1. Creating the Outfit
Start Maya and open the file which was saved in the last part of the tutorial. Continue
with the last tutorial, duplicate body mesh, delete the head and neck faces.
Double-click on mesh to select all faces then extrude face. From the polyExtrudeFace attribute, increase the number of Local Translate Z to add thickness.
Ensure it's not too thick otherwise the model will look bulky and fat. But also not
too thin as it should cover the body.
Double-click the inner part faces then delete. You only need the outer part to model the suits.
Adjust the shape of centre of the breasts as they won’t be so obvious when wearing clothes.
Tip: use Quad Draw tool to relax the vertices, or select
the Vertices > Shift-Right Mouse Button > Average Vertices
Follow the same step for hips.
Tip: You can select the Edges > Shift-Right Mouse
Button > Edit Edge Flow
make the zip part, insert edge loop to the middle of the suits.
the front edges, then Shift-Delete the selected edges.
Shift-Right Mouse > select Multi-Cut.
and drag on the vertices to draw wireframe. Then press Enter to insert.
the Vertex > Shift-Right Mouse > Merge Vertices > Target Weld Tool.
and snap the vertex to the lower vertex.
not to have triangle faces in character modelling, snap the vertices to the
the edge loop. Using Scale Tool (R), scale at the X-axis to straighten the edge.
Multi Cut Tool, draw wireframe like the image below to fix N-Gon.
the Faces > Extrude faces.
Move the faces inwards.
If it intersect with body mesh, you can either adjust the
shape press B for soft selection, move forward until they are not intersected,
or simply delete the hidden body faces.
edge loop as bevel.
can search for some heels footprint as reference, Go to bottom view > View > Image Plane > Import Image.
a reference image then place and scale to fit the feet size.
the shape of foot to high heels shape according to the image.
an edge loop as bevel.
the faces as the heels.
faces and move downwards, then scale smaller.
an edge loop and scale smaller.
more edge loop to form the heels shape.Then we have done for the heels.
Start to model the zipper. Create a cube. Scale it to flat cube shape.
one face and scale smaller.
again the face and move outwards.
edge loops to create bevels.
the Mesh > Scale X: -1 > move to lower position. Then select both Mesh
> Combine. Adjust the size to fit the suits’ zip size.
the suit's model, select the middle edges from the zip position.
> Convert > Polygon Edges to Curve. You'll have a new curve same shape
with the selected edges.
Select the Curve > Curves > Rebuild > change the number of spans to 20.
is to equalise the curves’ vertices distance. Display > NURBs > CVs to
display the curve’s vertices.
the zip mesh to the top of the curve’s vertex, then rotate to parallel to the
the module from Modelling to Animation.
Select the zip mesh then Curve > Constrain > Motion Paths > Attach to Motion Path option box.
Remember to freeze transformation before this
the settings to the following image. Since the mesh rotation will be affected,
you'll need to complete the following steps.
Select Zip model > highlight all translate and rotate attribute > right click
> break connection.
the bottom, type delete MotionPath1 in MEL script box.
Change the rotation number to a negative value. If the mesh’s rotation number initially is negative value, then change it to positive value.
Then freeze transformation and delete history.
Repeat step 38-39. The rotation of the mesh is correct now. You can see the top of the curve has number 1, and the end has a number 120 (or the last number from the Time Slider at the bottom)
Zip mesh >Windows > Animation Editors > Graph Editor.
Drag and select all the keys and click on Linear Tangents. Then close the Graph Editor window.
Zip mesh > Visualize > Create Animation Snapshot options.
time range to Time Slider. Click Apply. You'll have a new group that contains multiple mesh.
By default, the number of increments is 1.0, but the meshes will intersect together.
Undo the previous step, increase the number and keep trying to get the correct number which your meshes would not be intersected.
Or decrease the number when the distance of each mesh is too far.
Do not delete the history of the zip after step 42 for the time being as it is required for the next tutorial.
You should always delete other
meshes’ history to keep it clean.
In the next tutorial, I'll be showing you the unwrapping the UV for zip model, and finishing the last part of modelling (outfit’s accessories).
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