1. Creating the Outfit
Step 1
Start Maya and open the file which was saved in the last part of the tutorial. Continue with the last tutorial, duplicate body mesh, delete the head and neck faces.
Step 2
Double-click on mesh to select all faces then extrude face. From the polyExtrudeFace attribute, increase the number of Local Translate Z to add thickness.
Ensure it's not too thick otherwise the model will look bulky and fat. But also not too thin as it should cover the body.
Step 3
Select the edge loop then delete the faces.
Step 4
Double-click the inner part faces then delete. You only need the outer part to model the suits.
Step 5
Adjust the shape of centre of the breasts as they won’t be so obvious when wearing clothes.
Tip: use Quad Draw tool to relax the vertices, or select the Vertices > Shift-Right Mouse Button > Average Vertices
Step 6
Follow the same step for hips.
Tip: You can select the Edges > Shift-Right Mouse Button > Edit Edge Flow
Step 7
To make the zip part, insert edge loop to the middle of the suits.
Step 8
Deselect the front edges, then Shift-Delete the selected edges.
Step 9
Hold Shift-Right Mouse > select Multi-Cut.
Step 10
Click and drag on the vertices to draw wireframe. Then press Enter to insert.
Step 11
Select the Vertex > Shift-Right Mouse > Merge Vertices > Target Weld Tool.
Step 12
Drag and snap the vertex to the lower vertex.
Step 13
Try not to have triangle faces in character modelling, snap the vertices to the lower vertices.
Step 14
Select the edge loop. Using Scale Tool (R), scale at the X-axis to straighten the edge.
Step 15
Using Multi Cut Tool, draw wireframe like the image below to fix N-Gon.
Step 16
Select the Faces > Extrude faces.
Step 17
Move the faces inwards.
If it intersect with body mesh, you can either adjust the shape press B for soft selection, move forward until they are not intersected, or simply delete the hidden body faces.
Step 18
Delete the faces.
Step 19
Insert edge loop as bevel.
Step 20
You can search for some heels footprint as reference, Go to bottom view > View > Image Plane > Import Image.
Step 21
Choose a reference image then place and scale to fit the feet size.
Step 22
Adjust the shape of foot to high heels shape according to the image.
Step 23
Insert an edge loop as bevel.
Step 24
Select the faces as the heels.
Step 25
Extrude faces and move downwards, then scale smaller.
Step 26
Insert an edge loop and scale smaller.
Step 27
Insert more edge loop to form the heels shape.Then we have done for the heels.
Step 28
Start to model the zipper. Create a cube. Scale it to flat cube shape.
Step 29
Extrude one face and scale smaller.
Step 30
Extrude again the face and move outwards.
Step 31
Insert edge loops to create bevels.
Step 32
Duplicate the Mesh > Scale X: -1 > move to lower position. Then select both Mesh > Combine. Adjust the size to fit the suits’ zip size.
Step 33
Select the suit's model, select the middle edges from the zip position.
Step 34
Modify > Convert > Polygon Edges to Curve. You'll have a new curve same shape with the selected edges.
Step 35
Select the Curve > Curves > Rebuild > change the number of spans to 20.
This is to equalise the curves’ vertices distance. Display > NURBs > CVs to display the curve’s vertices.
Step 36
Snap the zip mesh to the top of the curve’s vertex, then rotate to parallel to the angle.
Step 37
Change the module from Modelling to Animation.
Step 38
Select the zip mesh then Curve > Constrain > Motion Paths > Attach to Motion Path option box.
Remember to freeze transformation before this step.
Step 39
Change the settings to the following image. Since the mesh rotation will be affected, you'll need to complete the following steps.
Step 40
Select Zip model > highlight all translate and rotate attribute > right click > break connection.
Step 41
At the bottom, type delete MotionPath1 in MEL script box.
Step 42
Change the rotation number to a negative value. If the mesh’s rotation number initially is negative value, then change it to positive value.
Then freeze transformation and delete history.
Step 43
Repeat step 38-39. The rotation of the mesh is correct now. You can see the top of the curve has number 1, and the end has a number 120 (or the last number from the Time Slider at the bottom)
Step 44
Select Zip mesh >Windows > Animation Editors > Graph Editor.
Step 45
Drag and select all the keys and click on Linear Tangents. Then close the Graph Editor window.
Step 46
Select Zip mesh > Visualize > Create Animation Snapshot options.
Step 47
Change time range to Time Slider. Click Apply. You'll have a new group that contains multiple mesh.
Step 48
By default, the number of increments is 1.0, but the meshes will intersect together.
Undo the previous step, increase the number and keep trying to get the correct number which your meshes would not be intersected.
Or decrease the number when the distance of each mesh is too far.
Tip
Do not delete the history of the zip after step 42 for the time being as it is required for the next tutorial.
You should always delete other meshes’ history to keep it clean.
Conclusion
In the next tutorial, I'll be showing you the unwrapping the UV for zip model, and finishing the last part of modelling (outfit’s accessories).
No comments:
Post a Comment