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Birdland Swing
Modeling Specs
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1 default unit in Maya = 1 inch (leave the Maya preferences default 1 unit = 1 cm, but translate the units as inches. This is the standard for all Disney productions)
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Use all quad (4-sided polygon) topology to insure good translation to subdivision surfaces.
For characters, model them in a neutral pose with arms out, palms down and facing down the positive z axis (in the front view you should see their front). Try to have all external surfaces visible.
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Our element pipeline is:
Mod > Rig > Skin > Tex
where Mod is a lo-res poly cage (all polygon meshes - delete subdivision surfaces before final saved version); Rig is the rig plus the lo-res cage; Skin is the lo-res cage skinned to the rig with the limit surface (subd) riding along with any special blendshapes/facial deformers/etc hooked up; Tex has UV coordinates and a texture applied.
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We are NOT tech-supported by any production at Disney, so we are not using any proprietary Maya extensions. Try to use "clean" Maya (no plugins loaded except those that ship with Maya). If you must use third-party or proprietary Modeling tools, be sure to delete history afterwards so that the file can be opened on a machine without the plugin.
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Always use Maya ASCII when saving from Maya. Use tif or psd for textures, and make sure all textures and other external references are located within the same Maya project directory (see below).
Starting a New Model
Here is the preferred workflow for beginning the modeling stage:
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Start by creating a new project directory if one does not exist for the current element.
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Clear it with Production Manager John Ford before you begin.
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See the master element list for element code:
/jobs2/TOYT/90.0/shared/9/docs/prodman/psn_production_status.xls
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Create your project directory using Maya:
Check-In Checklist
When you are ready to check-in a file, email Erik VanHorn who will tech-approve it.
You should prepare your scene by doing the following:
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Snap the pivots of all meshes to 0,0,0 and freeze transformations.
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Delete history on all meshes.
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Group all your meshes under a group named after the element code with the suffix "_model" Example: crab_model. Snap the pivot of this group to 0,0,0.
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Check your normals and make sure they are all facing outward.
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Check for n-sided polys and try to fix them to be all quads.
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Check for lamina faces, zero length edges, etc. You can use Polygons > Cleanup for this.
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Shoot a test render (tiff) to the images folder (should default to this folder in the save image dialog if your current project is set)
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Delete any junk nodes like temporary lights, etc.
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Birdland Swing
Home
Pitch
Production Notes
Characters
Set
Maquettes
Misc. Concept Art
Storyboard
Story Reel (embedded)
Story Reel (50MB QT)
...right-click to save
Reference Pix
Production Log
Crew
Forum
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