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Character<br />
An aggressive pose<br />
Posing the warrior<br />
15 Joint setup<br />
Bringing the warrior into<br />
Maya, I place the geo into its<br />
own layer and set it to<br />
Template. Next I quickly add<br />
the spine joint in the<br />
Orthographic side view up<br />
to the neck and head. I make<br />
joints for the legs and join<br />
them to the hip. In the<br />
Orthographic top view I<br />
create arms and join them at<br />
the shoulder scapula. The<br />
position of the joints should<br />
be close to the centre of the<br />
mass they’re located in o.<br />
o<br />
16 Skinning<br />
I use Bind skin with Max influences set to 1 so I can easily<br />
find any vertexes that don’t belong and fix appropriately.<br />
Next I use the Paint Skin Weights tools to quickly blend<br />
between joints, and adjust the weights slightly, testing the<br />
deformation by bending the joints p.<br />
p<br />
q<br />
Top tip<br />
Frank Frazetta’s paintings have lots of action and colour.<br />
Action shots require a dynamic pose, and I find that when<br />
deforming or posing geometry in modo, it’s helpful to use<br />
Morph maps to retain the original shape for additional<br />
editing or to try other poses. For a painterly look, all the<br />
textures use saturated colour rather then blacks and whites<br />
for tone and hue. For the skin, I used a saturated copy of the<br />
main Diffuse texture applied to Subsurface Color in the<br />
shader to bring out the skin’s tans, blues, greens and reds.<br />
17 Posing<br />
With the base object imported in for reference, I st<strong>art</strong> to<br />
pose the model, carefully checking from all angles, but<br />
mostly from the composition’s low camera angle. With the<br />
pose complete, I detach the skin, and make sure Bake<br />
History is active, then export both the posed and unposed<br />
mesh of the warrior as OBJ files q.<br />
18 Morph setup<br />
The unposed warrior mesh<br />
and the posed one are reimported<br />
into modo. I place<br />
the posed version in a<br />
background layer and create<br />
a Morph map for the<br />
unposed mesh and use<br />
Vertex Map/Transfer to<br />
apply the deformation of the<br />
background mesh onto the<br />
morph of the active mesh.<br />
When posing, ensure the<br />
Morph map is active R.<br />
r<br />
o I make sure the arm and leg<br />
joints have a bend going into<br />
positive Z, then add IK<br />
p Using the Paint Skin<br />
Weights tool to fix blending<br />
q Shifting the weight of the<br />
model to make it a bit<br />
more dramatic<br />
r The vertex deform data is<br />
transferred to the active<br />
Morph map<br />
s Using the Flex and Sculpt<br />
tools, I adjust the final pose<br />
and deformations<br />
s<br />
19 Tweaking<br />
The posing in Maya was<br />
rough and joint bends could<br />
look better. With the Morph<br />
map active, I adjust the<br />
deformation at joints and<br />
hips. I will also slightly ‘bulge<br />
out’ muscle, position the<br />
weapons and add a bit of<br />
variation to the costume<br />
feathers for a ruffled look s.<br />
93