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3d art

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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

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