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 Recap
0:30 Start Modeling Shirt with Quad Draw
6:20 Refine Shirt Form
12:40 Use Multi-Cut to Add Edge Loops
19:05 Model Pants using Existing Geometry
21:10 Clean Pant Geometry
27:10 Add Fabric Seam on Shirt
28:33 Give Shirt Thickness
30:37 Give Pants Thickness
32:20 Explore Adding Wrinkles Using Edge Flow
35:40 Setup Representative Materials and Clean Outliner
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