In this series, we will be covering character modeling concepts and workflows in Maya. The concepts covered in this series can be applied to games, film, TV, and all other 3D digital mediums. We will cover how to prepare the character model for animation while understanding the importance of topology and edgeflow.

By completing this series, you will learn how to work from reference, understand animation and facial topology, and keep a clean Maya scene. Finally, we will cover common modeling techniques like polygon modeling, edge modeling, and use sculpting tools. Even though we’ll be using Maya specific tools like the “ Modeling Toolkit” the concepts and workflows learned here can be applied to your own CG characters in any software.

Model available for download on Artstation here: https://www.artstation.com/a/1615638

Professional Website: http://onmars3d.com/
Gumroad: https://gumroad.com/onmars3d
Artstation: https://www.artstation.com/onmars3d
Instagram: https://www.instagram.com/onmars3d/

Concept Art by Nada Weiss: https://www.artstation.com/nadaweiss

Reference: https://anatomy4sculptors.com/
PureRef: https://www.pureref.com/

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Table of Contents

0:00 Intro to Building Hands/Gloves
1:38 Start Glove Modeling with a Cube
3:35 Refine Form of the Palm
6:18 Create Finger with a Cylinder
16:35 Duplicate Finger for the the Rest of the Glove
21:30 Combine Hand Geo to the Finger
26:00 Combine and Merge Vertices of the Fingers and Hand
29:06 Prepare Thumb to Attach to the Hand
32:20 Attach Thumb to the Hand
37:38 Refine Thumb
43:00 Create the Cuff of the Glove

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