

- MAYA 3D MODELING CHARACTER HOW TO
- MAYA 3D MODELING CHARACTER SOFTWARE
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You had just put these 2 reference image planes into the layer. Find the right most icon that says “create a new layer and assign selected objects”, click on it. Select both the planes and open up the layer editor tab.Īt the bottom of the panel, we should see under Display tab. We are now left with 1 more step to lock the reference planes so that we do not click on the references accidentally when we are modeling. Rotate this plane upright to make sure it is facing the correct direction in the view port.ĭo the same steps to get the side view reference image plane ready. If the image is chopped off on the plane, use UV texture to correct its UV mapping. If the image is not in correct proportion, click on the plane and switch the dimension of the height and length. Once you have done it, press the key 6 in your viewport to make sure we are able to see the texture on the plane. Select the option “file” and locate the ironman_frontview.jpg image we have prepared earlier on.Īssign this material to the plane by first selecting the plane, then move your mouse over the material and hold down rightclick> drag up to 'assign material to selections'. Create a new blinn material and name it as ironman_frontview.Ĭlick on the checker box beside the color attribute to add a file. Next, open up the hypershade by going to the menu and select Windows> Rendering Editors> Hypershade. Start by creating a plane and assign the width and height of the plane using the dimensions we have gotten earlier. Step 2: Display your reference images in Maya Our images are now prepared! So lets go to step 2 to put the images into Maya.
MAYA 3D MODELING CHARACTER SOFTWARE
Use these dimensions to create plane in Maya or the 3d software you are using. For my case, the side view is 157 pixels by 579 pixels and the front view is 333 pixels by 579 pixels. Lastly, check and remember the dimension of your images. Ironman_sideView.jpg, Ironman_frontView.jpg Open the reference image file in photoshop and make use of guide lines to help in marking out where you wish to crop the image.Ĭrop the images accordingly to the guidelines and name them respectively. This is important as it makes sure the design is consistent in proportion and accurate. When preparing the images, make sure that all the object's height and proportion is similar. This helps me by staying focus when I’m modeling. For example, if i look at it from the left, we should only see the side view. On each viewport, I only wish to see the respective view.
MAYA 3D MODELING CHARACTER FREE
If you wish to put in all the other views, feel free to do so. I’ve found an ironman character sheet from and I am only going to use the front and the side view to help me model. It can be any image or design you have created or downloaded from the web. *Note: This technique is not limited to Maya, all other 3d software are able to do reference image modeling too.įind the reference image you wish to model.
MAYA 3D MODELING CHARACTER HOW TO
Learn how to use reference image modeling from this video tutorial I've created using 3d software, Maya 2013.

Even if you have a huge monitor, it is still not easy to space out your monitor space just to view your reference image.īy modeling your object with reference image behind, you can literally “trace out” your 3D object according to your reference image or design blueprint. Your model will be more accurate to the design (be it yours or client) and you take less time to model an object correct proportion compare to modeling by eyeballing. However it is tedious and inefficient to model by comparing between the monitor screen and your printed design.

Reference image 3d modeling technique is to help modelers speed up their modeling process by 'drawing' over their reference images or designs accurately. With just 5 to 10 minutes to insert a reference image before starting to model a 3D object, you speeds up your production by 5 times or more!ģD modeling using reference is important and critical to achieve good 3D geometry.
