목차 일부
Part1 Character Modeling
Chapter 1 Subdivision & Polygon Modeling
1. Polygon Menu ... 41
1-1. Create Polygon Tool ... 41
1-2. Append to Polygon Tool ... 42
1-3. Co...
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목차 전체
Part1 Character Modeling
Chapter 1 Subdivision & Polygon Modeling
1. Polygon Menu ... 41
1-1. Create Polygon Tool ... 41
1-2. Append to Polygon Tool ... 42
1-3. Combine ... 44
1-4. Split Polygon Tool ... 45
1-5. Extrude Face ... 46
1-6. Extrude Edge ... 47
1-7. Merge Edge Tool ... 48
1-8. Split Vertex Tool ... 49
2. Subdivision Surface Menu ... 50
2-1. Polygons to Subdiv ... 51
2-2. Subdiv to Polygons ... 53
2-3. Full Crease and Partial Crease Edge/Vertex ... 57
2-4. Uncrease Edge/Vertex
2-5. Mirror ... 59
2-6. Attach ... 60
2-7. Match Topology ... 61
2-8. Clean Topology ... 63
2-9. Collapse Standard ... 63
2-10. Standard Mode and Polygon Proxy Mode ... 65
1. Standard Mode ... 65
2. Polygon Proxy Mode ... 66
2-11. Convert Selection to Face ... 67
2-12. Refine Selected Components ... 67
2-13. Expand Selected Components ... 68
2-14. Component Display Level ... 69
2-15. Component Display Filter ... 69
2-16. Displaying Subdivision Surfaces Components ... 70
2-17. 다른 Level의 Detail 표시하기 ... 71
1. Display Level의 선택 ... 73
2-18. Subdivision Surface의 Smooth 값 정의하기 ... 73
3. Quick Start Tutorial ... 74
Chapter 2 Polygons, Subdivision Surface Mapping
1. Polygon Mapping ... 95
1-1. Assign Shader to Each Projection ... 95
1-2. Create UV ... 96
1. Planar Mapping ... 97
2. Cylindrical Mapping and Spherical Mapping ... 102
3. Automatic Mapping ... 104
4. Create UVs Based On Camera ... 108
5. Best Plane Texturing Tool ... 109
1-3. Editing UVS ... 110
1. Normalize UVs ... 110
2. Unitize UVs ... 112
3. Flip UVs ... 112
4. Rotate UVs ... 114
5. Map UV Border ... 114
6. Straighten UV Border ... 115
7. Relax UVs ... 118
8. Layout UVs ... 120
9. Cut UVs ... 122
10. Sew UVs ... 122
11. Move and Sew UVs ... 123
12. Merge UVs ... 124
13. Delete UVs ... 126
2. Subdivision Surface Mapping ... 126
2-1. Planar Mapping ... 126
2-2. Automatic Mapping ... 128
2-3. Layout UVS ... 128
3. UV Texture Editor ... 129
3-1. UV Snapshot ... 130
3-2. Subdivis Menu 131
3-3. View ... 131
1. View Contained Face와 View Connected Face ... 131
2. Grid ... 132
3. Frame All ... 132
4. Frame Selected ... 132
3-4. Image ... 133
1. Image Range ... 133
2. Display Image ... 134
3. Display Unfiltered ... 134
4. Use Image Ratio ... 134
5. Pixel Snap ... 134
6. Selected Image ... 134
7. UV Sets ... 134
Chapter 3 Subdivision Surface Character Modeling
1. Face의 기본형 만들기 ... 137
2. Subdivision Surface의 UV Setting ... 150
2-1. Convert to Polygon ... 151
2-2. Cylindrical Mapping의 사용 ... 152
2-3. UV Editing ... 153
3. 기본형 얼굴을 변형하여 Face Modeling하기 ... 156
3-1. Import Image Plan ... 157
