In-Class note

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WEEK6

26/10 10:00 – 13:00

ZBrush Basics and Maya Retopology

ActionShortcut
Rotate viewLeft-drag on empty canvas
Pan viewAlt + left-drag on empty canvas
Zoom viewAlt + left-drag, then release Alt while still dragging
Frame modelF
Show polygon wireframeShift + F
Open brush paletteB
SmoothHold Shift
MaskHold Ctrl
Invert brush effectHold Alt
Brush sizeS
Brush intensityU
SymmetryX

DynaMesh

  • Purpose: Rebuilds the mesh with evenly distributed polygons
  • Use: Early-stage blocking and large shape changes
  • Benefit: Reduces stretching after heavy sculpting
  • Location: Tool > Geometry > DynaMesh
  • Key setting: Resolution controls mesh density
  • Update: Ctrl + drag on empty canvas to remesh

ZRemesher

  • Purpose: Automatically generates cleaner, quad-based topology
  • Use: Simplifying a sculpt and improving its edge flow
  • Location: Tool > Geometry > ZRemesher
  • Key setting: Target Polygons Count controls the approximate polygon count
  • Limitation: Automatic results may still need manual cleanup, especially for animation

Retopology in Maya

  • Purpose: Rebuilds a dense sculpt as a cleaner, lower-poly mesh
  • Why it matters: Clean topology makes UV unwrapping, baking, rigging and animation easier
  • Tools: Make Live and Quad Draw
  • Good practice:
    • Use mostly quads
    • Keep polygons evenly distributed
    • Follow the form with edge loops
    • Add supporting loops around joints

29/10 17:00 – 21: 00

NUKE ROTO and TRACKER

WEEK7

02/11 10:00 – 13:00

Maya Modelling and Rigging Basics

Maya Fundamentals

  • Learned the interface and core tools
  • WER_move/rotate/scale
  • Hide_H

Castle Wall Modelling

  • Tools: Extrude, Bevel

Landscape

  • Tool: Soft Selection_B
  • Method: Edited vertices to create uneven terrain

Character Blockout

  • Workflow: Cube → Subdivide → Extrude
  • Approach: Overall form first, then details

Rigging

  • Tool: Auto Rig
  • Purpose: Tested model quality through rigging
  • Note: The character must face forward

02/11 14:00 – 17:00

Water and Foliage Systems

Water System Setup

  • Water plugins
  • Water Body types: Ocean, Lake, River
  • Water Zone: controls shared water properties
  • Water Brush Manager: supports terrain carving

Water Adjustments

  • Ocean: matched Zone Extent and Ocean Extents
  • River: edited spline points, depth, width and velocity
  • Waves: adjusted Gerstner Waves, Wave Attenuation Water Depth and Max Wave Height Offset
  • Terrain: adjusted carving and blending with Curve Settings, Falloff Settings and Effects
  • Shallow Water River: lightweight Niagara 2D fluid simulation

Water Material

  • Material: Single Layer Water
  • Workflow: copied material instances to the project folder and added the _local suffix
  • Colour: Absorption, Scattering
  • Detail: Caustics

Foliage Workflows

  • Foliage Tools: manual painting with high artistic control
  • Landscape Grass Type: automated, material-driven groundcover
  • Procedural Foliage Spawner and Volume: large forests and biome transitions
  • Procedural Vegetation: graph-based vegetation creation

Foliage Optimisation

  • Culling: hides foliage that is out of view or too far away
  • LOD: reduces detail with distance
  • Console commands:
    • r.RayTracing.Culling 0
    • r.RayTracing.Geometry.InstancedStaticMeshes.Culling 0
    • foliage.ForceLOD 0
  • Assets: low-poly for backgrounds, high-poly for hero shots
  • Monitoring: checked performance with Show FPS and Show Stats

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