Maya as image
planes before moving on to create the base shapes that will form his torso and limbs.
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