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Maya 2011: Modeling a Character

Maya 2011: Modeling a Character

with Ryan Kittleson

 


In Maya 2011: Modeling a Character, join author Ryan Kittleson for a thorough demonstration on how to create a professional, realistic 3D character from scratch in Maya 2011. The course illustrates how key concepts and tools such as Soft Select and polygon extrusions apply to character modeling, and provides a simple step-by-step approach to building character anatomy, including the torso, limbs, hands, face, and hair. Also included are tutorials on modeling clothing and shoes, and refining character features to reach the final product. Exercise files accompany the course.

Recommended prerequisites: Maya 2011 Essential Training
Topics include:
  • Smoothing out rough, polygonal surfaces with Smooth Preview
  • Fashioning limbs and features from an existing model
  • Manipulating polygons to create detail
  • Using the Sculpt Geometry tool to make organic changes
  • Modeling facial structure and the body
  • Creating hair with NURBS curves
  • Modeling pants, shoes, and shirts
  • Forming creases and hard edges
  • Fixing problem areas
  • Applying the finishing touches

show more

author
Ryan Kittleson
subject
3D + Animation, Modeling, Character Animation
software
Maya 2011
level
Intermediate
duration
3h 3m
released
Oct 12, 2010

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Introduction
Welcome
00:04Hi! I'm Ryan Kittleson, and I'd like to welcome you to Maya 2011:
00:08Modeling a Character.
00:10In this course, I'll show you how to take advantage of Maya's powerful modeling
00:13tools to create a cartoony character that can be animated, adapted into other
00:18types of characters, and above all, one that really looks great.
00:22First, I'm going to demonstrate some of the most commonly used tools in
00:26character modeling, like Extrude and Smooth Preview, and how they can be used
00:30to build a character.
00:32Then I'll show you how to break down your character design into bite-sized
00:35pieces for easy modeling, like separating the head from the body.
00:38I'll teach you how to avoid common pitfalls and how to detail and refine your
00:43model to professional standards.
00:45I'll model the character one part at a time and show you how these tools and
00:49skills apply in practice for the final body, hair, and clothes of our figure.
00:55Character modeling for animation involves some concepts that go a little beyond the basics.
01:00So you should already have an understanding of Maya's interface and fundamental
01:033D concepts before taking this course.
01:06In my years of building characters, and experience in teaching character
01:10modeling, I've come up with this approach to modeling that's straightforward
01:13and easy to follow.
01:14It'll work in versions of Maya back to 2009 and for years to come.
01:19Well, I hope you're as excited to start modeling as I am.
01:22So, let's get to it with Maya 2011: Modeling a Character.
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Using the exercise files
00:00If you are a premium member of the lynda.com Online Training Library, or if you
00:05are watching this tutorial on a DVD-ROM, you have access to the Exercise Files
00:09used throughout this title.
00:11Each chapter of this course has its own folder.
00:13For example, the chapter on the body, Chapter 4.
00:16Inside each chapter are folders for each video.
00:19Let's look inside the folder for fingers.
00:22Inside each video folder, there is going to be a Maya scene file and a
00:26reference image that the scene file will load inside.
00:29All of the different video chapters work the same way.
00:32If you don't have access to the Exercise Files, you can follow along from
00:35scratch or with your own assets.
00:37Let's get started!
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1. The Interface and Tools Used Most in Character Modeling
Navigation and views
00:00Before we get into the character modeling in this course, I want to talk about
00:03some of the navigation and interface controls in Maya.
00:07If you're a beginner with Maya, or just need a refresher, these are the most
00:11commonly used interface functions that I'll be using in this course.
00:14There are a few different ways to move around in your viewport in Maya.
00:18If you want to rotate around your scene and get a different view on your model,
00:21hold down the Alt key and left-click the mouse.
00:25Then just move the mouse around to get a different view.
00:27If you want to zoom in, use the scroll wheel.
00:31Scroll forward to zoom in and backwards to zoom out.
00:35To pan around your scene, hold down the Alt key and middle-click.
00:40This lets you move around.
00:42You can change your viewport from a single view to multiple views by hitting the Spacebar.
00:46Now, in any one of these multiple viewports, if you hit the Spacebar again,
00:50you'll go and make that viewport full-screen.
00:53Hitting Spacebar again goes back to the four views.
00:55Move the mouse to a different viewport, hit Spacebar again, and you can go into
00:59any other view you want.
01:03Let me show you how to enter the different component modes.
01:06Components are vertices, edges, and faces.
01:08Let me zoom in to get a better look.
01:12If you click a model and you hold down the right mouse button, this little menu
01:15is going to pop up and you can choose from Vertex, Edge, Face, or Object mode.
01:20There are a few others, but we're not going to use them in our course.
01:24If you release the mouse button over one of these, you'll go into that mode.
01:27Vertex mode, for example.
01:28You can also go into Edge mode, or Face mode.
01:33Let's go back to Object mode.
01:34We can create new primitive objects if we go into the Polygons shelf.
01:39For the most part, we'll be using the Polygons shelf in this course, but we
01:42might occasionally use Surfaces or Curves.
01:44In the Polygons shelf, click on this Polygon Sphere.
01:49You can create a sphere by simply dragging on the grid.
01:52If you want to select multiple objects at once, hold down the Shift key
01:55while you click them.
01:56If you want to deselect objects, hold down Ctrl while you click.
02:02Moving, rotating, and scaling objects is easy with the W, E, and R keys.
02:08Hit W to go into Move mode.
02:10Now you can move on any axis you want, or relative to the viewport.
02:15E goes into Rotate mode.
02:18You can rotate freely, or you can rotate along a single axis.
02:23Same with Scale. You can scale uniformly or in a single axis.
02:30Pressing 1 on the keyboard will put the object into Smooth mode.
02:34Pressing 1 will put it back in regular mode.
02:38Pressing 4 on the keyboard goes into Wireframe mode - it lets you see through
02:42objects - and 5 goes back into Shaded mode.
02:44If you want to undo something, press Z. You can press it multiple times to
02:49undo multiple changes.
02:51If you want to redo, hold down Shift while you press Z and you'll redo through
02:56all the changes you've made.
02:57There are lots more to learn about Maya navigation and interface.
03:01But if you learn these basics, you'll be able to hit the ground running in this
03:04character modeling course.
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Using Smooth Preview
00:00In Maya, models are made up of polygons.
00:03Polygons are, by definition, flat, and rigid, and blocky.
00:08However, when this character goes to a movie or a TV show, it's going to
00:11be smooth and soft.
00:13We can turn a blocky polygonal model into a very smooth mesh by using Smooth.
00:17Let's select hank and go up to the Polygons shelf and hit Smooth up here.
00:23Now what we can see that happened is that it subdivided the mesh into a lot more polygons.
00:30The end result is that the mesh is more smooth.
00:33But the downside to this is that it's created a lot more polygons.
00:37So if I want to make any modifications to this object, it's going to be more
00:40difficult because there are a lot more polygons to move around.
00:44That's why Maya has something called Smooth Preview.
00:46If I undo this Smooth and hit 3 on the keyboard, you can see that the mesh is
00:51now smooth again, but without subdividing all those extra polygons.
00:55If I go back to unsmooth mode by hitting 1 on the keyboard, you can see it's the same mesh.
01:01It's just been rounded out.
01:02Now, let me zoom in on part of this.
01:06You can still edit this low poly mesh and see the smooth result in real time.
01:11If I go to Vertex mode and move this one vertex right here, you can see how the
01:16mesh is instantly updating and creating a smooth mesh, even though I'm only
01:20controlling a very low poly mesh.
01:24You can turn Smooth Preview on and off as many times as you want, to get a
01:28sense of how your model is going to look when it's eventually smoothed for render time.
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Using the Extrude tool
00:01The Extrude tool in Maya is a quick and powerful way to create new shapes,
00:05structures, and edge flow patterns in your models.
