Game Development Reference
In-Depth Information
Tips and Tricks
In tech review, my tech editor (who is using a Mac) pointed out that this
step can be a little flaky. There appears to be a bug in the Mac build that
makes it so you have to restart Maya before you can access the side-
view panel's image plane settings if you've already accessed the front.
Step 9: Hide the image planes except in their respective view panel.
Again, in the front-view panel activate the attributes of the image plane
(View>Image Plane>Image Plane Attributes>imagePlane1), and at the top
of the Attributes Editor click the Looking Through Camera radio button.
Do this again in the side-view panel.
Why?
Image planes are most effective when they are visible only in the orthographic
views that they are most relevant in (front and side) and not cluttering up the
perspective view panel.
Eyeball
Step 10: Create an eyeball. Create a polygon sphere (Create>Polygon
Primitives>Sphere).
Step 11: Reduce its polycount. Select the sphere and make sure the
Channel Box is open. In the INPUTS section click polySphere1 and change
the Subdivisions Axis and Subdivision Height to 10.
Why?
It's an eyeball that is very unlikely to be seen terribly close. Keeping the
polycount low (as always) helps keep the frame rate high in the game.
Step 12: Move, rotate, and scale the eyeball into place. Looking at both the
front- and side-view panels, move the eyeball into place so that it matches
both sketches. Rotate it 90 degrees along its X-axis so that the pole of the
image is pointing forward. Scale the eyeball to actually be the size of the
eyeball (much bigger than the part of the eye that can be seen; Figure 8.4 ).
Figure 8.4 Placed eyeball.
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