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 the Artstation Store 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 Introduction
0:28 Reviewing Original Character Model
1:17 Why We Made These Edits
1:55 Review Model Silhouette with Maya Surface Shader
4:58 Improving the Hair
5:32 Improving the Face
7:05 Improving the Body
7:25 Improving the Boots
7:40 Improving the Gloves
8:40 Improving the Clothes
8:55 Adding Final Topology for Animation
10:06 Final Thoughts and Thank You
11:05 Next Series

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