Mouse Embryo Modeling
Mouse Embryo Modeling
Mouse Embryo Modeling
Eric Keller
Mayas polygon toolset has evolved over the past several versions to include numerous approaches for the creation of organic and hard surface objects. This tutorial will take you through the process of creating a mouse embryo starting from a simple polygon cube through the creation of a base mesh suitable for subdividing and detailing. There are lots of ways to accomplish this in Maya, well take a look at some general best practices for poly modeling techniques. The basic strategy behind this method is to create as much of the basic forms of the object as possible with as little geometry as necessary. Be cheap with your geometry, only add faces through edge looping and extruding when you absolutely have to. This will make modeling less frustrating and pleasant. The completed low poly version of the model serves as a base mesh, which can be subdivided. Details are created by moving around the vertices of the base mesh and creasing to create harder edges where necessary.
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The use of non-planar geometry should be avoided. Non-planar geometry is created when 3 or more vertices of a polygon face do not lie on the same plane.
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3. Choose File>Source Script. Use the dialogue to locate the script and source it. The Script is a global procedure, sourcing the script loads it into Maya so that it essentially becomes another command within Maya. Once sourced you can use the command zzToggleSubDee.mel in the command line to activate the script. Placing the script in your script directory also ensures that its loaded as a global procedure each time you launch Maya so that you wont have to source it every time. 4. Create a polygon cube at the origin. 5. In the command line type zzToggleSubDee; 6. You should see the cube become a subdivision surface. 7. Open the script editor and look in the history at the top section of the script editor. 8. Select the line that reads zzToggleSubDee; 9. Switch the Shelf tabs to Custom 10. From the file menu of the script editor choose save selected to shelf 11. In the pop up box try and come up with a descriptive name for the shelf button thats only 6 letters long, its one of the more challenging aspects of working in Maya, much like composing a Haiku. Ive used zzSBD. 12. From the drop down arrow to the left of the shelf, choose Save all shelves. 13. Test the button by electing the cube and pressing on the shelf button. The cube should switch between polygon and subdivision surface mode each time you click the button. 14. You can also use the Hotkey editor to assign the command to your own hotkey combination. 15. More advanced scripts for this process are available on highend3d.com. Check out HKSubDConverter.
Figure 5a: The image plane is created, positioned and resized in Maya advTutorial 2: Mouse Embryo Modeling Eric Keller 3 Spring Semester
Figure 5b: Multiple images can also be set up and used as guides.
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Figure 7: The faces of the box are translated and rotate to roughly match the shape of the image.
6. Select the two faces on the top of the cube and choose (from the Polygon menu set) Extrude, make sure that Keep Faces Together is selected at the top of the Edit Mesh menu. When extruding, youll need to remember to select the faces on both sides when performing a symmetrical extrusion its easy to forget this when you have reflection mode activated for the move too. 7. Use the manipulator to pull the faces out wards drag on the blue arrow so that the faces move in the direction of their normal. 8. You can add divisions to the extrusion as long as history is activated. In the Channel box and under the extrude node, increase the divisions settings to 2. 9. Remember to resist the urge to add a lot of geometry and divisions right a way. Use as few polygons as possible to define the major forms of the model, this will ensure the model is clean and the process is easy. Tweaking a model with a lot of points can quickly become a frustrating process. 10. You can also add divisions to a model using the insert edge loop tool (Edit Mesh>Insert Edge Loop). The edge loop tool will insert a ring of edges that split a
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Figure 9: The divisions setting on the extrude node are increased to add geometry. Spring Semester
path of faces by bisecting perpendicular edges. Inserted edge loops will continue until the ring is complete or until they encounter a triangle or n-sided polygon. Another reason to make sure the model is made up of polygons is that the edge loops will be created in a clean and predictable manner. 11. Use the Extrude and insert edge loop tool to add several divisions to the constructed box. Use figure 11 as a guide. Add a tail to the embryo. Select edges or vertices on one side of the model and use the move tool with the reflection options activated to create a taper for the tail.
Figure 10: A ring of edges is added to the constructed cube using the Insert Edge Loop tool.
Figure 11: The box is extended and divided so that it is subdivided 12 times along the length of its body from head to tail. The move tool is used to roughly match the shape of the embryo.
12. Add another division using the insert edge loop tool to the front of the face so that a snout can be formed. 13. Use the zzSBD button to toggle on subdivision surface mode. 14. Press the 3 key to turn on smooth display. Right click over the model and choose Vertices to turn on vertex selection mode.