3-2. Editing Subdivision Surface Model ... 159
3-3. Detail을 위한 Level 나누기 ... 161
3-4. Mirror Copy and Attach ... 166
4. Hand Modeling ... 172
4-1. Modeling Hand ... 173
1. Modeling과 Mapping 병행하기 ... 178
2. Modeling후 Subdivision Surface Mapping 이용하기 ... 190
5. 기타 Modeling ... 197
5-1. 옷 Modeling ... 197
5-2. 기타 Modeling ... 199
Chapter 4 NURBS Modeling
1. 기본메뉴의 이해 ... 201
1-1. Curve Menu(Rdbuild) ... 201
1. Rebuild Type ... 201
2. Parameter Range ... 203
3. Keep ... 206
4. Number of Spans ... 206
5. Degree ... 206
6. Keep Original ... 206
7. Use Tolerance ... 206
1-2. Surface Menu(Birail, Loft) ... 207
1. Birail Tool ... 207
2. Loft Tool ... 211
3. Attach Surface ... 216
4. Attach Without Moving ... 217
5. Open/Close Surface ... 218
6. Move Seam ... 218
1-3. Rebuild Surface ... 221
1. Surface, Parameter Range의 이해 ... 221
1) Chord Length ... 221
2) Uniform Surface ... 222
2. Attach Option을 이용할 경우 두 Type의 차이점 ... 223
3. Rebuild Surface Options ... 224
1) Uniform ... 224
2) Match Knot ... 224
3) Parameter Range ... 225
1-4. Stitch Edge Tool ... 227
1-5. Global Stitch Tool ... 229
1. Stitch Corner ... 230
2. Stitch Edge ... 231
3. Stitch Smoothness ... 231
4. Stitch Partial Edges ... 232
5. Max Separation ... 232
6. Modification Resistance ... 232
7. Sampling Density ... 232
2. 방사형(One Patch) Modeling ... 233
2-1. Face Modeling ... 233
2-2. 눈 Modeling ... 237
2-3. 귀 Modeling ... 239
2-4. Mapping을 이용한 Surface 간의 곡률 맞추기 ... 242
3. Multi Patch Modeling ... 246
3-1. Face Modeling ... 246
3-2. Body Modeling ... 260
1. 윗 옷의 Modeling ... 260
2. 바지 Modeling ... 267
3. 근육질의 남자 몸 표현 ... 269
4. 손 Modeling ... 273
Chapter 5 Facial Expression
1. Using Skeleton ... 283
2. Modeling Blend Shape ... 289
2-1. 안면 근육 구조의 이해 ... 291
2-2. 치아 모델링의 중요성 ... 294
Chapter 6 Binding Character
1. Rigid Bind ... 304
1-1. Draw Skeleton ... 305
1-2. Bind Skin ... 312
1-3. Edit Membership Tool 사용과 CV와 Point의 Weigh 값 조절하기 ... 317
1-4. Flexor의 사용 ... 324
2. Smooth Bind ... 328
2-1. Smooth Bind Options ... 328
2-2. Edit Smooth Skin ... 330
1. Add Influences ... 330
2. Remove Influence ... 333
3. Set Max Influence... ... 333
4. Paint Skin Weight Tool ... 333
5. Export Skin Weight Tool ... 337
6. Import Skin Weight Tool ... 339
7. Mirror Skin Weights ... 341
8. Copy Skin Weights ... 342
9. Reset Weight to Defaults ... 342
10. Prune Small Weights ... 342
11. Remove Unused Influences ... 343
12. Normalization ... 344
3. Smooth Bind Example ... 345
3-1. Bind를 위한 준비 작업 ... 346
3-2. Draw Skeleton ... 348
3-3. Binding Skin ... 350
3-4. Editing Skin Weight ... 350
Chapter 7 Character Setup
1. Forward Kinematics and Inverse Kinematics ... 371
1-1. Forward Kinematics ... 371
1-2. Inverse Kindmatics ... 373
1-3. Switching Forward and Inverse Kinematics ... 376
1. FK를 사용한 후, IK 사용하기 ... 377