00:08The cool thing about Extrude is that it automatically creates the right edge
00:12flow for all kinds of body parts.
00:14There are several ways to use it and a few things to be careful of, that
00:17I'll go over with you.
00:18So let's make a very quick, very basic character with Extrude in just a few minutes.
00:23I'm going to go up and grab a polygon cube off the shelf.
00:27I'm just going to drag just a rough rectangular shape out here on the grid.
00:32If I hit 5, it'll go into Shaded mode.
00:34Extrude can work on faces, edges, and even whole objects.
00:39Let's select a face to extrude from.
00:40So I'm going to right-click on this object and go down to Face.
00:43Now I want this character to have two sides to him.
00:47So I'm going to zoom in and select this one face right here and go up to Extrude.
00:52Now, what we see here is this gizmo is popped up.
00:54There are lots of different things to it.
00:56It's more complicated than it has to be really.
00:59What I usually do is I just pull new faces directly straight out with the
01:03blue arrow right here.
01:05Now you could pull it in other directions, but to tell you the truth, I don't
01:08really use these other functions so much.
01:11I usually just want to pull a new face directly straight out.
01:14You can also click on this circle here to go into Rotate mode, or you can click
01:18on these cubes to go into Scale mode and scale the new face you've created.
01:21But really, for the most part, I just want to pull a new face straight out.
01:24If I hit W, it goes out of Extrude mode, and it's back into normal Move mode.
01:30So let's say that this is the chest of our new character.
01:33We want to create a neck and a head.
01:35So what I want to do is select these two faces right here and hit Extrude.
01:39I can use the blue arrow to pull it directly up.
01:43Now what I want to do is make the neck a little bit narrower than the chest.
01:46So I'm going to go into one of these Scale tools and just scale the size of the
01:51neck in a little bit. We just want it to be narrower.
01:53I'm going to look at it from the top to see it better.
01:56Okay, that's pretty good.
01:57Now, I can hit Extrude again to extrude up and continue up the head.
02:03I want the head to be a little wider than the neck.
02:04So I'm just going to pull this out a little bit.
02:09Let's extrude again to continue up the head.
02:11I want to show you how to extrude some very quick eyes out of this character.
02:16What we can do is extrude from these two faces in the front and make some eyes.
02:21So let's select one and Shift+Select the other.
02:24Now if I do extrude right now and let's say I go into Scale mode and I shrink
02:29these up, these two faces are going to shrink together. I don't want that.
02:32I want these two to shrink separately as two different eyes.
02:36So let's undo this extrude and try again.
02:40The way we change it so that these two faces extrude separately is in the Edit Mesh menu.
02:44If we open this up, we see up here there is Keep Faces Together.
02:48What this tells Maya when this is on, is that any new faces that are extruded
02:52should be stuck together.
02:53If we turn this off, the faces are going to grow out separately.
02:57So, our faces are selected.
02:58Let's hit Extrude again and see what happens.
03:01If I go into the Scale mode and scale these in, now you can see that
03:05they're scaling separately.
03:06Now I can just hit Delete on the keyboard and that deletes those faces and
03:12makes the hole for the eyes.
03:14You can use Extrude on edges as well as faces.
03:16Let me zoom in and show you how that works.
03:18If I hold down the right mouse button and go into Edge mode, I can double-click
03:25on any edge and it's going to select the entire edge loop.
03:28In this case, it's going to select the open edges that are right here
03:30where there is no face.
03:32With these selected, I can go to Extrude and also extrude in these edges.
03:37This will create a little bit of an inside of an eye.
03:40So let's continue with the rest of the body of this very simple character.
03:44I want to extrude out some arms.
03:45So let's zoom out a little bit and go into Face mode.
03:48I'm going to select the polygons on either side of the body here and let's go to Extrude.
03:54Now we've got two faces on different sides of the body selected.
03:57While I'm still in the Extrude tool and I pull on the blue handle, each one is
04:01going to pull out in its own direction away from the body.
04:04I just want to make the arms a little bit smaller than the chest.
04:08So I'm going to scale these in.
04:09Let's just extrude it out one more time for good measure.
04:11You're just going to have stumpy little hands here.
04:15So we're not going to bother to do fingers for this one.
04:17Okay, let's extrude out the rest of the body.
04:20Looking at the underside, we can grab these two faces here.
04:23Now, up in the Edit Mesh menu, we turned off Keep Faces Together.
04:27But we want his abdomen to be stuck together.
04:29We don't want two separate parts to his abdomen.
04:32So let's go up to Edit Mesh and make sure we've got Keep Faces Together turned on.
04:36Let's hit Extrude and pull it down.
04:40Let's just shrink this up a little bit right here, getting a little bit narrower waist.
04:44Okay, so I want to extrude two legs out of this as well.
04:47If I extrude these two polygons right now, remember we've got Keep
04:50Faces Together turned on.
04:52That's going to have his legs stuck together.
04:54We want his legs to be separate.
04:55So we go up to Edit Mesh menu and turn Keep Faces Together off again.
05:00Now when I go back into Extrude and pull this down, we can see the legs are
05:04coming out separately.
05:05But sometimes you might not necessarily see the legs being separate, you might
05:09have to go in and manually move them to see that they're separate.
05:12So I'm just going to extrude this down one more time.
05:15We'll make some space for the feet.
05:19Let's extrude the feet forward from these faces right here.
05:22I'm going to look at it from the side to get a better angle on this.
05:29Okay, so you can see in a matter of minutes, you can create a very simple character.
05:32I'm going to go back into Object mode and zoom out, so we can see the whole thing.
05:37Hitting 3 on the keyboard, you can also get a Smooth Preview of what this guy looks like.
05:40So you get a very simple gingerbread mankind of character, in just a few minutes
05:44with the power of the Extrude tool.
05:46You can see it's a very easy way to create new geometry in an intuitive and fast way.
05:51You'll find yourself using it all the time to create limbs, cavities, bulges,
05:55horns, anything you can think of.
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Using the power of Soft Select
00:00So, in this video I am going to talk about Soft Select.
00:03Soft Select is a way of making edits to your model that change gradually in a
00:07smooth falloff over a certain distance. Rather than tweaking vertices
00:12one-by-one in a very tedious way, you can use SoftSelect to very quickly
00:15make edits that you want.
00:16So, let me go into Vertex mode of this character and show you how we can
00:21make some edits to him.
00:22I am going to select some vertices on the hand and hit F to zoom in on them.
00:25Okay, so if we want to make some adjustments to the shape of this finger,
00:30you could go into vertex mode and you could move some verts around and it's very
00:34tedious and very time-consuming.
00:36But instead of doing this way we can use Soft Select to really speed things up.
00:42So, let's go up into our tool settings.
00:46You can see in the tool settings, we've got the Move tool right now and there is all
00:50these different settings and Soft Select is one of these up here.
00:53So, let's make sure we've got Soft Select here and we can just turn it on.
00:56Now the big change we see here is there is this gradual falloff of selection.
01:02So, anything that we select is going to be a falloff in Soft Select.
01:09So, when we move this we can see that everything is moved along with it but the
01:16falloff depends on how close it is to the selection.
01:19The farther away it is, the less it gets affected.
01:22Now, we can go up into the Falloff radius and change the actual size of the area
01:28of influence, and this is kind of tedious.
01:30There is a quicker and cooler way to do this.
01:33If you hold down the B key and you click and drag the mouse, you can scale
01:37the area of influence.
01:38It's a lot more interactive than doing it in the menu.
01:40So, let's say we want to move this finger and we want to have the falloff go
01:45from the tip of the finger to the knuckle.
01:48But we want to move this finger so it doesn't affect the other fingers.
01:51We'll there is a setting for that. Up here in the Move tool, you can go to
01:54Falloff mode and I am going to change it to Surface.
01:57So, you can see the big difference here is now when you move this finger it only
02:02affects this one finger because the falloff isn't cutting across gaps from one
02:06finger to the other.
