davidmattock
10-08-2009, 06:47 PM
HI, Im modelling a female fighter character in Maya with a tight fitting vest, probably cut to show slight cleavage, and the shoulder straps about 2 inches wide. I dont need any cloth simulation just rigged and skinned in the end ready for animation.
My plan is to model the base mesh of the whole body, then create the vest from that so the topoplogy is the same and follows the form. I was then planning to delete the old polys from the torso that would be hidden by the new vest.
Ideally I would like the head and chest, vest, and arms as seperate objects to make texturing easier and gaining uv space, applying SSSskin to the skin and different material to the vest...but..
Im now confused on a few things... :rolleyes:
SKINNING Later
Is it possible to skin these seperate objects to my skeleton without gaps in places like the thin shoulder straps, as they will be neck then the strap then the arm ?
Or do i combime the objects into one mesh before, then paint my skin wheights to the whole mesh?... but then I guess id lose edibilty later, if i wanted to change uvs or textures?
TEXTURING Later
For this is it better to have them as seperate meshes, or as one whole mesh?
If its one combined mesh, will i need a layered shader, with alphas to apply different shaders to different parts?, Or can i select the polys i want and just apply to that selection ?
Thanks for any help:)
My plan is to model the base mesh of the whole body, then create the vest from that so the topoplogy is the same and follows the form. I was then planning to delete the old polys from the torso that would be hidden by the new vest.
Ideally I would like the head and chest, vest, and arms as seperate objects to make texturing easier and gaining uv space, applying SSSskin to the skin and different material to the vest...but..
Im now confused on a few things... :rolleyes:
SKINNING Later
Is it possible to skin these seperate objects to my skeleton without gaps in places like the thin shoulder straps, as they will be neck then the strap then the arm ?
Or do i combime the objects into one mesh before, then paint my skin wheights to the whole mesh?... but then I guess id lose edibilty later, if i wanted to change uvs or textures?
TEXTURING Later
For this is it better to have them as seperate meshes, or as one whole mesh?
If its one combined mesh, will i need a layered shader, with alphas to apply different shaders to different parts?, Or can i select the polys i want and just apply to that selection ?
Thanks for any help:)