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15. Use the move tool in the side view to pull the vertices so that the model roughly matches the reference image (use X-ray mode or switch to wireframe so that you can see the reference through the model).
Figure 12: The model is switched to Sub D mode and edited to match the reference image.
Figure 13: The front legs are created by extruding faces. advTutorial 2: Mouse Embryo Modeling Eric Keller 7 Spring Semester
7. Either add divisions in the extrude node or use the insert edge loop tool to divide the front legs twice. 8. Use the move, scale, rotate tools to move and shape the geometry to resemble the basic form of the front legs in the reference image. Use figure 14 as a guide. 9. The hind legs can be formed the same way. To see specific examples of these stages of the process look at the mouse_v1_05.ma and mouse_v1_06.ma files included with the class files.
Figure 14: The rough forms of the front legs are created by moving edges, faces, and vertices.
Figure 15: The hind legs are formed the same way as the front legs.
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Figure 18: An edge loop is added for the corners for the mouth. Spring Semester
the changes. However, changes made to the subdivided/smooth version will not flow back upstream to the original, its important to make sure that while using the proxy you should only edit the original object. The connection between the objects is broken when you delete history You can reposition either object in the scene without breaking the connection. It comes down to developing a workflow that you prefer. The subdivision/smooth proxy is not a subdivision surface in the same sense as the subdivision surface created using the script installed at the start of the tutorial. Calling it a subdivision proxy is confusing, it really is just a polygon mesh that has been smoothed one or more levels beyond the original. In this tutorial well refer to the subdivision proxy as a smooth proxy as it was in previous Maya versions (and in the Outliner as shown in figure 21). To create a smooth proxy, select the object and choose Proxy>Subdivision Proxy. Youll see a group created in the Outliner that contains the original and the smooth proxy. Display of the proxy and original mesh can be toggled by pressing the ` button.
Figure 19: Move tool is used to refine the shape of the mouth.
Section 6: Creasing
Creating a crease on a subdivision surface or on a proxy allows you to add a hard edge to part of a smooth surface, this it useful when adding detail to a model. You can crease the edge of a subdivision surface or on a smooth proxy. 1. Save your work and create a new Maya scene. 2. Create a polygon cube at the origin with 1 division per face. 3. Select the cube and click on the zzSBD shelf button to convert the cube into a subdivision surface. 4. Hit the 3 key to show the smoothed version of the surface. 5. Right-click over the object and choose Edge to switch to edge selection in component mode. 6. Select one of the edges of the cube. 7. Switch to the Surface menu set. 8. Choose Subdivision Surface>Full Crease Edge/Vertex. Youll see the area around the selected edge become more rigid.
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Figure 20: The eye area is created by extruding and scaling twice.
Figure 21: The embryo model has been converted to a subdivision/smooth proxy Spring Semester
9. With the edge still selected choose Subdivision Surface>Partial Crease Edge/Vertex. The creasing effect is diminished with these settings. 10. You can remove the crease altogether using the Uncrease Edge/Vertex. 11. Vertices can be creased in the same manner. Select an edge again and apply full creasing. 12. Select the surface and click on the zzSBD shelf button to convert the surface back to a polygon. 13. Click on the button again to convert it to a subdivsion and hit the 3 key to display the smoothed version of the surface. The creasing has been lost during the conversions to and from a polygon object. This is something to take into consideration when using the polygon/subdivision surface workflow. 14. Select the cube and convert it back to a polygon mesh. 15. From the Polygon menu set choose Proxy>Subdivision Proxy to create a smooth proxy object. 16. Select the smooth proxy, in the channel box set the Method to Exponential and the Exponential level to 2. 17. Choose Proxy>Crease Proxy Edge Tool. Select an edge on the transparent original mesh and MMB drag to increase the creasing level. This method has the advantage of an interactive creasing level. The crease information stays with the original surface as well.
Figure 22: Three subdivision surface cubes with full, partial, and no creasing applied to an edge.
The two approaches to modeling converting back and forth between a subdivision surface and the use of a smooth proxy are not mutually exclusive and should be thought of as options you can use on your journey from simple cube to completed model. The Subdivision surface method has the convenience thanks to the custom script of a handy toggle so that you can move easily between the poly version and the smoothed subD. The Proxy method allows you to see both versions at once as well as keeping everything within the realm of polygons (you can also toggle between versions using the ` key) . Whether you want to have a polygon or Subdivision surface as the final version of your model is up to you. It is worth noting that Mental Ray can render a polygon object as a subdivision surface using the Approximation Editor so you can keep your model as a polygon mesh and still have a nice smooth subdivision surface render as a final product. As youll see in this tutorial, well mix both workflows together.