02:07If we go back to Volume mode you can see it's cutting across gaps.
02:10When we move now to a different part of the model to show you how to use a few
02:16different options of Soft Select.
02:18Let's go up into the shoulder. I am going to click on vertex and hit F to zoom in on it.
02:23So, let's say we want to make this guy have a little bit bigger trapezius muscles.
02:27If we use Soft Select and we pull up on this muscle here, you can see that's all good
02:32and fine for his first body but it goes right through his shirt.
02:34If we go up into the Falloff mode and change that from Volume to Global,
02:39the difference is that now the Soft Select will grab any object in this scene
02:44that's within the falloff radius, not just vertices that are on the selected
02:48object but vertices on any object.
02:51So, now if you move this up, you can see that the shirt goes with it.
03:01Another way to use Soft Select is with the Object mode.
03:05Now, let me move up to the hair and I'll show how that works.
03:10So, if we want to move around any of these clumps of hair we can go into Object mode.
03:16What this is going to do is it's going to move entire objects as a whole, rather
03:22than moving their vertices, Soft Select wise.
03:24So, you can see that the falloff is affecting the objects as a whole rather than
03:31in Global mode, where it's affecting the vertices independently and individual
03:36hair clumps in the hair will stretch out.
03:37But if you go into Objects mode, the objects are going to maintain their shape
03:44but they are going to move as a whole.
03:46So, when you want to move a lot of vertices in a natural and smooth way,
03:50 Soft Select is a fast and precise way to do it easily.
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Adding new detail to an existing model
00:00Okay, so we've got our Hank character. As you can see in this version he's
00:04not all that detailed.
00:05He is actually pretty blocky, there's not a lot of detail going on in him, and
00:09we want to give him more detail, more character and make him more interesting.
00:14We can do that by adding detail, adding geometry to this character.
00:17There is two main ways to do that.
00:19There is the Insert Edge Loop tool and there's the Split Polygon tool.
00:23So, let me show you how the Split Polygon tool works first.
00:26We want to have our character selected and we can go up into the Edit Mesh menu
00:31and select Split Polygon tool.
00:33I just want to zoom in a little bit.
00:35Let's say we want to give this guy a little bit more collarbone detail.
00:40So we can select one of these edges and if we hold down the mouse button and drag,
00:45 you could see it's got this little dot and this is showing us where the cut
00:48is going to start from.
00:49So if I release the mouse button here, now we can go and follow the directions
00:54on screen and click on these different edges.
00:58And it's going to cut across these edges and let's say I want this cut to go
01:03right up into this vertex.
01:04So, if you click and drag the mouse and pull it into a vertex, it's going to snap
01:09and sort of lock in there. Now that's good.
01:11That's what we want because we want to carry this detail back around to the
01:14underside of the collarbone.
01:16So we'll lift up the mouse here and continue our cut across the chest.
01:20When we are done we can either hit Enter or right-click and that's going to lock in
01:27those changes that we made.
01:28So, now we've got some extra detail that we can use to modify and control the collarbone.
01:34If you wanted to, you could select these vertices and pull out the collarbone.
01:37All right, so that's all fine and good.
01:40There is this other tool that I use all the time, the Insert Edge Loop tool, and
01:45really this is the workhorse of adding detail to your characters.
01:48So, let's make sure our character is selected and we'll go into the Edit Mesh
01:52menu and select Insert Edge Loop tool.
01:55So, let's see how this works really quick.
01:56I am going to look here at the chest and when I click on an edge, what it does is
02:02it automatically throws this new edge loop all the way around the edge loop.
02:08What it's doing is it's looking at the edge that you select and it's seeing what
02:12edges are opposite from that edge and continuing the cut all the way through them.
02:17So if you click and hold down the mouse you can see this little preview of what
02:20the cut is going to look like.
02:23Now, this only works when there is an edge that's opposite the edge that you click on.
02:28So, let me look around the backside of this model and you can see that there is
02:30a triangle right here.
02:32So, if you click this edge it doesn't know where to go past that triangle,
02:37because there's no edge on the opposite side of this edge right here so it just stops.
02:42It doesn't know what to do.
02:43So you can use that to your advantage or you know, it can be to your disadvantage
02:46if you don't know that it's going to do that.
02:48But it's just something to keep an eye open for.
02:50Now, let's see how we can really use this tool to insert an edge loop to
02:55create more geometry and then edit that geometry to really flesh out the shape of this character.
03:00So, let's say we want this character to have more definition in the wrist.
03:05So, I am going to move here to the wrist and you can select a vertex and hit F
03:09and that will focus in on the wrist, so we can see it more clearly.
03:14So, there is not a lot of definition in this wrist. Itt just kind of go straight
03:17from arm right into the hand and we want to make a little division there.
03:21So, we can just use the Insert Edge Loop tool and click on this edge.
03:24Now, the cool thing about this is when you insert an edge loop or cut new faces,
03:29those edges that you just created are going to be selected by default.
03:34So, if we hit R and go into the Scale tool, we can just immediately go right in
03:38and scale that wrist up and now we've got more definition in the wrist.
03:42So, adding new detail and form in specific areas is quick and easy with these two tools.
03:48You'll find yourself using it all the time to refine your models.
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Using the Sculpt Geometry tool
00:00The Sculpt Geometry tool is a powerful character modeling tool that can make
00:04modifications to your models quickly and smoothly.
00:07You want to use this to make artistic organic changes to your models, because it
00:11behaves in a very intuitive artist-friendly way.
00:14It differs from standalone sculpting packages like Zbrush or Mudbox in one major
00:18way in that it doesn't subdivide your mesh in order to create finer details.
00:23It only works with the mesh that you give it.
00:25If the mesh isn't dense enough to create fine details, Sculpt Geometry will
00:29not be able to do it.
00:30So, we've got our Hank mesh here. It's a very blocky simple version of him.
00:34One of the thing that Sculpt Geometry tool is really good at is
00:39smoothing out blocky detail.
00:42Right now, if we turn on the Smooth Preview you can see that he's pretty smooth all over.
00:47There are actually not a lot of rough things going on.
00:49But if we want to increase the level of detail, so it's kind of like a real
00:55world situation, we want to Insert Edge Loop tool.
00:57We want to give him some more geometry more detail to work
01:01with, like we might see in the real world.
01:04We've given him some more detail now.
01:06So, if we go into the Smooth Preview now you can see that there's these kind of
01:10blocky flat spots. There is some weird lines and edges going on in the body and
01:16that's not very appealing we want to get rid of that.
01:18Sculpt Geometry is really good at dealing with those kinds of things.
01:21So, let's go into the Sculpt Geometry tool up here on the shelf and make sure
01:27we've got the tool settings turned on.
01:30So what we see is a whole lot of settings and it can be a kind of intimidating
01:34at first because there's really a lot of a things to look at. But really there's
01:38only a few of them that you're going to need on a regular basis.
01:41To tell you the truth, 99% of the time I only use very few of these settings and
01:45I'll just show you what those settings are.
01:48The big one is Opacity.
01:50This changes the amount of affect that you are going to get from any of the brushing.
01:54By default it's at 1 and I think that's just way too much.
01:58I like to build up any strokes that I make gradually.
02:01So I'll bring the Opacity way down. I am just scrolling way down here.
02:05You can see there is another setting that I'll like to use all the time. It's Show wireframe.
02:10So, if you can turn off Show wireframe, now you can see just what the mesh looks
02:14like without any of the wireframe to get in the way.
02:16Sometimes seeing the wireframe is helpful and sometimes it gets in the way.
02:19So, it's up to you to decide when to use it and when not to use it.
02:23Another setting I use all the time is under the Stroke menu there is Reflection.
02:28So, you can see when Reflection is turned on I get two brushes.
02:34When Reflection is turned off, there is just one brush, so you can
02:37sculpt asymmetrically.
02:39For the most part I want to have Reflection turned on.
