WEBVTT

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Welcome to this lesson where we will discuss how we're going to use an image plain to create this character,

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and in this series we are going to model this character that will later use for rigging and animation.

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So before we get started, like we did on hard surface modeling with the Ghostbusters Trap, we need

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reference.

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And in this case, its concept art that I drew based off of, you know, looking at some other art.

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And you always want to start with a piece of reference and you don't just want to look at it like we

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were doing in the hard surface modeling example.

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That's that's one way to do it.

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But the more advanced way to do it is to actually have this image in your scene and use it as a direct

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correlation with where you're placing edges and vertices and faces.

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So in this lesson, we're going to bring this image into my.

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Let's go over to Maya and let's create a plane.

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Any time you create a plane, the default is to have 10 subdivisions.

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And when you start modeling, you'll quickly realize that the more subdivisions and the more faces you

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have in the scene, the slower it's going to be.

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So there's no reason for this image plane to have this many subdivisions because we're not deforming

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it anyway, so we can reduce this down to one.

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So it is just a single face and then we need to map this image onto this face.

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And it's currently not the same dimensions.

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You can see this is a square and this is in a square.

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And you'll often runs that when you're using reference, you know, it's not going to always fit up

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perfectly.

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So we'll deal with that as well.

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So let's go to let's rotate this image up in the Z direction.

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We can see what the Z direction is over here in the bottom left.

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We can see it's pointing this way.

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So it's rotated up and so it's facing front.

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So if we go to our front camera.

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We'll be able to see this face.

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OK, and let's add this image to this as a sign this a new Shater.

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This is something new.

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We're going to right click on this and scroll down to assign new material.

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OK, now we get a new window and there's a lot of different options, but for our purposes, we're going

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to use the Lambert, OK, and because the default shares Lambert one, it always is in your scene.

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So when you create a new Laimbeer, it's going to say number two.

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So let's just call this reference.

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And I'll put SAHD for Qader, so we have all these different attributes, we change the color and we

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can do all sorts of things, which if I hit six on my keyboard, it's going to update a little better.

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So now that I can I can show that color change and we can change the transparency.

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There's all these things, but we want to map the image into this color attribute.

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So let's hit this little checkerboard over here and we get another new window and I'm going to use file

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and choose file.

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It creates a file note, of course, and lets just type in reference here as well with an underscore

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to the file so we know it's a file and this might help us later if we need to locate this or something

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like that.

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But enter make sure you hit enter because any time you rename something and then try to map something

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into it without hitting enter here, it'll say, you know, can't find this node because you didn't

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finalize this change.

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So any time you name something like this, you want to hit enter.

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So that's when you actually map in the file, which we're about to do.

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It'll know where to actually put it, which is reference underscore file one instead of file one.

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So let's go to image name will hit the folder and let's go to find the.

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Reference image.

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Character design JPEG had open.

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And if I right, click on this sample, it'll update the little test swatch here, and sometimes if

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you're having trouble, I just hit spacebar to get the four of you up here and then hit spacebar again

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to get back to perspective.

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That was just an accident.

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There is one bug that I found in this version of Maya, and every version of Maya is going to have its

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own fun sorts of bugs in it.

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You'll have to just kind of troubleshoot.

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But the textures should just pop up when you do what we just did.

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Right.

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We designed the new shader.

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And when we look at the color now instead of a checkbox, it has this kind of arrow box thing.

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If we click that, it'll take us to that final node.

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So it's not showing up.

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Even though we see it's registering here, it's not showing up in our viewport.

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So it's it's six.

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Make sure we're in texture mode.

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Or you can also hit this button up here, which is the texture option, but it's not updating here.

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And this may not happen for you, but the bug I found in my version of Maya is you have to open up the

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hypercharged, which is this little ball icon up here, which we'll get into and later lessons.

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So you can see when I open up the Hypercharged, it finally made the texture reload.

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This, again, is a goofy thing.

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And Maya.

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So if that has happened and we've you've assigned the shader to this and you've loaded in the file,

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try opening up the hyperspeed.

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And so it'll kind of refresh the textures.

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So you might have to do that more than once to see if it'll have to close and reopen it.

