Screen capture from iPad. The left side is showing the object in 3D space while the right side shows the prop fitting to a face virtual mesh in real time.
Starting with a 3D scan, importing into Maya as an STL, making the scan surface live and blocking out using Quad Draw on flat regions. This is what the 3D scanner looks like:
3D scanner
This card will take you to an alternative workflow, based on models from a library, showing how to set up the STL:
Mentoring Video Tutorials
Series of tutorial videos for junior colleagues, training on modeling, rigging and texturing assets for an augmented reality app using Maya.
Retopology
After setting up my STL, I'm extruding corners using 3 faces to keep curvature clean and adaptive. I'm basing my curvature variation on edge loops. The alternative methodology would be to use bevels, but they don't allow a clean transition between sharp and soft curvatures.
Retopology process using Quad Draw in Maya.
Once blocked out, reconstructing topology on details to reuse one single piece on further variations of the same model.
After refining details, my model is ready for hierarchy tool.Reusing same detail topology in different versions of the model.
UVW
Comparing UVW with and without smooth node (only 1 subdivision to keep polycount low). I'm leaving room for the temples on the other side:
Comparing UVW before and after smooth node.
Hierarchy Tool
Applying Hierarchy Tool (I wrote it in Python, using Maya Commands) to clean up, align pivots, rename, invert geometry and build up clean hierarchy in outliner, helping the staff to keep a consistent nomenclature.
Comparing model and hierarchy in outliner before and after applying Hierarchy Tool.
Click on this card to take a closer look at the Python Hierarchy Tool:
Programming Python Tool
Programming an automation tool for Maya using Python to sort unnamed meshes into a conventional hierarchy in outliner by renaming and resetting pivots.
With a retopologized mesh and open UVW, I can send the asset to texturing. I'm using Substance Painter, applying materials, testing, and uploading into the AR app. For the next steps in the pipeline (texturing), click on the rendering case studies cards:
Rendering Prop
Rendering and Compositing a Prop Asset Skateboard Bag, Using Maya, ZBrush, Mental Ray, EXR, and Nuke.
Texturing Character
Texturing a character for render time by opening UVW in Maya, hand painting and extracting PBR textures in Substance Designer/Painter, rendering EXR.
Rendering Interior Env.
Rendering an interior environment through animatics and concept, HDRI lighting, texturing, simulating VFX with Maya Nucleus, rendering EXR, Nuke comp.
Texturing Buildings
Texturing buildings for real time environment, modeling and UVW in 3DS Max, hand painting textures, applying to materials.
Compositing Short Film
Compositing short film using Nuke by rendering EXR and grouping background, character, volumetric lights, simulations and optical effects.
More case studies about modeling and sculpting:
Sculpting Human Body
Modeling a human body using ZSpheres, retopologizing mesh and opening UVW in Maya. Sculpting micro-detail in ZBrush. Exporting normal and displacement maps.
Sculpting Human Head
Sculpting basic detail in ZBrush, applying retopology in Maya using Quad Draw and re-importing into ZBrush for micro detail.
Modeling Mechanic Char.
Modeling a mechanic character with automatic edge loops with ZRemesher, importing as OBJ into Maya, and sculpting detail in ZBrush.
Modeling Exterior Env.
Modeling exterior environment for render time by drawing CAD floor plans and elevations, extruding quads in Maya.
Modeling Arch. Interior
Modeling architectonic interior, drawing CAD floor plan and elevations, modeling rooms and furniture using quad extrusions and NURBS in Maya.
Modeling Level Geometry
Modeling real time level geometry using CAD floor plans and elevations, blocking out meshes and adding details in 3D Studio Max with booleans and stacks.
Modeling Prop
Modeling a prop hand grenade asset through references, templates, schematics, modular polygons & UVW in Maya. Sculpting detail in ZBrush.
Reconstructing Photo-grammetry
Reconstructing, repairing, and cleaning up photogrammetry scan, using ZBrush Dynamesh and ZRemesher to open UVW and clean up textures.