Working cooperatively
  • In this tutorial we will talk about working cooperatively across multiple software packages to build our robot.
  • Maya
    Maya 2012,...
  • 4m 40s
In this lesson, let's just touch briefly on how we can work work cooperatively on building this robot. So a lot of times, you're going to be building something maybe not as an individual, but maybe as a team. And you'll have multiple people working on, sometimes, a single environment, which is cool, but maybe also sometimes a single model. And so most of the times, you just have to be careful about how you divide things up. So in this case, it's going to be pretty straightforward. We're going to have one person work on the main body, and then we're going to have another person work on the arms and another person work on the legs. And because the legs and arms are symmetrical, really all they have to do is build one arm and one leg, and then we're able to now mirror that over to the other side. But we want to have a good solid foundation and file to branch from, so that everybody knows where everything's supposed to go, and it'll all come back together and fit together nicely. So one way that we can separate this out and create this single file would be to come in here, and let me just get the Hypershade over here. And just set up some simple materials. So I can come in here and we can grab the leg, and you can see how I've just got this parented together. So we just got Leg Left, Leg Right, and then Arm, two Arms, and then the Body already separated out. And then we've got the head geometry in here. So we can just start to assign different materials. And it doesn't have to be strictly grouped based on the limbs and things like that. It can be grouped however you want. You just want to decide how everything's going to be divided up. So we could take the two arms, and let's make those red. Two legs-- it's just a simple way of just visually say, OK, yes, I'm responsible for that. You probably don't need to put the colors on there, but it's good to just have a good, real quick reference indication of where everything is. And then we can save this as our sort of default armature file. And then our three different artists can grab this file-- usually they'll make a local copy of it-- and start building. So in my case, I could take this file. I could get rid of the arms and legs, let's say, and just start concentrating on the body. So I don't have to worry about the arms and legs. And this is nice, because they have these specific joints where these join together, so they can really just take this object and build that with the joint and it will come together. Same thing with the legs. We don't have to worry about the legs. We'll worry more about the body. And then on a later lesson, Kyle is going to take you through the process of the things that he did to build this particular leg. And then one of the advantages of working with a team is that maybe someone on your team would rather work in another package. So Kyle and I'll be working in Maya, whereas Josh is going to be building the arm, and he's going to be doing it in 3ds Max. So we'll be able to integrate the results from two different software packages into our final model. So he'll take you through some of the things that he did when going through and building the arms and the fingers. It's a little bit smaller pieces associated with that. If you look on our artwork, you can see where we've got these little smaller pieces in here that he's going to be building. And that's going to be in a different package. And so even that, you can bring that back into Maya really, really quickly and easily, and start to integrate all of that geometry back together. So we would create this file and save this out as something like armature_full, or armature_base, or something like that. And then all three artists could grab from that file and start to build their own individual pieces. So spend a few days working on their individual pieces, and then we can start bringing those back together. So before we look at the arms and the legs with Kyle and Josh, we're going to go through some of the things that we did to actually work up the panels and some of the different pieces for the body. And then we'll go through the process for the arms and legs as well. So let's go ahead in the next lesson and take a look at how we can start to take this geometry and use it as a starting point to create a body blank in ZBrush that we can use to create some of these seamless panels over the top, the armor and things like that. So we'll go ahead and take a look at that in the next lesson.
In this course we will cover the steps involved in building the robot portion of our transforming robot series. This specific high-level course was designed to evolve your workflows, and give you some ideas to keep in mind as you go through the process of building the robot portion of your transforming robot. The objectives for this fast-pace course include looking at several issues to be dealt with when creating the transforming robot. We'll look at ways to use ZBrush and TopoGun in our workflow to build the fitted pieces and panels of the robot. In addition to modeling techniques, we'll talk about UV layout concepts, creating a proxy, and working cooperatively with other artists, including those working in other applications. It is recommended that you have some experience using Maya, ZBrush, and TopoGun, as we cover a lot of information in a shorter span of time. We won't be going through the modeling of the robot step-by-step, so if you’re a new artist, the Beginner's Guides and Introduction courses are perfect places to start getting up to speed. From there you can check out any of the intermediate step-by-step project based courses and they will give you the tools you need to complete the model.
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