02:44The last section of the Sculpt Geometry tool that I use all the time is here under Operation.
02:49So, there is different ways that you can use the tool.
02:52There is Push, which is pretty self- explanatory. If we just zoom in here on the
02:57model you can see, if we want to push-in on the model, it sort of shrinks things
03:02or pushes them away from the brush.
03:04I am going to undo that and let's see what Pull does.
03:07It's pretty much the same thing. It just pulls outwards.
03:10There is this Smooth tool and you can see what this does.
03:19It just kind of pushes down any rough spots and spreads out the geometries to
03:23keep things from being too rough.
03:26Then there's the Relax, which is very similar to Smooth. It's actually kind of
03:30hard to describe what the difference is.
03:32There are very subtle different way in which it behaves.
03:35So, you probably better off just experimenting with the two different brushes to
03:39see which one gives you the better result.
03:41Then there is Pinch, which kind of pulls things together.
03:46I should probably increase the Opacity for this one so the effect is more
03:50pronounced. It just kind of sucks things towards the brush.
04:00Then there's the Erase tool and this has the effect of just simply removing any
04:07sculpting that you have done.
04:10So, the Sculpt Geometry tool is a powerful way to directly affect the surface of
04:14your model in a more naturalistic way.
04:17With knowledge of just these few important settings, a wide array of sculpting
04:21possibilities are at your fingertips.
04:24Even though it doesn't always replace the need to tweak vertices by hand,
04:27you'll find that in many situations it's much faster and much more convenient to
04:31use the Sculpt Geometry tool.
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Working symmetrically
00:00Most characters that you model will probably be symmetrical. By modeling just
00:04one side of the character and then duplicating it over to the other side rather
00:08than modeling the whole at once, you save time and effort.
00:12So we've got a Hank model here and only half of it is existing in the scene right now.
00:16What we need to do is mirror it over to the other side.
00:19There is a little bit of prep work we have to do first.
00:23One of the things we've to do is make sure that the centerline of the character
00:27is flush with the center of the world and the way we do that is we go into the
00:32tool settings, and in the Move tool settings we want to make sure that we turn off
00:38Retain component spacing.
00:41What this would do is make sure that when we move the centerline vertices they
00:44all snap to the center of the world.
00:47So I'm going to just zoom in really close, make sure I can select this border
00:52edge, and I'm just going to double click it, so that's going to select all of
00:55these edges around the centerline of the character.
00:58And when we go into the Top view and make sure that they snap to the center.
01:04So if you hold down X and then move these edges, you see that they snap to the gridlines.
01:11So just make sure that they're snapping to the very center of the world.
01:14Okay, so let's go back out of Edge mode and into Object mode.
01:17Something else that we want to do is make sure that the pivot point of the
01:21objects is at the center of the world.
01:23So just zoom out a little bit in perspective view and we see that the pivot
01:26point is actually at the center of the world.
01:29If it's not, you can snap at there by holding down D. D goes in the pivot point
01:34move mode, where you can move the pivot point around.
01:37If you hold down D and X at the same time, then you can snap to the grid with the pivot point.
01:42So now it's at the center of the world.
01:45And I think we're ready to actually mirror this character over.
01:49So select half of your model, go up into the Mesh menu, and do Mirror
01:53Geometry with options.
01:59Now by default, Mirror Direction is set to positive X. Let's see what happens when we do that.
02:07That is not what that we want, so let's undo that and go to negative X.
02:11However you set up your model originally, like which side of the model you're
02:15doing first will depend on which mirror direction you choose. So if one of them
02:20is not working, just switch its view in different one.
02:22Then we want to merge with the original, so we want the mirror to be part of the
02:26same mesh as the original.
02:29And we also want to merge vertices, so there is a continuous surface from
02:32one side to the other.
02:33So let's Mirror it.
02:34Now I want to zoom in on the face to see something that happened here.
02:38What we can see is that it's merged too many vertices together, so you get this
02:46crunching effect along the centerline and we don't want that.
02:50So let's go into the Channel Box for the objects and scroll down. We can see
02:54that there is polyMirror.
02:55So we've just mirrored half of this character and the Merge Threshold for the
03:04vertices was set too high.
03:06It was grabbing too many vertices and merging them together. So we want to reduce this.
03:10So what I usually do is 0.01 and hit Enter, and you can see that the result is
03:18now that the mesh has not merged unnecessary vertices together.
03:23So we're done with these tool settings. I'm just going to get out of the way and
03:28let's zoom out a little bit and see how reflection works.
03:32So now we've got both halves and we want to make edits to one side of this model
03:37and have those edits affect the other side at the same time.
03:41So we go in the Vertex mode and select some of these vertices and then open up
03:49the tool settings and go into the very bottom at Reflection.
03:54If you turn on Reflection, any edits that you make on one side are automatically
03:59going to happen on the other side as well known.
04:01Now unfortunately, Reflection only works for Move, Rotate and Scale.
04:06If you change the topology, for example, if you insert any edge loops or if
04:09you use the Cut Faces tool, those edits will not be mirrored automatically
04:14over on to the other side.
04:15So let's do a little example and see how that works.
04:19I'm going to zoom in and go into the Object mode and pick my Split Polygon tool.
04:28So I'm just going to randomly make a couple edits just to show how this works.
04:32So I'm just cutting up some faces, and zoom out and you can see that those edits
04:37have not happened on the other side.
04:39So if you do any of those changes, you just have to make sure that you delete
04:43half of your model and mirror it over.
04:44So I'm just going to show you how I delete half of it.
04:47Really quick, I'm going to go on to the Top view and go in a Face mode and just select
04:52faces on one half of the model.
04:56Hit Delete, get any faces that I might have missed, and now we're back to where we started.
05:03So, you'll find yourself mirroring a model many times over throughout the course
05:09of modeling a character.
05:10If you make any major changes, it's always good to mirror it over to get a sense
05:14of how the whole character looks.
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Setting up the image planes in Maya
00:00Having a reference image to help you model isn't cheating.
00:04It's the smart way to make sure that your model has the correct proportions and shape.
00:08This video will show you how to get your orthographic reference into Maya so
00:12that you can make sure your model lines up with it.
00:14So we've got a fresh Maya scene right here. It's brand-new.
00:18Let's go into the four views, so we can place the reference image in here.
00:22In the Front view, let's go to its View menu,
00:25go down to Image Plane and Import Image.
00:28We're just going to find this image in the Exercise File, hank_reference.png. We'll open it up.
00:36This we've got it in the Front view.
00:37While this image is still selected, we can move it around to put it in a little
00:41bit more of a convenient location.
00:43Right now it's right on top of where we're trying to model, so let's move
00:46that back a little bit.
00:47So we can go over the Channel Box and scroll down a little bit.
00:50We can see that the Center X, Center Y and Center Z, this will locate this image
00:57plane in space and we want to move it back a little bit, so it's not quite in
01:01the way of everything.
01:02So I'm going to click on Center Z.
01:04The way we can change these values is to either type in a new number here or we
01:10can do it interactively by pulling down Ctrl+middle mouse button and dragging.
01:16That will move the image around.
01:18So what we want to do is move this back and out of the way and we can move
01:22it back really far.
01:24I'm just going to type in -99, because it's really easy number and it
01:29disappeared, but what we can see if we zoom out is that it just pushed it back farther.
01:33What we also want to do is in the Front view.
01:36We want to make sure that this reference image is lining up with the vertical
01:40and horizontal axes of this viewport.
01:42So let's go into this viewport, so we can see this more clearly and Center X,
01:48let's move this, Ctrl+middle click-drag.
01:50I want to just move this so it's lined up with the center axis of the world.
01:56And then Centrer Y. Let's say Ctrl+ Click the middle mouse button and drag and
02:01move that so that we are sitting right on top of the horizontal axis.
02:07And go back into the side view. Now let's put the same reference image into the
02:11side view, so View > Image Plane > Import Image.