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1. Open your most recent version of the embryo model or open mouse_v1_10.ma 2. Select the model and use the shelf button to convert it to a subdivision surface. 3. Switch to a side view, right click over the model and choose vertex to activate vertex component mode. 4. Make sure the Move tool has its reflection settings on. Select groups of vertices and reposition them so that the profile of the model roughly matches the image on the reference plane. 5. Dont try to close the mouth, you will need to access the mouth interior to add detail in a moment. If youre using the mouse_v1_10.ma file it should already resemble figure 24 when you open the file. 6. Switch to the perspective view and move the vertices on the face to narrow the snout, use figure 25 as a reference. The vertices on the opposite side of the face should reflect the changes if the reflection settings in the Move tool options are activated. 7. Use the shelf button to convert back to polygons, select the two faces within the eye area and delete them. 8. Use the insert edge loop tool to create an edge as shown in figure 26. The new edge wraps around the front of the face above the upper lip and stops at the corner of each eye. 9. Select the embryo model and choose Edit Mesh>Split Polygon Tool. Select midway down the front edge at the center of the snout to start the edge split. Click on the next perpendicular edge below this to create a triangle. Continue to add points by clicking on the edges. Youll need to zoom inside the head and reverse the camera angle so that you are looking at the back of the faces that form the rear of the mouth. Click on the edges to continue the split. Finish the split by clicking on the outside corner of the face the forms the back of the mouth. Use figure 27 and 28 as a guide. If you make a mistake while the split polygon tool is active, you can hit the backspace key to eliminate the most recent point added by the tool. Hit enter to complete the tool. Undo will only work when the tool is complete and then it will
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Figure 25: The snout is narrowed using the move tool on the vertices.
Figure 26: The faces in each eye are deleted, a new edge loop is inserted. Spring Semester
undo all of the edges added while the tool was active. The file mouse_v1_11.ma shows these changes. 10. Youll now notice that the two sides of the object are no longer symmetrical because of the added edge. Also note that the new edge has created an n-gon and a triangle. The triangle on the interior of the mouth can safely be ignored since it will not be seen. The nsided polygon can easily be eliminated by the strategic insertion of a new edge. The model will be mirrored in the next section to have its symmetry restored. 11. Use the split polygon tool to add a new edge that goes from the corner of the triangle at the center of the snout to the inner edge of the eye. This will create a star shaped convergence of vertices at the center of the nose when the model is mirrored which is not an ideal situation because of possible pinching, however, since the convergence of vertices will be hidden within a cleft we hope that it will be okay, if not, well fix it later on. Notice how were taking advantage of the hole created for the eye to resolve polygon configuration issues without adding too many additional edges to the rest of the model. 12. Select the two polygons at the end of the nose and extrude them. Pull the extrusion out a little and scale it down. 13. Use the Insert Edge Loop tool to add an edge loop around the start of the snout as shown in figure 31. 14. The strategy here is to add geometry, sparingly, to the places where we think it will become necessary to form the detail we want. At a certain point we can switch back to a smooth proxy or a sub division surface, and use this added geometry to sculpt the details. 15. Select the edges at the side of the snout and use the move to pull them outwards. 16. Use the Insert Edge Loop tool to add another edge that runs through the top of the head, the snout, and through the rest of the body as in figure 33. You can see the model up to this point in scene mouse_v1_12.ma.
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Figure 27: The split polygon tool is used to add an edge to the interior polygons.
Figure 28: From inside the mouth you can see where the new edge is completed
Figure 29: An edge is added to eliminate the n-sided polygon at the center of the nose.
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Figure 30: the polygons at the end of the nose are extruded.
Figure 31: an edge loop is added to separate the snout from the face.
Figure 32: The edges at the side of the snout are pulled outwards.
Figure 33: Add another edge loop that traverses the length of the body.
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Figure 34: Select the faces on the negative X side of the model.
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11. Select both halves and choose Mesh>Combine. This places both halves in the same shape node, however the vertices at the center need to be welded together to form a complete object. 12. Select the combined halves and choose Edit Mesh>Merge. The default tolerance settings should be low enough to automatically merge the vertices that lie on the center X axis. 13. Turn on Border Display in the display options (Display>Polygon>Border Edges). This will cause the wireframe to appear thicker wherever there are open edges. If there are and thick edges running along the centerline of the model, youll nee to merge them together using the merge edge tool. 14. Select the model and delete history (Edit>Delete by Type>History). 15. Look in the Outliner and delete any empty nodes. To see a version of the model at this stage open the mouse_v1_13.ma scene.
