I am also going to investigate other potential methods as well, for example, using a MEL script in Maya.įor the purpose of finding the best ways of creating the trees I am going to begin the research by experimenting with Maya Paint Effects, and determine whether this could end up being one of the methods to use.įirst, I had to gain an understanding of the Paint Effects and how they work, and therefore I began by going through a tutorial about it, available in Maya Help documentation. Then I am going to look into ZSpheres, and a possibility of creating basic tree meshes this way. To begin with, I am going to look into the Maya Paint Effects and experiment with it and try to find out if this method would be useful in my project. There are a few other options, rather than modeling from scratch in Maya. ![]() I am going to analyze various possible texturing methods later during the project. Another option for the tree texture that might be better though (more economical by using smaller texture) is to create a high quality tile-able tree bark texture, and use it as a colour map, and to create a normal map of it in Photoshop using a little plug-in called nDo. Also, the tree bark texture could be created with a specifically made alpha brush, and then baked into a normal map. ![]() Then I can import these basic meshes, created in Maya, into ZBrush to create more natural geometry deformations using various sculpting tools that are available in ZBrush. The image below shows a few tree meshes created in Maya. One of them is to begin with polygon modeling in Maya, and I have already tried to create a few basic meshes by simple extruding functions. I have a few different approaches in mind for the tree modeling. There is a possibility that more than one of these methods might become useful because the trees in the scene have various purposes some of them are far away in the background, and some are in close up shots, and that means that some of the trees needs to be quite basic, mostly for the purpose of showing a silhouette of the tree, and some of the trees have to be quite detailed for close up shots. In the following section, we will take a look at how you go about doing this.Before starting the actual modeling process of the different trees in the scene, I am going to research into various methods that can be used, to learn more about ways of creating trees, and experiment with them to decide whether these methods would be suitable for my project. One of the other benefits this tool offers, is that it will allow you to convert Static or Skeletal meshes that have been placed into a level. When the posed Static Mesh has been placed in the level, you can then use it like any other Static Mesh in your project.Ĭonverting Multiple Placed Skeletal & Static Meshes To use the newly-created (and posed) Static Mesh, select the posed Static Mesh in the Content Browser, and then drag it from the Content Browser into the level like with any other type of Static Mesh asset. With the Skeletal Mesh now posed and saved as a Static Mesh, we will look at how you can use them in your projects. When the conversion process has finished, there should be a new Static Mesh placed in the location that you specified. Click on the folder you want the Static Mesh to be placed into, input a name for the Static Mesh in the Name box, and then press the OK button to create and save the Static Mesh. When you are happy with your pose, press the Make Static Mesh button that is on the Main Toolbar of the Skeletal Mesh Editor.Īfter the Make Static Mesh button has been pushed, you will be prompted to specify a location and name for the newly created Static Mesh asset. Now that we have a Skeletal Mesh posed, we will take a look at how to go about saving those poses as Static Meshes in the following section. ![]() Select a bone to adjust by clicking on it, and then use the Move, Rotate, and Scale tools, to move, rotate, and scale the various bones until you have a pose that you want. ![]() Once the SK_Mannequin Skeletal Mesh has opened, go to Show > Bone > All Hierarchy to display all of the bones in the viewport. In the following section, we will go over what needs to be done so that a Skeletal Mesh can be posed.įirst, inside of the Content Browser, locate and then open the SK_Mannequin Skeletal Mesh asset by double-clicking on it. If you have not done so already, create or open a project that makes use of this template. For this example, we will be using the SK_Mannequin that comes with the Third Person Template project.
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