02:20So we've got the same reference image into this view, except we're going to
02:25focus on this portion of it.
02:27So we want to reposition this one as well.
02:31And this one, this Center X axis, is what's going to move this farther back in space.
02:36So let's click in here and I'm just going to type in -99 because it's an
02:39easy number to remember.
02:41Let's move that back now.
02:42We just want to move this image so it's lined up the axes of this viewport.
02:46So just go into this and Center Y > Ctrl +middle mouse drag. Let's put the feet
02:55right on the horizontal axis.
02:57Centre Z > Ctrl+middle mouse drag and let's just move it over.
03:03This one doesn't really have to be precise, just roughly somewhere close to the
03:06middle of the vertical axis.
03:08So we've got our reference images in place.
03:14We're ready to start modeling.
03:15You'll find that having reference images in your scene is invaluable for doing
03:19all kinds of modeling.
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2. Character Modeling Theory and General Skills
Proper edge flow
00:00The structure of your polygon mesh can be thought of like the structure of
00:04a bridge or a tower. In both, you want to get the most use out of the fewest pieces.
00:09The arrangement of the polygons in a model, like the arrangement of beams
00:13in the Eiffel Tower, needs to relate to the shapes and forms that they're contributing to.
00:18The way in which edges relates to anatomy and to each other is called edge flow,
00:22and it's a crucial concept for making characters that bend and move in correct ways.
00:27So we're at this picture of the Eiffel Tower here and we can see how the
00:31different structural members contribute to the overall shape of the tower.
00:35There are these large curving shapes that they are made up of these little
00:40struts, and all the struts are in a structure that's directionally related to
00:45the overall direction of the tower.
00:48There's a similar thing that's going on with our character here in Maya.
00:52We can see that there's an edge flow pattern and it matches the overall
00:57direction and structure of the body. So we can see I've got these color-coded
01:03zones here on this model and this is what I call flow zones.
01:07They are different parts of the body that have the same edge flow pattern to them.
01:12So if I click on the body here and I zoom in on the arm for example, you can see
01:17that all of these different edge loops are parallel to each other. They're all
01:22flowing in the same pattern, almost like a checkerboard grid.
01:25That's why I call it a flow zone, is because this particular part of the body is
01:31really in essence just a cylinder.
01:33It's kind of been molded into the shape of an arm, but it's really just a cylinder.
01:38Other parts of the body can also be thought of as flow zones.
01:41For example, we've got the pec, the chest area.
01:44It's almost like this cape that's been wrapped around and it follows the anatomy
01:49and helps keep things simple.
01:50There are other flow zones, for example, down here on the abdomen.
01:56It's really just this ring of faces all the way around the body and that also
02:01takes the shape of a cylinder.
02:03There are certain parts of the body that don't really need to have their own
02:07flow zones. They just kind of take what's left over from other parts.
02:11So this is little part under the armpit here.
02:13It's really just kind of filling in the gap of other more important areas,
02:17so not every part of the body needs to have its own specially worked out flow
02:21zones, but the important parts of the body do, the major overall structures.
02:25And there are two major types of flow zones; there's cylindrical flow zones
02:31or tubular flows and there is also circular flow zones.
02:35We already saw some tubular flow zones like on the arm and the abdomen.
02:41Now let's look at a circular flow zone. Usually you find those on the face.
02:45So you've got the face here, and there's this edge loops are going around in a
02:50very circular pattern around the mouth and also around the eyes, and that's very
02:55useful, because when a setup artist goes to set this up for animation, these
03:00edge loops are already configured to match the direction of the muscles and a
03:06natural body that pull and stretch on the skin.
03:09And so when this character frown its brow or when it smiles and frowns,
03:14these edge loops are already set up to take the shape of those different anatomical
03:20shapes that form, when the character moves around in those different shapes.
03:24There is a few other aspects of the way I've setup this edge flow that are very
03:29important. Let me zoom out and get a better look at this.
03:32So, thus looking generally at the body overall, you can see that the way these
03:36polygons are laid out, it's a very even pattern.
03:39It's very predictable.
03:40It's just following the anatomy.
03:42It's not getting over complicated.
03:44There's also something else about it that's very useful, is that it's mostly square.
03:49There's not very many long faces.
03:51You know, they mostly maintain a very square like proportion.
03:57Another important thing is that they follow the anatomy. So if you have a major
04:01anatomical structure, like let me take a better look under the pectoral muscle,
04:06you can see there is a major anatomical structure, and so why not make your edge
04:11flow follow those major anatomical structures.
04:14Something else that good edge flow does is it follows where creases will form
04:20and where joints will bend.
04:21So if I look here on the crotch, you can see that the edge flow is following a
04:25very diagonal pattern from the crotch up to the hip.
04:29Now if you notice you can see how the crease will form on the natural person in
04:35this diagonal pattern, and so when the animator goes to move this leg around,
04:40it's a good idea to have the edge flow following that same pattern.
04:43So that when the crease forms, it's forming along where you've already got the edges set up.
04:49If the edges were very horizontal here, but the crease forms diagonally, then
04:54they would crinkle and you'll have all kinds of weird artifacts forming in the mesh.
04:59So we talked about some of the different properties that good edge flow has.
05:04It's mostly square.
05:06It's evenly spaced.
05:07It follows the anatomy.
05:09It follows where the crease and different bends will form and it's impossible to
05:15perfectly satisfy all of those principles.
05:17You want to try a strike a balance between them, because if you try to make
05:20every polygon exactly square and exactly the same size and follow the anatomy,
05:26you're just going to pull your hair out because it's impossible.
05:28But working out a good edge flow is kind of like solving a logic puzzle.
05:32It's fun, but it can also be a headache when there's a deadline.
05:35So, that's why this course is going to focus on the most straightforward aspects
05:40of edge flow, to help you get you on your way and avoid the hassles.
05:44As you get better at character modeling, you will certainly discover your own
05:47techniques, tricks, and ways to improve on the basics.
05:50You'll also work with setup artists and the animators to find out exactly what
05:55it is that this model needs to be able to do, so you can more effectively tailor
06:00the edge flow and the flow zones to accomplish those needs.
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Attaching separately modeled body parts
00:00It's often easier to model some body parts separately without the rest of the
00:04body to get in the way and then combine them later.
00:07However, usually there's more detail in one body part than in the other.
00:11How do you make it work then?
00:12Well, I'll show you.
00:14The reason that I'm showing you how to do it at this stage rather than as I
00:18model each body part is because the exact configuration of edge loops and
00:22topology is not going to be the same from one model to the next.
00:26Every model is different.
00:27But if you learn these four techniques, you'll be set to handle any attaching
00:31situation that you come across, rather than just the specific scenarios that we
00:35will handle in this course.
00:36So we have got our Exercise File open, and here's Hank, and you can see his body
00:43is cut into several different pieces.
00:45So there's several different ways that we can combine different body parts
00:49together. Most of them involve either adding edges to one side or subtracting
00:55edges from the other.
00:56So let's zoom in on the hand and see what I'm talking about here.
01:01I've already counted and on the hand we have 14 different vertices around the wrist,
01:07but on the arm side we have only 12.
01:12So, one approach that we can take to this is add edges to the arm side or
01:17subtract edges from the hand side.
01:19Now if I were to go and insert an edge loop with the Insert Edge Loop tool on
01:24the arm side, we would create an edge that goes all the way up into the neck or
01:30all the way down the body.
01:31I don't want to add all that many more edges to the arm. We've already got
01:34enough and I don't really want to subtract any edge loops from the hand either,
01:39because I've already got things looking pretty much the way I want here and so
01:44I don't really want to mess up what I have going on here.
01:47So there's a way that I can add edge loops to the arm, but not carry them all
01:52the way down into the rest of the body and that's what I'm going to show you how to do here.
01:55So let me zoom in on the wrist and let's evaluate what we can do.
02:01So there's a technique that we can do called reducing edges, where you have
02:07a certain amount of edge loops coming from the wrist but then you can tie them off.
