Thursday 8 June 2017

Check List for Asset Building - Maya Character

Pre-Requisite for asset building - Character

The topology face should be quads preferably square and  equally spaced. No tri or 5 edge faces.
At least three close loop at the hinge joint areas viz, elbow, knee, finger knuckles.




Eye ball should be in the exact center of the eye socket.
Loop on the ear for quadrupeds should go perpendicular to the direction of the ear. There should enough loop to avoid bleeding of the ear skin weight towards the skull.
Enough loop on the mouth, neck, head and the face for good deformation.



Like to have the loops matching on the overlapping mesh like the shoulder strap of Douglas and shirt.



Need full inner body mesh, though it have outside mesh as dress. Inner body should be separate mesh, which will be deleted after skinning.

The head should be separate from the body. (for facial purpose, though not mandatory).

Geometry should be symmetric. Ears, Tail, trunk, neck, wings, etc should be kept in more relaxed and neutral pose preferably straight.

In case UV and texture shaders are done parallel to rigging, textured mesh can be transferred/replaced to the model after rigging.

Need front, side, Top (optional) and 3/4th or orthographic view of the models sketch.

Characters size reference with respect to the main character or the BG environment.

Expression sheet for the various shapes and phonemes AI, O,E,Ahh, L, FV, WQ, MPB

Material detail of the objects in the model (cloth or leather and their color).This is to have temporary shaders assigned to the respective object and combing the objects that go together and for UV laying purpose.

Once the texture and rig with skinning is done. The temporary shaders will be replaced with actual textured shaders depending on the rendering pipeline ie. geometry cache or normal.

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1 comment:

  1. It's great information. If is a more details, it will be more helpful for artist. But it is great initiative. Please continue with this post. New topic, different ideas, etc .... I expect.
    Thanks
    Subin

    ReplyDelete

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