Model Checks

1.) Check the polygonal model for flipped normals, unmerged vertices and non-quad faces.

  • normals should be pointing outward, w. render stats set to "double-sided" ON and "opposite" OFF
  • unmerged vertices will produce sharp edges and/or "spiderwebs" when surface is subdivided
  • non-quad faces will produce "spiderwebs" when surface is subdivided
WHY?  To provide a clean, well-regulated model for painting and rigging.

2.)  Check the model for duplicate shape nodes.

  • duplicate shapes nodes can be produced when subD conversion is
    "undone"
  • instead of using "Undo", always CONVERT subDs back to polygons
    (tessellation method:  "Vertices" set to "Level 0")

 WHY? To prevent file corruption.

3.)  Center surface pivots.

  • select all, and invoke "Modify > Center Pivot"
WHY?  To provide "center of mass" manipulation of surfaces.

4.)  Create logical surface groups.

  • for example: table legs and table top should be siblings under a group node, upper & lower floor components of buildings should be grouped, etc...
  • NEVER parent surfaces directly to other surfaces
WHY?  To make manipulation of the model easier.

5.)  Center group pivots.

  • select surface groups, and invoke "Modify > Center Pivot"
WHY?  To provide "center of mass" manipulation of surface groups.

6.)  Name surfaces and groups according to convention.

WHY?  To make surface identification easier, and to aid shading and animation pipeline.

7.)  Add upper transform nodes to model.

  • upper transform nodes are located at 0,0,0
  • no element transform nodes should "float" outside of the upper transform node hierarchy
  • refer to example at bottom of the "My Friend Shadow" Node Naming document
WHY?  To organize "floating" nodes, and make layout and animation transfer easier.

8.)  Run "Optimize Scene Size" on model.

  • for most models, check on ALL of the "Optimize Scene Size" options
WHY?  To clean up (most of) Maya's crap, keeping the model clean and light.

9.)  Delete remaining groupID nodes.

  • type:  delete "group*"
  • if any surfaces change to wireframe or "disappear", reassign the appropriate shading groups
WHY?  Because "Optimize Scene Size" does a lousy job of cleaning these up.

10.)  Create a "dogTag" node within the model.

  • create an annotation shape node
WHY?  To tag the model for subsequent identification within rigs and scenes.

11.)  Lock "elem_ALL" node channels, but keep other nodes open (including surfaces).

  • leave all group and surface transforms open

WHY?  Because the "_ALL" node should never move, but the others may need to.

12.)  Export model in polygon mode.

  • select top node of model, and save with "Export Selection" (the cleanest form of saving)
WHY?  Because subdividing will be done later on in the pipeline.

13.)  Name file according to convention.

  • DO NOT overwrite the file you started with
  • save finished models as: "elem_hires_model.##"
WHY?  To aid in identification.

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