02:10So they don't run all the way down the rest of the body.
02:14And to do that I'm going to grab the Split Polygon tool and I'm just going to
02:19add two more edges on the top and on the bottom.
02:26So that we'll have 14 edges on both sides, on hand side and also on the wrist side.
02:32Now there's a way to tie this off and that's what I'm going to show you.
02:35What I'm going to do is make a little cut from this vertex here up to this
02:39vertex here and then I'm also going to go back to the underside and I can cut like that.
02:47So we've got a triangle here and a triangle up here.
02:51Now all we have to do is connect these two triangles.
02:54So we use the Split Polygon tool to just cut from one of the triangles down to the other.
03:03The result we end up with is that this is four sided now.
03:06It's all four sided and we've effectively tied off the new edges that we
03:12had to cut it here.
03:13So now there're 14 edges on this side and 14 edges on this side.
03:16So if we combine them together and then go into Vertex mode, we can select two
03:25vertices, go to the Merge Vertex tool, in the Edit Mesh menu, Merge, and you can
03:33see that the edges will merge together. When I hit G it'll repeat the last tool
03:37used and we could go all the way around and close that off of.
03:41It'll be pretty straightforward and simple.
03:43So you get two contiguous surfaces, from one to the other.
03:47Let's look at another case, down at the foot.
03:50So I'm just going to zoom down in here and I already know that there are 12
03:57edges around the foot, but there's 13 around the leg.
04:02So I've got one more on the leg that I need to get rid of.
04:05We can do this by deleting an edge loop.
04:08So let me back out and see where could I take an edge loop out of this?
04:15Well, I could take out one of these edge loops, but then it would also take
04:18out an edge loop that goes all the way up to chest, or up into the arm or up into the back.
04:22I don't want to get rid of one of those. But if I look at the inner thigh,
04:29we can see that there is an edge loop that runs up here and it just dies of at the crotch.
04:33If we get rid of this one, it's not really going to mess up with the rest of the body.
04:38So the way to get rid of an edge loop is you go to Edge mode, pick one of the
04:43edges that's part of the edge loop, hold down Ctrl on a PC or Command on a Mac,
04:49and then while that's held down hold on the Right Mouse button, and
04:52this little menu is going to pop up and you can mouse over to Edge Loop Utilities
04:58and then go up to Edge Loop and hit Delete, and it's gone. We don't have to
05:03worry about it any more.
05:03So we've got now 12 edge loops here and 12 on the foot.
05:08So those are going to be merged up.
05:09Let's take a look at the head and see what's going on there.
05:15So, I've already counted this out. On the head we have 14 edge loops and on
05:18the body there're 15.
05:19There is one too many on the body, or one too few on the head.
05:23We can use the Insert Edge Loop tool to add an edge loop.
05:29Now it's up to you where you would want to put it. Just keep in mind that it
05:33could run up in the places where it just makes things more complicated.
05:37So you can try out different places to see where you like it the best.
05:40Where it's going to be less obtrusive.
05:42I just want to stick one right there in the mouth.
05:45So that the new edge loop just goes up into the mouth and it dies off there and
05:50nobody really cares what happens deep down inside the mouth because you will
05:52never see it anyway.
05:53So now there're 15 edge loops on the body and 15 on the head, so that problem is solved.
05:59Now, our last case is the ear.
06:02The ear has 8 edge loops around here and the head has 10.
06:08So you've got to find some way to turn 10 edge loops into 8, and for that we can
06:17use a reduction, so it's called reducing edge loops.
06:21So what I'll do is I'll select these two edges here and go up to this shelf
06:26and click Collapse.
06:28So now what was before one, two, three edge loops coming into the ear,
06:33there's now just one.
06:35If I pick this edge and delete it, now you can see we've got a four-sided
06:40polygon, which is exactly what we want, and then 10 minus 2 is 8.
06:45So it's now 8 and 8, so these two will also match up nicely if you go and merge
06:51all the vertices around it.
06:53So making different body parts flows smoothly into each other is a task
06:57that character modelers are constantly faced with.
07:00But if you're armed with these skills, you'll be ready to take it on with the
07:03least amount of stress possible.
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Managing your scene
00:00Character modeling can quickly create a messy scene with bits and pieces of
00:04models all over the place and with unused nodes and meaningless names.
00:09You can help others to understand your scene and avoid headaches with these tips.
00:14A good way to keep organized is by setting your projects.
00:17Maya likes to remember everything that's going on by organizing a project
00:23folder, so there is a folder and within that is your scene files, your reference
00:28images, your renders.
00:30Anything that has to do with the project gets stored in a folder structure.
00:35The way you create that is go to File > Project and if you're making a new
00:40project for the first time just click New and you can name it whatever you
00:43want, so let's call it hank.
00:45And this location is on the Desktop. That's good.
00:48You don't have to worry about these other settings.
00:51So this project is set.
00:52Now Maya knows that if I save this scene file it's going in that folder.
00:56If you've already got a project started and you want to open it up and
01:01start a new fresh day,
01:03a project you have already worked on, you can go to Set and we'll just pick the hank project.
01:09So now Maya knows that when I save this it's going in that folder.
01:13Another good way to keep everything organized is by using Display Layers.
01:18You can find the Display Layers underneath the Channel Box.
01:22So let's make a new layer, so we can put the body in it.
01:25Let's go to Layers > Create Empty Layer, double-click on it, and you can rename it
01:32to let's call it hank_body.
01:34So we can put the body into it. We'll just select the body and then hold down the
01:40right mouse button on the name and Add Selected Objects.
01:44So everything that's selected now goes into that layer.
01:48You can change the visibility of the layer by clicking the V for Visibility
01:51there is this box here, if you click on it and get a T. T stands for Template.
01:58So a template is geometry that is not selectable, but it shows up in Wireframe mode.
02:04So if you want to see where this object is, but you don't really want to
02:08deal with it, you just want to arrange object around it, then you can put it in T mode.
02:12We'll click it one more time. It goes into R mode for Reference.
02:17Reference is almost the same thing.
02:19It's unselectable, but you can see it's fully visible.
02:24So these different modes can come in handy if you need to get certain things out
02:27of the way, you don't want to deal with them at the moment. You can just hide
02:30them or make them unselectable.
02:33Let's put the clothes in a layer too.
02:36Let's Shift+Select all of these different clothing objects and go into Layers
02:42and Create Layer from Selected.
02:45Double-click that and call it clothes.
02:48So now we've got clothes in the layer too.
02:55Something is really good to do on a regular basis is to delete history.
03:00Deleting history gets rid of all the information that went into making an object
03:06and tells Maya to just remember what the object looks like now.
03:09So for example, this shirt, when I created it I started with an extrusion and
03:14I've cut it into different pieces and I've smoothed it.
03:19And there is all these different things I did to it and Maya remembers all that history.
03:23And so we can bog down Maya's memory, we can bog down the processor, we can make
03:28Maya more likely to crash.
03:30So if you got your point on an object where you know you don't need to
03:34remember how you got there, you just want to remember what it looks like now,
03:38you can delete the history.
03:39So I'm just going to go up to Edit > Delete by Type > History.
03:44So that just told Maya to forget everything that went into making this shirt and
03:50just told it remember what it looks like now.
03:52You've probably wanted to do that on a regular basis while you're modeling.
03:56Another thing that's good to do is Freeze Transforms.
03:59Let me illustrate down on this boot. I'm just going to zoom into it now and you
04:04can see that the boot has its pivot point out here.
04:07If I just rotate the boot around a little bit and let's make it axis all wonky like this,
04:13we can go up to Modify and Freeze Transformations.
04:17What that does is it tells Maya to forget all of those transformations that we did here.
04:22Forget the rotating, forget how it rotated and how off-kilter it was and just
04:28remember the current position as the new default.
04:32So if I undo the Freeze Transforms, you can see the Rotate here has all
04:35these different numbers.