Figure 36: The vertices on the centerline are grid snapped to the center axis.
1. Convert the model to a subdivision surface using the shelf button. 2. Switch to a side view, switch to vertex component mode and use the move tool to realign the profile of the model with the reference mage. Dont worry about the legs or tail at this point, they will be changed in subsequent sections anyways. 3. Select the model and choose Mesh>Sculpt Geometry Tool to activate the Artisan interface. Open the tool options, In the Stroke section turn on Reflection, make sure the X axis is activated. 4. Set the reference vector to normal so that changes made with the brush are done so based on the normal direction of the surface (as opposed to an absolute direction such as the X, Y, or Z axis). 5. Set the Opacity of the brush to a low value such as .03, set the max displacement value to .1 6. Set the operation to smooth (third icon from the left).
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Figure 36: The Duplicate Special options are set to mirror the edited half of the model.
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7. Hold the b hotkey down while dragging on the surface, this will allow you to interactively set the radius of the brush. 8. Brush along the surface of the model to remove some of the box corners, also try relax mode (fourth icon from the left). 9. Switch to Pull mode (second icon from the left) and use the brush to gently inflate areas of the face and head. This is just meant to be a rough adjustment, at this point dont worry too much about creating detail. You may need to increase the Max Displacement value to get the pull brush to work, alternatively you can increase the Opacity of the brush.
Figure 38: The Artisan tools are used to smooth the shape of the embryo
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1. Convert the model back to a polygon mode, to create a smooth proxy, select the model and choose Proxy> Subdiv Proxy. 2. Switch to vertex component mode. Use the move tool to reposition the vertices around the nose to define the cleft in the lip and bottom edge of the nose. This will take a little noodling to get right. Sometimes it may be easier to select and move edges and faces rather than vertices.
Figure 39: Vertices are moved to define the forms of the face
3. Select the low polygon cage not the smooth proxy and use the insert edge loop tool to add an edge loop in the snout. This may cause part of the smooth proxy to go transparent. If this happens select the smooth proxy an assign a new lambert shader to quickly fix the problem.
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4. Right-click over the low polygon version of the model and choose Face to switch to face selection mode. Select the front two faces at the end of the jaw (where the chin would be on a human). Press shift + > to expand the selection, do this twice to select all the faces of the protruding section of the jaw.
5. Use the move, rotate, and scale tools to position the jaw so that the mouth is closed. To see a version of the model at this stage open the mouse_v1_15.ma scene.
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the low polygon version of the model. This edge loop will not be mirrored to the opposite side but that OK, youll have to repeat the mirroring process anyway after you create the toes. 6. Spend some time refining the area around the eyes using the move tool on the vertices of the low polygon version of the model. You may want to turn on wireframe on shaded in the shading options of the panel so that the topology of the smooth proxy is easier to see. You can also select the smooth proxy and apply a blinn texture, the specular highlight in the openGL preview can help you to see the forms a little better. Dont add any new geometry using edge loops or extrusions at this point, work with what you have in the model as best you can. mouse_v1_16.ma scene.
Figure 44: Two edge loops are added to add geometry to the front foot.
Figure 45: The toes are created using an extrusion with the Keep Faces Together option off. Spring Semester
the scene so far open the mouse_v1_17.ma scene. 9. Spend s a few moments selecting the components, rotating, translating ad scaling until the hand resembles the reference image. You my need to use addition reference images of a mouse embryo as a guide. 10. The entire foot will need to be rotated so that the back of the foot faces outward. To accomplish this, select all of the faces of the hand and use the rotate tool to rotate the hand. Dont add ay geometry during this stage of the process. And dont worry about whats happening on the opposite side of the model. 11. Some things to keep in mind while working on the hand: a. The easiest way to select a finger is to select the face at the end of the finger and expand the selection by clicking on the shift + > hotkey. b. Use the Artisan brush tools to smooth out the area o the hand if things start to get tangled c. Only edit the components of the low polygon version, dont edit the smooth proxy. You can move the smooth proxy object to another part of the scene and trin a second perspective camera on it if the overlapping arrangement of the models become confusing d. Your goal here is not to perfect the foot just yet, youre just trying to get the foot and toes in the correct general shape. 12. When you have the foot looking pretty good add two edge loops on the leg, one at the position of the wrist and another just above the elbow. To see a version of the scene so far open the mouse_v1_18.ma scene. 13. The toes of the lower foot are created using the same techniques. Before extruding them, three edge loops need to be inserted as shown in figure 49. 14. To add geometry for a heel, extrude two of the faces on the inside/bottom of the foot as shown in figure 50. To see a version of the scene so far open the mouse_v1_19.ma scene.
