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 Clean Up Geometry and Outliner
0:40 Blocking out the Boot with a Cylinder
4:15 Creating Main Form of the Boot
12:00 Use Lattice to Refine the Main Form of the Boot
16:00 Extrude Opening of the Boot
20:13 Duplicate and Mirror Boot

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