04:36If I Freeze Transforms again , it's all goes down to zero.
04:40It's the new default in this position right here.
04:42Let's say I actually really did want the bootto be over here like this.
04:48So if I go to Freeze Transforms again now Maya is going to remember this new
04:52position as the new default.
04:54Another function that can come in handy is centering the pivot.
04:58You can see that pivot point for this boot right now is out here in the origin
05:02of the world, but what if we want this pivot point to be in a more useful location?
05:08We can just go up to Modify and Center Pivot. The pivot point is now
05:13in the middle of the object.
05:15So if you rotate around you can see it's actually more close to the middle
05:18of the object and if you want to rotate it now it's going to rotate into
05:22more predictable way.
05:24So like keeping a tidy desk, these tips help avoid clutter and make the process
05:30of creating characters run much more smoothly.
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3. Modeling the Head
Beginning the basic facial structure
00:00The human face is a very complex piece of anatomy. Not only that, we spend hours
00:05a day looking at people's faces, so we know when something is even slightly off.
00:10I'm going to show you how to get off on a right foot, so you aren't struggling
00:13later on with an uncooperative model.
00:15The main idea to remember here is keep it simple.
00:18Create the basic flow zones a face needs with few polygons.
00:22It's going to look blocky and ugly first, but it's easy to add more detail in
00:26later on if the base is set up right.
00:28So we've got the exercise file set up here with the reference already set up and ready to go.
00:33In the front view let's look at what's happening here.
00:35I'm just going to go in and look at the face.
00:38In order to create some geometry for the flow zones on the face, let me go up
00:42to the Polygon plane and just hold down the X key so we can snap it to the
00:47grid as we draw this out.
00:48And I'm just going to release the X key now and you can see we've got this
00:53polygon plane and we can put it wherever we want.
00:55Let's see where that went in the side view.
00:58Okay, so it's right here. It's a little bit towards the back of the head.
01:01I'm just going to scoot this forward so we can see it more close to the front of the face.
01:06I'm just going to make a few tweaks to this just to make it fit the reference
01:10little bit more closely and I'm going to go in the Vertex mode.
01:12Just put this on the forehead and this closer to the chin.
01:16Now, I want to split this polygon into two halves, so we have a face that goes
01:20over the eye and a face that goes over the mouth.
01:23So I'm just going to go into Edit Mesh and pick the Split Polygon tool and split
01:26this into two faces.
01:28So what I can do now to create the flow zone for the mouth is take this polygon
01:35that exists over the mouth and extrude it inwards.
01:43I'm just going to switch right to the Scale tool, so I can shrink this in.
01:45And I'll just make it fit roughly closer to the shape of the mouth.
01:54Now, I will see what this looks like in the Perspective view.
02:01Okay, so it created this extra face on the inside that we don't really need.
02:04I'm just going to select that and kill it.
02:06I want to go into Vertex mode and just make sure these lines up a little bit
02:12more closely with the face.
02:13I can hold down X to snap this to the central line.
02:15Okay, so we've got a flow zone for the mouth established. Let's just make sure
02:21that the lips have some geometry.
02:23We can take this face in the center and just extrude it back to create some lips.
02:27We're going to go into move mode and just push that back a little bit and I
02:33can extrude it again.
02:34I am going to scale and just make this a little bit bigger.
02:40So let's look in Perspective and see what we have here.
02:45So we have got the inside of the mouth already going and we extruded this and
02:50created some unnecessary faces that I'm just going to get rid of.
02:53And we can get rid of this face because it's inside of the mouth.
02:59Okay, so we've got some very simple lips.
03:02The next thing that we're going to do is create some geometry for extruding the nose out.
03:06Now, I want to use Extrude, but we don't have a face right here that sits just
03:10right underneath the nose right now.
03:12So let's create some geometry so that we have a place to extrude this nose out from.
03:16I want to go to the Edit Mesh menu and pick the Insert Edge Loop tool and just
03:21click to create an edge that's going to go underneath the nose and I want to
03:26create an edge that's going to go on the inside of the nostril and another edge
03:32that's going to go just on the outside of the nostril.
03:35I also want to create one more edge loop just above the nose, so that we can
03:40establish the laugh line.
03:42Okay, so now we've got this edge loop that's going to establish the laugh line
03:47and then this edge loop that's going to establish the bottom of the nose.
03:50And I'll go into Perspective view and grab these two faces, so we can extrude them out.
03:54And let's look in Side view and we're going to Move mode and just pull this forward.
04:09Okay, so the extrude for the nose is done.
04:10Now let's go and look at how we can create the eye.
04:13I want the flow zone for the eye to be in this general area.
04:19So let's take these two faces right here and extrude them inwards.
04:29And I can just move this extrude so it's more on top of the eye.
04:32Let me go into the side view and safe that's lined up well. Okay roughly.
04:37Let's go in that Perspective view again and now we want to kind of just like the
04:40mouth where we create the eyelids.
04:42We need to push these faces back.
04:44So I want to go to Extrude again and just move these back a little bit.
04:48Hit G to do Extrude again.
04:50I want to go into the Scale tool and scale those up a little bit.
04:54Let's look at the back. Okay so we've got the inside of the eyelids going and we
04:57can just delete these new polygons around the inside.
05:00So now we have this opening for the eye.
05:04The last part of this face that we're going to create is simply extruding from
05:08these edges around the face and we want to bring them back towards the side of
05:12the head a little bit to establish the jaw and the temple on the forehead.
05:16So I'm just going to select these edges around here and extrude them back.
05:23Let's see in the Side view. We're going to go into Move mode.
05:25I'm just going to push these back a little bit.
05:29And I'm going to Vertex mode so we can tweak them so they fit the face just
05:32a little bit better.
05:38Okay, so this is the basic block out of the face.
05:41You can see we've established the flow zones for the eyes, for the mouth, the
05:46basic structure for the nose, and we've also got the forehead and the side of
05:49the head and the jaw going and they're all very blocky, very basic.
05:53The next thing you want to do is just take one vertex at a time and just line
05:57it up with your reference.
05:58So you can see if I go in the Side view and this is a vertex that's just
06:02underneath the lip.
06:03So we'll just move that into place and just make sure it's in place in the
06:06Front view as well and just start moving these verts around, so they line up
06:10with the reference better.
06:11You can go ahead and do that on your own.
06:13So I'm just going to stop tweaking the verts right here, but you continue going
06:15on and make sure everything lines up with the reference.
06:18So this way of starting a face is very fast.
06:21It's very easily configurable.
06:23You can use it for all but the most extremely stylized of faces.
06:26It even works for many animal faces.
06:29Although what we've established so far is crude and blocky,
06:31you can see that the flow zones have been established, so that when we add
06:34more detail it will automatically follow the major anatomical forms that we've defined.
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Making the head and neck
00:00A good head and neck structure will set the stage for the ear as well as create
00:05good anatomy in the neck.
00:07Sure this section doesn't deal with parts of the body that are as exciting as
00:10eyes and mouths, but it's an important step.
00:13So in this exercise file I've got the face that we started in the previous video.
00:18And what I want to do to it, if I zoom out here in the side view, is I want to
00:22create some more some extrusions that go from the forehead. They're going to
00:25wrap around the back of the head and down the back of the neck.
00:28But I want to leave a gap for the ear. I want to leave an opening right here.
00:33So what I need to do is split this edge in half, so that I've got a face above
00:38the ear that I can extrude from.
00:40So I just want to do that with the Insert Edge Loop tool.
00:42I want to select the model and pick the Insert Edge Loop tool.
00:45I just want to throw one in right here.
00:50Now I can take these edges on the side of the head and on the forehead
00:54and extrude them back.
00:55Let me go into Perspective view, so I can select this more easily.
00:57All right, so I'm Shift+Selecting these different edges up here and let's go
01:02into Extrude and then just go right in the Move mode.
01:05I want to move these new edges back.