2. IK를 사용한 후, FK 사용하기 ... 379
3. Connect to IK/FK ... 380
2. Advance Charater Setup ... 381
2-1. Using Extra Joint ... 381
1. Legs Control ... 381
2. Arms Control ... 387
2-2. IK Spline Handle 사용하기 ... 397
2-3. Using Constraint and Cluster ... 400
1. Pole Vector 구속하기 ... 400
2. 몸의 변형 제어하기 ... 402
2-4. 얼굴 표정을 위한 Setup ... 407
1. Eye Control ... 409
2. 표정을 위한 Cluster ... 415
2-5. Example Character Control ... 419
1. Simple Expression For Character Animation ... 421
2. Constraint를 이용해 손 고정하기 ... 425
3. Pivot 구속하기 ... 431
2-6. Surface Deformation Tip ... 435
Chapter 8 Nonlinear Animation
1. Understanding Character ... 443
1-1. Create Character Set ... 444
1-2. Create Sub Character Set ... 445
1-3. Attribute Editor... ... 447
1-4. Add to Select Character Set ... 447
1-5. Remove From Select Character Set ... 448
1-6. Merge Character Set ... 449
1-7. Select Character Set ... 450
1-8. Select Character Set Members ... 450
1-9. Set Current Character Set ... 450
2. Trax Editor ... 451
2-1. Clip 만들기 ... 451
2-2. Clip의 조작 ... 452
1. Clip Attribute의 편집 ... 452
2. Clip을 Cut, Copy, Paste하기 ... 459
3. Duplicate Clip ... 460
4. Clip을 Instance화 하기 ... 460
5. Clip을 분할하기 ... 461
6. Merge Clip ... 462
7. Blend Clip ... 462
8. Clip의 Animation Curve 편집하기 ... 465
9. Clip의 Original Animation Curve 수정하기 ... 466
10. Enable/Disable Clip ... 467
11. Track의 추가와 삭제 ... 467
12. Motion Wrap ... 468
2-3. Pose 사용하기 ... 471
2-4. Clip의 Export와 Import ... 472
2-5. Charater Map의 Export와 편집 ... 472
3. Basic Tutorial ... 476
3-1. Cilp 만들기와 편집 ... 476
1. Walking Cycle 만들기 ... 477
2. 새로운 Cilp으로 Motion 수정하기 ... 483
3. 두 개의 Animation을 Blend 하기 ... 485
3-2. Pose를 이용한 Facial Animation ... 495
Chapter 9 Render Utility & Mapping Technics
1. MAYA의 Map 환경 ... 505
1-1. Node와 Shading Network ... 505
1-2. Hypershade의 활용 ... 506
1. Hypershade Create Bar ... 506
2. Icon Menu ... 507
3. Tabs Menu ... 508
4. Shader Library ... 510
1-3. Shader Attribute ... 511
1. Diffuse의 이해 ... 512
2. Incandescence의 활용 ... 514
3. Glow의 활용 ... 515
4. Translucence 사용하기 ... 516
2. Render Utility를 이용한 Shading Network 작업 ... 518
2-1. Bump 2D와 Bump 3D ... 519
2-2. Sampler Info ... 523
1. Facing Ratio ... 523
2. Flip Normal ... 524
2-3. Condition ... 524
2-4. Reverse ... 525
2-5. Set Range and Clamp ... 533
2-6. Stencil Utility ... 539
1. Image ... 540
2. Edge Blend ... 541
3. Mask ... 541
4. HSV Color Key ... 543
2-7. 2D, 3D Placement ... 545
2-8. Contrast ... 546
2-9. Blend Colors ... 548
2-10. Surface Luminance ... 550
2-11. Gamma Correct ... 553
2-12. Luminance ... 554
2-13. HSV to RGB, RGB to HSV ... 556
2-14. 기타 General Utility ... 556
1. Multiply Divide ... 556
2. Plus Minus Average ... 557
2-15. Switch ... 560
1. Triple Switch ... 560
3. Face Mapping ... 562
3-1. Color Map ... 563
3-2. Bump Map ... 564
3-3. Specular Map ... 565
