| | Copyright |
| | Acknowledgements |
| | Introduction |
| | | Why Maya? |
| | | Why I Wrote This Book |
| | | About This Book |
| | | On the Included CD |
| | Chapter 1. Designing Your Character |
| | | What Makes a Successful Character? |
| | | The Three Stages of Concepting |
| | | Research |
| | | Preparation |
| | | Design |
| | | Summary |
| | Chapter 2. Modeling Kila |
| | | Preparation |
| | | Getting Started in Maya |
| | | Building a Placeholder Character |
| | | The Basic Shape for Kila |
| | | The Morgue |
| | | Summary |
| | Chapter 3. Finishing and Refining |
| | | Muscle Line Mapping |
| | | Legs |
| | | Face and Upper Body Detail |
| | | Hands |
| | | Feet |
| | | Summary |
| | Chapter 4. Modeling Details |
| | | Creating Hair |
| | | Modeling the Ear |
| | | Modeling the Eyes |
| | | Developing the Inner Mouth |
| | | Dressing Kila |
| | | Summary |
| | Chapter 5. Model Optimization |
| | | Deciding What to Remove |
| | | Finding the Polygon Count |
| | | Arm Optimization |
| | | Torso Optimization |
| | | Waist and Leg Optimization |
| | | Foot Optimization |
| | | Hair, Face, and Neck Optimization |
| | | Current Count |
| | | Hand Optimization |
| | | Final Check |
| | | Summary |
| | Chapter 6. Deformation Testing |
| | | The Arms and Legs |
| | | The Lower Body |
| | | Face Deformation |
| | | Summary |
| | Chapter 7. Modeling Grae |
| | | The Torso and Limbs |
| | | Creating Grae's Head |
| | | Muscle Line Mapping |
| | | Adding Details |
| | | Modeling the Wings |
| | | Optimization |
| | | Deformation Testing |
| | | Summary |
| | Chapter 8. Texture Preparation |
| | | Mapping Methods |
| | | Dividing a Character |
| | | Mapping UVs: The Checker Map Technique |
| | Chapter 9. Texture Painting |
| | | Image Preparation |
| | | The Base Colors |
| | | Viewing the Texture in Maya |
| | | Lighter Shades and Highlights |
| | | Darker Shades and Shadows |
| | | Final Texture Details |
| | | Working with an Alpha Map |
| | | Bump and Specularity Maps |
| | | Topology Check |
| | | Texture Bit Depth and Page Size |
| | | Summary |
| | Chapter 10. Levels of Detail (LODs) |
| | | Why Do We Need LODs? |
| | | Setting the Binding Pose |
| | | Generating LODs |
| | | Grae's LODs |
| | | Testing LODs: The Level of Detail Group |
| | | Summary |
| | Chapter 11. Skeleton Setup |
| | | The Base Skeletons |
| | | Additional Joints |
| | | Joint Cleanup |
| | | Checking the Rotational Axis |
| | | Repositioning the Characters |
| | | Summary |
| | Chapter 12. Character Rigging |
| | | Why Use Controls? |
| | | Forward Kinematics and Inverse Kinematics |
| | | Arm and Hand Controls |
| | | Leg and Feet Controls |
| | | Main Body Controls |
| | | Upper Body Controls |
| | | More Controls |
| | | Visibility Controllers |
| | | Color Coding for Icons |
| | | Summary |
| | Chapter 13. Facial Animation Setup |
| | | Joint-Based Facial Animation Setup (Kila) |
| | | Facial Rig (Kila) |
| | | Blend Shapes Facial Animation Setup (Kila) |
| | | Grae's Facial Animation |
| | | Which Is Best? |
| | | Summary |
| | Chapter 14. Final Character Deformation |
| | | Preparation and Binding |
| | | Painting Kila's Weights |
| | | Hair Weights |
| | | Final Rig Adjustments |
| | | Level of Detail Weights |
| | | Painting Grae's Weights |
| | | Summary |
| | Chapter 15. Finalize and Clean Up |
| | | Scene Optimization |
| | | Make Your Rig Idiot-Proof |
| | | Character Sets |
| | | Summary |
| | Chapter 16. Animating for Games |
| | | Animation Optimization |
| | | Animation Categories |
| | | The Animation List |
| | | Animation Tools |
| | | Creating a Walk Cycle |
| | | Running in Place |
| | | Animation Archive |
| | | Summary |
| | Appendix A. Normal Mapping in Maya |
| | | System Requirements |
| | | Generating a Normal Map |
| | | Viewing Normal Maps |
| | Appendix B. Reference and Further Reading |
| | | Anatomy Books |
| | | Animation Books |
| | | Web Sites |
| | | Graphics Tablets |
| | Index |