4h 4m
Closed Captioning
Intermediate
Project Files Included Learn more »
Software used
Maya 2013, Mudbox 2013
What you will learn
In this series of Maya tutorials, we will create a stylized male model in Maya from scratch. A lot of modeling these days is done in applications like ZBrush or Mudbox where highly detailed characters and creatures are a common sight. But all-in-one 3d applications like Maya are still great tools for building stylized characters. In this course we will go step-by-step through the process of creating a 3d model based on the finished product of the Creating Stylized Male Character Concepts course. We will start by using reference images as a guide and then proceed to use Maya's powerful modeling tools to build all of the geometry for our model. By splitting edges, inserting edge loops, and extruding faces, we'll build the head of the character, create the suit jacket and pants and shoes. We'll use NURBS to build the eyes and some of the accessories. We'll learn to build the hands of the character by combining pieces of geometry. In addition, we'll also add materials to our character and learn to add texture with ramps. We'll talk about UVs and use Mudbox to paint a quick texture map for the head. We'll also create and texture the character's hair. In the end you'll have a nice stylized character model and be able to apply what you've learned to your own custom characters. If you're brand new to Maya try the introduction to Maya 2013 tutorial first, as well as the Introduction to Modeling in Maya.
Partner
Now that we've got the eye created, let's go ahead and modify the eye socket around that eye. We've got the eye placed, and so now what I want to do is start to select some of these points here and actually move these around. One of the things that we can do to just make sure that we don't move this eye would be to go ahead and select the eye group, and then I'm going to go ahead and create a new layer. And let's assign it and then just turn on reference. So we'll change this letter to an R, and what that will do is allow us to select around the eye, but it won't allow us to actually select the eye itself. So let's go ahead and begin to move this around. So the first thing I'm going to do is go ahead and delete these very interior polygons here. If we need to extrude in, we can still extrude in via this edge loop. So now what I can do is come in, I can start to define the interior of the socket a little bit. So I'll take these points and move them in. And then do the same thing here, move this up, move this out a little bit. Give it a little bit more breathing room here. Same thing down here. And again, we have the corners of the eye that are tucked back in, and so we can take this and begin to bring that back in towards the eye. Do the same thing here. Let's go ahead and just double-click on this, and then we can go ahead and extrude it. And we can go ahead and switch to our rolled axis and pull this in. I'm going to actually pull this out as the lid, so we'll define the edge of the eye, bring it down here and pull it out until it's right outside of the eye. Same thing here and here. And then let's do the same thing here, bring that right outside the eye. Push this in a little bit, bring that outside the eye, and then this as well and then that one right in there. Now we'll give it a little bit more space here. And I want to actually space these out a little bit more so they're a little bit more even. And if I want to move them along the surface, rather than using the XYZ, we can choose Normal under Move Axis in our Move Tool settings. That will allow us to move these points along the surface, which will enable us to keep things a little bit cleaner so that we're not moving in an axis that isn't really relevant to where that point is. So we can move this over a little bit. We can always switch back if we need to. Now the corner of this eye really needs to come back a little bit further, so I'm going to go ahead and select this and bring it a little bit further back. Same thing here. Bring that back and in to get that lid shape. Now we also want to have some thickness to the lids. So we can select this edge loop, extrude it, and this time we can just pull that back in the Z. You can see how it creates that thickness there which is what we want. Now we want to add a little bit of geometry in here to create the sharpness. Let me go ahead and smooth this out a little bit. I want that brow ridge to ease back into the head. Then we can come in with our Insert Edge Loop tool and start to add some edge loops there. Maybe an edge loop right along there. You can always smooth that out to see what it's actually looking like. So I think this is looking OK. We probably want to take some of these and pull them down a little bit so we get a little bit of a sharper line there at the base of our ridge. So I'll pull this out a little bit. Now here, I want to create a little bit more space for this bottom lid here. And so we can come in here and I'll actually use that line there to create the bulge. So just bringing that out and over, down, bringing it out a little bit. Same thing over here, although we want it to blend a little bit more. And then you can see where we've got some of these parts of the eye intersecting, and we don't want that. So let's go ahead and pull this out. We want to create a little bit more sharpness in here. We can also come in here and add another edge loop. You can see this is penetrating a little bit, right here, the clear part of the eye. So we need to kind of pull that out so it's outside of that. And you can see I've got a point right in here which is that end. I want to create another edge loop on the inside of that, so Insert Edge Loop right in here. And then I want to grab that point right in there and bring this out a little bit, create that little caruncle, tear duct thing inside of the eye there. And then we just want to smooth all of this out. So we want it to blend together. So you can now start to take some of these other points and just move them across the surface, blend them out. The idea is that you just want this geometry to flow around the eye geometry that we have so it gives it a little bit more structure there. The rest of this, you can smooth out and tweak so that everything blends together nicely. So you can check that in both views and tweak the shape of it a little bit if you like, but the next thing that we want to do is to go ahead and finish up the face. We still need to work on the mouth, so we'll definitely start that in the next lesson. It may take a couple of lessons. We'll see how it goes, but we want to definitely kind of finish up the face here before we move on. So we'll go ahead and do that next.