4. Mapping Technic ... 568
5. Texture Reference Object를 이용한 Face Mapping ... 588
Part2 Deep Paint 3D & Texture Weapon
1. Interface Component ... 612
2. Menu(Pull Down Menu) ... 614
2-1. File Menu ... 614
2-2. Edit ... 614
2-3. Select ... 616
2-4. Filter Menu ... 616
2-5. View Menu ... 616
3. Palette ... 617
3-1. Tool Palette ... 617
3-2. Color Palette ... 626
3-3. Command Panel ... 626
1. Presets Tab ... 627
2. Brush & Paint Settings Tab, Elements Tab ... 629
1) Simple Brush ... 629
2) Artist Brush ... 632
3) Air Brush ... 636
3. Elements Tab ... 637
1) Layer Sub Tab ... 637
2) Material Sub Tab ... 642
3) Object Sub Tab ... 644
4. Scene & Lighting Settings Tab ... 646
1) Scene Sub Tab ... 646
2) Lighting Sub Tab ... 647
4. Texture Paint ... 649
4-1. Preset Texture Paint ... 650
4-2. Texture Paint Controls ... 650
1. Dab preview ... 652
2. Dab Behavior Setting ... 652
3. Advanced Behavior ... 652
4. Tile Paint Mode ... 653
5. Image Stamp Mode ... 653
6. Texture Channel ... 655
5. Texture Weapon ... 656
6. Tutorial ... 660
6-1. Subdivision Surface의 UV 좌표 편집하기 ... 660
6-2. Model을 Deep Paint로 넘기기 ... 670
6-3. 사진 Source를 이용한 Mapping ... 674
7. Multi Patch Modeling 작업하기 ... 687
Part3 Making a Shot Animation with Maya
1. Modeling ... 704
1. Frog Modeling ... 706
1-1. Modeling Pose 설정하기 ... 707
1-2. Modeling Frog ... 708
1. Head Modeling ... 708
2. Body & Legs Modeling ... 712
2. Bee Modeling ... 716
2-1. Head Modeling ... 717
2-2. Eye Modeling ... 719
1. 눈꺼플의 모델링 ... 720
2. Duplicate를 이용한 반대편 눈 만들기 ... 725
2-3. Body Modeling ... 727
2-4. 팔, 다리 Modeling ... 728
2. Character Setting ... 730
1. Frog Setup ... 731
1-1. Using In-Out Mesh ... 732
1-2. Draw Skeleton ... 734
1-3. Binding Skin ... 738
1-4. Working with Flexor ... 742
1-5. Using Cluster ... 745
2. Animation을 위한 Frog Setup ... 749
2-1. 보조 Joint를 사용한 Joint의 제어 ... 750
2-2. IK Handle의 사용 ... 754
2-3. Constraint 사용하기 ... 758
2-4. Making Tongue Animation ... 762
3. Bee Setup ... 767
3-1. Making Blend Shape ... 768
3-2. Draw Skeleton ... 770
3-3. Binding Skin ... 772
3-4. Working with Flexor ... 775
3-5. Create Blend Shape ... 776
4. Animation을 위한 Bee Setup ... 778
4-1. IK Handle과 보조 Joint의 사용 ... 778
4-2. Constraint 사용하기 ... 779
4-3. Set Driven Key의 활용 ... 783
4-4. Layer 활용하기 ... 789
3. Animating Frog ... 790
1. Frog Keyframing ... 791
1-1 나무 위의 움직임 ... 791
1. Point & Orient Constraint ... 792
4. Rendering Frog ... 798
1. Frog Mapping ... 798
1-1. UV Setting ... 799
1-2. Texture 제작 ... 803
1-3. Shading Character ... 804
2. Bee Mapping ... 806
3. Paint Effect를 이용한 나무 만들기 ... 810
3-1. Basic Works ... 810
3-2. Painting Brush ... 811
3-3. Editing Brush Stroke ... 813
3-4. Fog 사용하기 ... 814
4. 나뭇잎의 Mapping ... 816
5. Using Depth of Field ... 821
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