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Figure 46: Four of the toes are created with another extrude
Figure 47: the fifth toe is extruded from one of the inside faces.
Figure 48: Once the basic hand is formed, two edge loops are added along the length of the arm. Spring Semester
Figure 49: Three edge loops are inserted on the lower foot before the toes can be extruded.
Figure 50: Two faces on the bottom are extruded to form a heel.
the geometry is in fact being mirrored. Delete history on the object and apply a new lambert shader to the geometry to fix the shading problems. 14. Once the history has been deleted, you can select the nodes labeled mirror in the Outliner and delete them. 15. The mirrorCut tool is a fast way to mirror geometry but it is notorious for creating non manifold faces. The method for mirroring geometry described earlier in the tutorial is more laborious but more reliable. Select the object and use the shelf button to convert the object into a subdvision surface. Check the script editor for error messages if the conversion does not work. 16. If you get an error message such as the following: zzToggleSubDee; // Error: polyToSubdiv1 (Poly To Subdiv Node): The conversion to a subdivision surface failed: // This polygon contains an interior vertex connected by less than 3 edges. // To fix the problem, either remove the edge with the interior vertex, or subdivide the polygon so that the interior vertex has at least 3 edges. // The indices of the vertices in question are: 464, 472, 474, 479. // // Error: Command polyToSubdiv failed. Open Script Editor for details. // Turn on face selection mode and drag a selection marquee over the entire object to select all of its faces. 17. Switch to wireframe mode so that you can see that all of the faces are selected. 18. Open up the selections constraints box (Select>Select Using Constraints). 19. In the options for the selections constraints set the Constrain to Current and Next. 20. Set the Properties to Nsided. The polygons with more that 4 sides will appear. They will appear to be quads but if you convert the selection to vertices (Select>Convert Selection>To Vertices) youll see many of the places where an extra vertex exists. 21. Spend a few moments locating and deleting these vertices until you can successfully convert the object into a
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Figure 53: A new edge loop is added at the back of the head.
Figure 54: the faces around the ears are scaled 3 times. Spring Semester
polygon. Now that you see the pitfalls of using automated mirroring processes in Maya youll probably want to go back to using the old school method of delete, duplicated, and combine for mirroring the object. 22. Once you have the model successfully mirrored convert it back to polygons and save it. To see a version of the scene so far open the mouse_v1_20.ma scene.
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Before refining the details of the embryo a few more edge loops can be inserted to the base mesh. The idea is to keep a fairly consistent distribution of polygons across the surface so that it is easier to edit when subdivided. 1. Insert an edge loop that divides the toes of the upper foot and traverses the chest as in figure 60. 2. Insert two edge loops to divide the belly and back as shown in figures 61 and 62. 3. Insert another edge loop around the front leg. This will have to be done on the other side as well, or the geometry will need to be mirrored again at the end of the section to maintain consistency. 4. Insert two edge loops to divide the top of the head. 5. Mirror the geometry one last time to ensure that its consistent across the X axis You now have completed all the necessary geometry for the base mesh. This means that you can subdivide using the smooth function or convert to a subdivision surface for editing, which ever you prefer. Creating details is a matter of pushing and pulling vertices until the model matches the reference. The final section of this tutorial will give some suggestions for making the sculpting process easier. Save this version as a separate file. Youll have an easier time creating UV coordinates for this low poly mesh and then transferring them to a subdivided version later on. This will be demonstrated in the tutorial on UV mapping. To see a version of the mesh at this stage open the mouse_v1_21.ma file.
Figure 58: The faces at the top of the head are selected.
Figure 59: The faces at the top of the head are extruded.
Figures 61 & 62 Figure 60: Dividing the toes of the front foot advTutorial 2: Mouse Embryo Modeling Eric Keller 26 Spring Semester
Figure 67: The smooth proxy is on the right, the original is on the left. The screen is spilt between two perspective views.
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Figure 68: Editing the model in a brush based program such as ZBrush is fast and intuitive. The final edits to this model took a fraction of the time it would have taken in Maya.
Figure 69: The Final model is imported back into Maya easily. advTutorial 2: Mouse Embryo Modeling Eric Keller 29 Spring Semester