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Face Development in Maya: Third Week

Writer's picture: Tim SchwezierTim Schwezier

This week we continued to refine our face model by learning how to rig it using joints and skinning. While the joint work was a decently simple the skinning proved to be far more difficult. Trying to get the right distribution of weight to make sure the joints only affected the appropriate parts of the head were difficult. Especially getting it to work on the finer points of the model. Even with zooming in I found it difficult to paint the weight accurately.


In addition to that we also made teeth for our person’s mouth.


Another big development specifically for my model was with the help of Nick I learned more about how to use Maya’s tool set to fix the ears on my model and get far more accurate UVs as a result. Specifically using a combination of edge loops and the multi-cut tool to create better edge flows and removing verts that had far too many edges attached to it. Those verts with too many edges attached was the main culprit behind my UV issues.



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