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Character Modeling with Maya and ZBrush: Professional polygonal modeling techniques

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Maya is at the forefront of 3D graphics. The newest version of Maya has a host of new features and improvements to help the modeler achieve amazing results.

Before we move into modeling let’s go over some guideline we want to stick with to ensure clean models. These are concepts to follow when dealing with all models, be it a low polygon monster or a photorealistic human

Use quad polygons: A quad is a four sided polygon. Quad polygons are generally easier for everyone to work with. Quads subdivide in a predictable manner. It is easier for a character rigger to paint weights on quads. It is also easier for the texture artist to paint images with minimal stretching. If you need to terminate an edge loop, hide the triangle in a part of the mesh that is in an inconspicuous place that won’t deform. Any triangle used needs to be kept to an absolute minimum. Polygons with more than four sides (n-gons) cannot be used.

Uniformly spaced topology: By uniformly spacing the polygons you will be making everyone’s job easier. Uniformly spaced models will subdivide in a predictable manner. Uniform topology has less texture stretching then unevenly spaced mesh so it is easier for the texture artists to create images. It’s also easier for the character rigger to set up the model because the weights are much easier to distribute evenly across the model.

Model your edge loops according to the muscles: An edge loop is a path of connected polygons. By having the edge loops follow the muscles, the character will deform much better when animated. Proper edge loops also allow you to add extra detail only in sections of the model where needed.
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