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And yeah.

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So let's deal with the scaling issue now because this image is squashed a square right now.

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So go into wherever the file is and UniMac.

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I just Right.

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Click and go down to get info and on a PC, I think it's properties somewhere.

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It should show the dimensions of the image.

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And on a Mac, it's right here.

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So ten, twenty three by fifteen, thirty nine.

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So we can use that to scale this up.

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Let's go back over to the channel box by clicking this button up here.

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And currently this is at an odd scale, so I'm just going to do one for that.

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And ten, twenty three.

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So I go ten.

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Twenty three.

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And it's going to freak out because, you know, that's a that's a massive distance, as you can tell,

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but all we're trying to do is get that ratio for right now.

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So 10, 23, three, 15, 39.

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We want to go in the direction we can see here.

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So let's type in fifteen, thirty nine there.

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And so this thing is massive now, OK, and that's fine.

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But we now have the correct dimensions of this image at least.

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So let's scale this back down to something more manageable.

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And.

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Now you have a reference image and it's properly scaled to the right dimensions, and if we want to

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lock this in, we can just freeze the transformation's.

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And what I mean is, you know, all of these numbers are a little weird right here.

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And if we want to have it be a little more clean, we can just freeze the transformation's so that it'll

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be one and all of the scale dimensions.

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So let's go to edit.

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So let's go to modify Free's transformation's, and I can see everything went to one and everything

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else is zero, let's duplicate this and rotate it.

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And 90 degrees, and now let's go to the front view.

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And let's just line up the drawing to be right in the center of our grid here.

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You know, we can see where zero and zero for X and Y are.

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So we need to just center this thing up.

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So it's roughly in the center.

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Of the scene so that everything that we model can be symmetrical and mirrored over to the other side.

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So that's pretty good.

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Let's go to the other side, the one that we duplicated and rotated.

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So let me back up, because it looks like we just we didn't do anything.

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So, you know, we move this one to the center, but this one is still rotated 90 degrees and we haven't

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moved it in any direction yet.

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The reason we rotated it 90 degrees is because this is going to be the side view.

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So we want to line up this image to the right to be in the middle.

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And sometimes these might very well be two different images.

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So you might have to create a new shader and applying Yarshater with the new texture on it, just like

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we did already with this one, you might have to do that again if you have a different image.

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And so let's go to the right view.

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And now we can see this one.

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I mean, S.R. kind of zero axis here and this is kind of up to you where, you know, you can kind of

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eyeball it.

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You might just kind of split the difference and maybe look at the neck or the spine or something like

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that.

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But this roughly needs to be in the center as well.

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So if you wanted to kind of minimize the distraction of having this other image here, we can go to

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our custom menu, go to the edge loop, and we could create an endless loop here and we could just drag

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it over to wherever we wanted it, basically, and hit V in the selection tool selected with the cue.

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Let's go to face and we can just delete that.

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So now all we have is this side of you and we could do the same for this side as well.

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It doesn't really bother me.

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And it might be nice to kind of have this in the same view where when we're modeling the front.

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So you can leave that for now.

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One last thing I'd say about reference images is that when you're modeling, it's a little distracting.

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If these are selectable, you know, say you're modeling a cube in here or something like that to make

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the skull and you keep actually selecting the reference image.

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So one way to get around that is to click and drag, select everything.

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And let's first put these in their own group and call them reference.

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So it's a little more tidy in the outliner, and then let's go over to the display tab over here and

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hit this far right button, when we do that, it adds these images to a new display layer.

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OK, all that means is it gives us a little bit more functionality that we can turn these on and off.

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But it also means that we can template these really easily or reference them.

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So with a template, it'll only make these outlines.

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But if we click this third button one more time, we get an R and that means reference.

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So when we click, we can't actually click these anymore.

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So we can always turn that off again by hitting that.

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But let's keep that on R so when we start modeling, we won't be accidently selecting the reference

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images.

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I'm just going to rename this display later reference.

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And it says it already exists, so you might need to add like a little.

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Suffix like disp or something like that.

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OK, I'll see in the next lesson where we will get started modeling.

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Thanks for watching.
