Inspired 3D: Constructing the Inspired Character — Part 3
Wire Deformer Rig for Face Shape Creation Another thing that was working in my favor, in a big way, was that the model being manipulated was a low-resolution cage. This version of the model was very fast to edit, and the smoothed results always looked better than if the model had been edited in high-resolution.
During the process of modeling blend shapes, the animation rig that had the jaw rotation skeleton was used to ensure that the rotation used for the blend shape jaw matched the rotation used by the jaw on the actual animation rig.
For the purposes of creating a fast way to create blend shapes, I created a wire deformer rig. The wire deformer makes the creation of expressions very quick. By manipulating the points on the curves, I was able to move the surface of the skin in a very elastic, natural way.
Cleanup and Testing
The modeler needs to test and clean up blend shapes after making them. Testing blend shapes is a critical part of the modeling process. Many things can go wrong during the creation of blend shapes. Any time the model is exported from Maya in another format (like .obj) will scramble the order of the polygons in the model. Anything that affects polygon ordering will create many problems.
When testing the model, the modeler should be looking for technical problems as well as aesthetic problems. The technical problems will become evident quickly and require no additional discussion.
The aesthetic problems include the following:
UVs There are many methods for applying UVs. For this section, the basic application types will not be discussed. In order to texture this model, there were two primary methods employed in the application of UV coordinates. One method was used solely on the head, and the other method was used on the rest of the character.
In order to get the character rendered, the modeler needs to apply UV coordinates to the character. The process of editing UVs has a fairly straightforward goal: Will the texture artist be able to paint textures on this character that will not twist or deform unnaturally?
![[Figure 48] indicates where the curvers were drawn to create the wire deformers used to edit the model for blend shapes.](http://www.awn.com/files/imagepicker/1/i3D48_13-48.jpg)























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