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Modeling Prop Glasses Assets for an XReality App, from 3D Scanning to Retopology in Maya Using Quad Draw

The goal of this task is to provide the production pipeline with an efficient manual retopology workflow. The result are models with UVW, low res, and curvatures based on edge loops. The staff is uploading the finished models in an augmented reality (AR) app written in Swift (© Misterspex):

Screen capture from iPad Screen capture from iPad
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.

These are the fundamental steps in the workflow:

Scanning

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 3D scanner
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 using video tutorials
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.

Glasses retopology Glasses retopology
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.

Refining details Ready for symmetry Refining details Ready for symmetry
After refining details, my model is ready for hierarchy tool.
Variation A Variation B Variation A Variation B
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 Comparing UVW before and after smooth node
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.

Before and after hierarchy tool Before and after hierarchy tool
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 automation tool with Python for Maya
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 asset
Rendering Prop

Rendering and Compositing a Prop Asset Skateboard Bag, Using Maya, ZBrush, Mental Ray, EXR, and Nuke.

Texturing character
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 environment
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 for real time environment
Texturing Buildings

Texturing buildings for real time environment, modeling and UVW in 3DS Max, hand painting textures, applying to materials.

Compositing
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
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 Human Head

Sculpting basic detail in ZBrush, applying retopology in Maya using Quad Draw and re-importing into ZBrush for micro detail.

Modeling mechanic character
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 environment
Modeling Exterior Env.

Modeling exterior environment for render time by drawing CAD floor plans and elevations, extruding quads in Maya.

Modeling architectonic interior
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 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 asset for video game
Modeling Prop

Modeling a prop hand grenade asset through references, templates, schematics, modular polygons & UVW in Maya. Sculpting detail in ZBrush.

Reconstructing photogrammetry
Reconstructing Photo-grammetry

Reconstructing, repairing, and cleaning up photogrammetry scan, using ZBrush Dynamesh and ZRemesher to open UVW and clean up textures.

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