Game Character Development with Maya
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Index[SYMBOL] [A] [B] [C] [D] [E] [F] [G] [H] [I] [J] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [X] hair, Kila 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th adding volume to 2nd 3rd 4th alpha map for 2nd 3rd 4th 5th animating 2nd attaching to head 2nd 3rd 4th 5th 6th 7th cleaning up with Outliner 2nd color controls 2nd creating 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th extraction of importance of joint assembly 2nd layering 2nd 3rd 4th 5th 6th mirrored version of movement of 2nd optimizing 2nd 3rd 4th 5th organizing strips into layers 2nd 3rd reducing levels of detail 2nd 3rd refining 2nd rotating strips to fit head 2nd 3rd shaping 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th spikes 2nd texture details 2nd tucked behind ear 2nd 3rd 4th UVs 2nd 3rd 4th 5th 6th weight painting 2nd weighting 2nd 3rd hairline 2nd 3rd 4th 5th handle vector 2nd handles IK 2nd 3rd 4th 5th 6th 7th 8th 9th 10th selection 2nd 3rd hands, Grae creating 2nd 3rd editing fingers 2nd 3rd hands, Kila adjusting 2nd 3rd attaching to model 2nd 3rd creating 2nd extraction of fingers [See fingers] optimizing 2nd 3rd 4th 5th 6th placeholders for quick poses 2nd 3rd 4th 5th 6th reducing levels of detail 2nd resolution 2nd UVs 2nd weight painting 2nd 3rd hardening geometry head joint 2nd head sheets 2nd 3rd 4th 5th head, Grae attaching to body [See optimization;face, modeling;Grae] creating [See optimization;face, modeling;Grae] detaching from body [See optimization;face, modeling;Grae] optimizing [See optimization;face, modeling;Grae]head, Kila attaching ears to [See optimization;face, modeling;Kila] attaching to body [See optimization;face, modeling;Kila] controls [See optimization;face, modeling;Kila] creating basic (primitive) [See optimization;face, modeling;Kila] extraction of [See optimization;face, modeling;Kila] optimizing [See optimization;face, modeling;Kila] placeholders for [See optimization;face, modeling;Kila] rotating [See optimization;face, modeling;Kila] sculpting [See optimization;face, modeling;Kila] smoothing [See optimization;face, modeling;Kila] UVs [See optimization;face, modeling;Kila] weight painting [See optimization;face, modeling;Kila] heel joint highlights 2nd 3rd 4thhips, Kila animating 2nd 3rd 4th 5th 6th 7th 8th 9th controls 2nd 3rd 4th deformation testing 2nd 3rd 4th joints 2nd 3rd 4th weight painting 2nd 3rd 4th 5th 6th 7th 8th 9th history character 2nd 3rd 4th 5th deleting 2nd 3rd 4th 5th horizontal sweep |
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