Game Development Reference
In-Depth Information
Tip
Making sure the images are the same height, as well as keeping the head
and other body parts in line, will help when working with them in Maya.
Saving Image Planes
For developers experienced with Photoshops tools, here is another way of creat-
ing the image planes: When imported into Maya as image planes, these images
will show up as line art. There will be no white rectangle around them to get in
your way.
1. Working from a 72 ppi scan, use the Rectangular Select tool and select the
front drawing.
2. Copy the front drawing and create a new canvas with a black background.
3. Make sure the image mode is RGB by going to Image > Mode > RGB.
4. Open the Channel Editor and create a new channel; this will be an alpha chan-
nel by default.
5. Paste the image into the new alpha channel and then select Image > Adjust-
ment > Invert.
6. Save the image as a 32-bit Targa file.
The KilaFront and KilaSide images saved as Targa files are also included on the
CD (KilaFront.tga and KilaSide.tga).
With the images cropped, stored, and ready, we have done all our external preparation.
Next, we will move into the Maya program, so let's take a look at the basic tools it has to
offer.
Getting Started in Maya
We are now ready to load Maya and prepare it so we can begin modeling. But first let's
have a look at Maya itself. In case you don't have Maya, you'll find Maya's Personal
Learning Edition on the CD.
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