Thursday, January 15, 2009

Maya Modling For Production

Modeling for production is always loads of fun and challenging too and sometime its really complicated to finish the model within the deadline. There are certain procedures and responsibilities for modelers to work on the models based on what kind of production they are into. For example the various production needs like, television media, live action film industry and gaming industry each requires different types of modeling methods to keep the model which suits for their requirements.

Another example for this is, A television media production house which can afford a model that has the medium number of poly count with the right mesh topology but for the film industry sometime they require a very high detailed model with the right mesh topology that keeps each and every single detail of the character. For the game production you need to build a model with the lowest amount of polygon count and its possible to keep triangles in it (Note: game engines supports only triangles) but for the other two media mentioned above should not have a triangles it should form a character only with quads so that it will create a smooth surface and provide a smooth and expected deformation result after rigging them. 

Before you begin your modeling process its always better to communicate and consult with texturing and rigging artist and take inputs as to which are the areas that has to be given primary importance. (Note: the prop which is far away from the camera need not have to have more detail on it) and how to optimize them without loosing a single detail this will help to reduce the complications vise versa and it will avoid redoing the work again.

Modeling in production has separated into two sectors, which is BG and character modeling. 

BG Modeling 

(BG is Background or set modeling). Responsibility for the BG modeler is to make sure that each and every props (Note: props are the things like telephone, bottle, coffee cup, table Etc...That interacts with the scene often and is handled by the other characters that interact with that particular scene) in the BG has been done properly with the correct mesh topology. Tracking up with the props is another task too for the modelers if the number of BG’s are more in production it is better to take the old ones and alter them for a change if its necessary. 

Name each and every element on the model and follow the proper grouping order, this does avoid confusion and it reduces the work load for the texturing, rigging artist even for the modelers too. Scaling the props in the scene is an other important task for the BG modelers you need to get the character scale chart and keep the dummy object for character scale reference to do this. Freezing the transformation values. 

 (Note: do not scale your models after freezing the transformation if you do so freeze the transformation again to keep the values 0 don’t set the X, Y, Z scale value to 0 because in Maya the default value is set to 1 for these three axis) and deleting the unwanted history, keeping the outliner window clean will keep everything neat and clean in the scene file. Optimizing the scene reduces the file size 

Based on the time constraint of the particular project sometimes the props will be distributed to one or more modelers. 

Character Modeling 

When you look at the character model sheet for production, which needs to be modeled, First things is to observe is all about anatomy of the character and what kind of clothing’s the character has and what all are the other elements that are there on the character. Take time to understand the sketch, decide what kind of modeling surface that you’re going to use to build the model quickly and easily. 

Well knowledge about the anatomy is a must for a good modeler. If you are new to modeling give yourself a little time to do the study about anatomy of Biped, Quadruped.

(Note: Bipeds known as two legged and quadrupeds known as four legged characters) Remember the relative size of parts in a body weather it’s a human or an animal in order to keep the proportion correct. Some of the new comers to this animation industry never would have done this study for them it is important to learn about this to become successful modeler. 

Anatomical study about the male and female is the must to build a quality model and makes things lot easier in production for example male body parts and forms are more rigid then the female’s. Overall anatomy of the female body has a rhythmic curve flow more than a male The areas, which you have to focus on while building, your male or female models starts from facial construction the neck, shoulders, elbow, forearm, wrist, chest, hip, knee, ankle, toe all of those body parts you need to give special attention to keep the correct anatomy. These are the key points that can be followed even for building a animal models too. 

In production, to follow the clean workflow for your models always make sure your beginning with the blocking stage of modeling process. Blocking is nothing but building your model with the less number polygons using the basic primitive object. This helps you to keep your model simple and makes it easier for you to finalize the anatomy of the model properly also this comes handy when change in the character designs or any corrections needed for that model. Make sure your getting the first stage approval on this blocking stage from your director or your modeling head then go on adding details. 

After completion of the blocking stage focus on detail which are required take inputs from texturing, rigging artists if necessary in this stage mesh topology has to be perfect. While adding detail in your model it has to have enough points on the areas, which are going to get deformed. The area near Shoulder, Elbow, Knee, Wrist, Finger joints, etc.. 

Building a face does require lot of experiments sometimes it becomes really challenging even for the experienced professionals based on the project requirements. Constructing a face model with the right mesh flow is necessary. It makes the model more alive and believable too more than that it helps the rigger to take the control over for creating a facial rig which can make the model does all the possible expressions. When you build a face make sure your concentrating on the areas like eyes, nostrils, ears, inner mouth structures this needs a special attention in details. 

It’s a modeler’s responsibility to create blend shapes, which are required to create expressions. In production you have to create the shapes of the vowels (A E I O U) to animate all the possible dialogue delivery from the character apart from this creating the other shapes to simulate the feelings of the character like Anger, Sadness, Happiness, etc.. in order to create these in detail and as well as without loosing the proportion of the character to do this effectively you need to do lot of research and study about the faces from the people and animals its always good to draw out the expressions how the eyebrows, eyes, forehead wrinkles, mouth shapes coordinates between together to form certain expressions. But its not really matters if you can’t able to draw out the expressions only if have the special observation skill.

Responsibilities of the modeler when modeling for production 

  • Set the project to appropriate working directory.
  • Choose the right kind of geometry, which will suit the need of the model.
  • Keeping up the file versions in order to avoid confusion.
  • Fixing up with Maya system unit scale settings based on the project.
  • Check out for the scale chart before you begin.
  • Communicate with texturing and rigging artist for model requirements.
  • Scale down the model based on the scale chart.
  • Block the first stage model then go for detail after approval of first stage.
  • Add enough number of points where the deformation happens.
  • Freeze the transformation.
  • Delete image planes after finishing the model.
  • Delete unwanted history.
  • Delete unused curves.
  • Delete unused objects.
  • Delete layers, which are not necessary.
  • Keep the outliner window clean.
  • Name the BG prop elements properly.
  • Delete used deformers if its not required no longer.
  • Do the poly clean up to get rid off non-manifold geometry.
  • Group the model properly if it has more number of objects.
  • Make sure there are no open vertices in the model.
  • While creating blend shapes make sure your duplicated model has the same number of points as the original.
  • Organize your blend shape groups and separate them as and name them as phonemes / expressions.
  • Do not delete or add vertex, edge or face on the blend shape meshes.
  • Do not freeze transformation after creating blend shapes.
  • When you notice any mistakes in your model after passing that to texturing or rigging inform about it immediately to the appropriate artist before they start the work.
  • Do the final quality check by yourself once after finishing all the necessary work.

Cheers!

 

 

 

 

 

 

 

 

 

 

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