Game Character Development with Maya

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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