CSE 464 - Character Pre-Production for 3D Animation

Assignment #4: Grey Model - Costume

Start from the finished grey model of the body that was made in the last assignment.


Part 1: Modeling the costume

Save your file as "assignment_4_grey_model" file type .ma

 

Costume Modeling

The next few steps describe general suggestions for how to model parts of a character's costume. Since every character will be slightly different you can use whatever techniques make the most sense for your character. Try to keep the topology clean using evenly spaced quads as much as possible. Here is the concept art for the character used in this example. If it helps, you can revisit your concept art and draw more details for the costume.

Modeling a jacket

  1. Select the faces of the grey model that are in the jacket area
  2. Duplicate these faces
    1. Access the polygon modeling marking menu by holding down shift and right clicking on the model
    2. Press Duplicate Faces
    3. Extrude the faces outward on the Z axis using the blue arrow
    4. Watch out for places where the model interpenetrates itself like the armpits. Model the vertices out so they don't overlap.
    5. Tip: From this point on it's easier to work on only one side of the model and then mirror it when finished.
  3. Model the cuffs by extruding faces
    1. Select the last two rows of faces on the sleeve
    2. Extrude the faces - hold down shift and right click the model, choose Extrude Faces
    3. Move the faces outward on the Z axis using the blue arrow
  4. Model the interior of the cuff by extruding faces
    1. Select the final edge loop on the cuff (double-click an edge to automatically select the loop)
    2. Extrude the edges - hold down shift and right click the model, choose Extrude Edge
    3. Move the extruded edge back on the Z axis using the blue arrow
  5. Model the hood by extruding faces
    1. Select the faces around the collar where the hood will be
    2. Extrude the faces - hold down shift and right click the model, choose Extrude Faces
    3. Move the extruded faces out on the Z axis using the blue arrow
    4. Model the back of the hood by extruding more faces
    5. Move the new vertices around until the shape looks like the concept art.
    6. Extrude more faces and repeat these steps until you are happy with the result.
  6. Model the bottom edge of the jacket by extruding faces
  7. Model a zipper by extruding edges
  8. Add details
    1. hood drawstring
      1. I made this by creating a polygon sphere primitive and extruding faces from the bottom.
    2. zipper
      1. I made this by creating a polygon cube primitive and extruding faces and inserting edge loops. The handle of the zipper was made from a second polygon cube.
  9. Mirror your changes to the other side when finished
    1. Delete the faces on the side that was not modeled
    2. Select the center vertices and use grid snapping to align them to the middle (Use the move tool and hold down x)
    3. Shift-right-click the mesh and choose Mirror Polygon → Mirror +X

 

Use these techniques to model the rest of your character's costume

Pants

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Gloves

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Shoes

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Hat

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Headphones

 

Delete the faces of the underlying grey model that are covered up by thecostume.

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Combine your model into one polygon mesh and name it "grey_model"

  • Select all meshes, shift-right-click and press Combine

 

Here are screenshots of my finished grey model with costume:

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-

 

Delete any excess groups or transforms aside from the model, skeleton and reference.

Outliner should look something like this when finished:

 

Save your file

assignment_4_grey_model.ma

 


 

Grading Rubric

For this assignment we will be checking to make sure that the following elements of the assignment are present in your catalyst submission:

NOTE: 2 points will be subtracted for incorrect file names and formats

Criteria

Achievement Level

  Achievement Level 1 Achievement Level 2 Achievement Level 3 Achievement Level 4

Grey Model 2 - Costume

assignment_4_grey_model.ma

50 points: (0-1 incorrect)
Model is combined into one mesh. Outliner matches assignment instructions with objects named and parented as shown above. (Topology doesn't have to be exact)

48 points: (2-4 incorrect)
Model is combined into one mesh. Outliner matches assignment instructions with objects named and parented as shown above. (Topology doesn't have to be exact)
45 points: (5+ incorrect)
Model is combined into one mesh. Outliner matches assignment instructions with objects named and parented as shown above. (Topology doesn't have to be exact)
0 points:
files were missing

Screenshots

assignment_4_front.jpg
assignment_4_side.jpg
assignment_4_persp.jpg

50 points: (0-1 incorrect)
Screenshots show the grey model costume that was sculpted in Maya or Zbrush. (Zbrush models imported back to Maya for screenshots). Costume model matches character reference (mostly)
48 points: (2-4 incorrect)
Screenshots show the grey model costume that was sculpted in Maya or Zbrush. (Zbrush models imported back to Maya for screenshots). Costume model matches character reference (mostly)
45 points: (5+ incorrect)
Screenshots show the grey model costume that was sculpted in Maya or Zbrush. (Zbrush models imported back to Maya for screenshots). Costume model matches character reference (mostly)
0 points:
files were missing


Turning in your files

For turn-in we will be using Collect-It on catalyst. You can find it here. You will need to log in with your UWNetID. Each week you will be submitting your files to the appropriate assignment. For this assignment, you will be turning in the following:

  1. Grey Model 2 - Costume
    1. assignment_4_grey_model.ma
  2. Front, side and perspective screenshots of your character.
    1. assignment_4_front.jpg (.png, .bmp)
    2. assignment_4_side.jpg (.png, .bmp)
    3. assignment_4_persp.jpg (.png, .bmp)

 

Your files are due in by Thursday August 17, 2017 at 5:00 PM.

You will be required to check in with the TAs during office hours at least once.