01:07I can also rotate them, so that they kind of rotate as they're turning their way
01:13back around the back of the head.
01:16And I'll just do another extrude.
01:18I want to move that down and rotate it again.
01:24And that's a little bit wide.
01:26We don't have that much space between the back of the ear and the back of head.
01:29So I'm just going to scale that in a little bit and move it into place.
01:33And let's just do one more extrude down the back of the neck.
01:36Okay, so if I look in the Perspective view you can see this is really blocky and simple.
01:42There is not a whole lot going on here, but it set up the basic flow zone, edge
01:47flow for the back of the head, so that when I go in insert more geometry, and
01:51insert edge loops, and cut this and add more detail the structure is already set up.
01:55Now it's good that we have this open space for the ear right here.
01:59We want that to be open so I can insert the ear later, but I do want to close
02:03off this gap right here.
02:04An easy way to do that is with the Append Polygon tool.
02:08So I'll open the Edit Mesh menu, there is the Append Polygon tool, and what this
02:13wants to do is create a polygon that gaps between two edges.
02:17And so we just need to select the two edges that it's going to span across.
02:21So you just click on one and then you click on the second one and it creates a
02:24new face right in-between the two edges.
02:27And I'm just going to hit Enter to finish the operation.
02:29The next thing we need to do is create the neck.
02:32So let's look in a Perspective view and go to Edge mode and I just want to
02:36select these edges around the base of the neck.
02:43Now that we've got those selected we can just extrude them down.
02:45I'm going to go right into Move mode and I'm just move them down.
02:51Scale them out a little bit so they fit the size of the neck a little bit better.
02:56Let's see in the Front view.
02:57Okay, its look like we need to tweak this up so it's fits the shape of the neck
03:00a little bit better.
03:01All right, well, close enough for now.
03:04We can always tweak it more later.
03:08So the next thing I want to do is mirror half of this mesh over so we get a full
03:12face so we can see what the whole head looks like.
03:15So let's select the mesh and what I want to do is make sure that the vertices in
03:21the center are all lined up with the center of the heads.
03:23So I'm going to double-click that open edge and we can see what we have here.
03:26All right, there are extra selected edges that we don't want.
03:30So I'm just going to Ctrl and select those to get rid of that selection and
03:35let's just snap these so that we get a very clean centerline.
03:43All right good.
03:50And let's mirror that over.
03:52And you can see it accidentally merged more vertices than I wanted.
04:00So I'm just going to go into the mirror in the inputs of the Channel Box and
04:04change the Merge Threshold to 0.01.
04:12And let's turn on the Smooth Preview and see what that looks like.
04:14All right, so we got a face going.
04:17There is you know some weird things. You can tweak that to fix that, but what I
04:21want to do is create some more geometry to work with.
04:24And instead of just inserting edge loops by hand manually, one way that I
04:29can very quickly add more geometry to this very basic mesh is use the
04:34actual subdivision Smooth.
04:36So I want to go up here on the shelf and just smooth this.
04:38So you see what the result is, is it just subdivided this mesh for us, just
04:43created an extra edge loop in-between every edge loop.
04:47So this saves us some of the work of doing all that inserting of edge loops manually.
04:51It just automatically subdivided everything for us.
04:54Now would probably be a good time to go in and tweak vert-by-vert to make sure
04:58that this lines up with reference.
05:00The head and neck might not be the most exciting parts of the body to model, but
05:05when done well they really support good modeling in the parts of they connect to,
05:08mainly the ears, chest, and face.
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Refining the mouth
00:00The mouth is one of the parts of the body that undergoes extreme deformation.
00:04Muscles all around the mouth push and stretch the lips in a very elastic way.
00:09Getting the proper edge flow then becomes crucial to good animation.
00:13Luckily we've already established the flow zone for the mouth, so we've
00:16eliminated any guesswork about where to cut new edges, because we can just
00:20insert new edge loops inside of our existing edge flow.
00:23So in our exercise file here, we've got our head from the last video and I've
00:28tweaked it out so it fits the reference a little bit better.
00:31What we want to do is just delete half of this mesh so we can get it out of the way
00:35and just work with a half face again.
00:36Let me go under the top view and make that a little easier to see.
00:39I am just going to select that and kill it.
00:45Back into the Perspective view.
00:48So few parts of this mouth are a little bit blocky still.
00:51Let's insert some edge loops so we can break up some of these really long
00:55faces, make things a little bit more square.
00:56We're probably also going to need a few more edge loops around the corner of the
01:00mouth to help define that shape.
01:02I'm just going to go into the Edit Mesh menu and Insert Edge Loop tool.
01:06Actually I'm going to turn off Soft Select so that it doesn't get in our way.
01:10You can see it's breaking up those long faces.
01:13We get some more even topology now that we've inserted some edge loops.
01:17So I just want to zoom in on lips and tweak out the shape a little bit more so
01:21it's not quite so soft.
01:23Right now if I turn on the Smooth Preview, you can see it's just very soft and mushy.
01:27There's not a lot of definition, and it doesn't really have a lot of character to it.
01:30So I'm just going to zoom in and start tweaking things around.
01:33There're a lots of different ways to tweak.
01:37You can go over vertex by vertex. We can move the view around to get a better
01:42view on it every time you make a movement.
01:44It's usually what I like to do.
01:45I'll just go in and just move things around so that they space out a little bit better.
01:51Sometimes you can switch back and forth between the Smooth Preview and the
01:54regular view to help you see things a little bit better.
01:57Then I'll just look around to see how it's looking.
02:05I just want to move things to get things having a little bit more round shape to them.
02:11Something else you can use at this point is the Sculpt Geometry tool.
02:13So I'm just going to go into the object mode here. Turn on Sculpt Geometry.
02:18Let's see the tool settings.
02:19So you can use the Sculpt Geometry tool to fatten up the lip a little bit or
02:26you could go into the Relaxed mode.
02:28Actually, I want to turn on the wireframe, so I can see what it's doing here.
02:32So you can go into the Relaxed mode and just space things out a little bit, move
02:36some of the roughness.
02:37This is really about your artistic decisions at this point.
02:42It's how you as an artist want to interpret that shape, how you want to make
02:46things look more appealing.
02:48It's not really so much about technically setting anything up at this point.
02:53It's really just about what looks good to you and how you would like to achieve it best.
02:58Do you like to tweak things one vertex at a time, do you like pull out the Sculpt
03:02Geometry tool and shape things out?
03:04It's really up to you how you want to do it.
03:07Tweaking like this can take hours really, to really make a nice looking mesh.
03:13You can spend a really long time working on it and so I don't really have time
03:16for that in this video.
03:18But I just want to tell you about the different techniques you can go about tweaking.
03:23The last major thing I want to do the mouth is close off the inside.
03:26Let me get a better look at the inside of the mouth here.
03:28So you can see it's open right now.
03:30If this character were to be talking, you could probably see to the inside of
03:34the mouth and we don't want that.
03:35We just want to close it off so that you can't see back there.
03:37So I'm going to use the Append Polygon tool like we did before and just
03:43close off that gap.
03:51I'm just going to do it couple of times here until it's closed off.
04:01So I've closed off the inside of the mouth.
04:03If we turn on the Smooth Preview, you can see how that rounds up, gets all soft.
04:07This is kind of a weird pinch, but it's the inside of the mouth and nobody is
04:10ever going to see it.
04:11So I don't worry about that too much.
04:15So now we can evaluate what we created.
04:17I would definitely want to take this further and refine the shape of the mouth
04:21some more, but that just takes a lot of tedious tweaking.
04:24It's not all that fun to watch.
04:26It's really just up to you at this point how you want to shape out that mouth.
04:29By keeping the geometry around the mouth simple and straightforward,
04:33we avoid hassles later on.
04:34When the topology is simple, concentric rings, it's easy to add more edge
04:39loops and to achieve nice clean deformation when the riggers and animators get
04:44ahold of your model.
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Forming the eyes
00:00The eyes are a crucial part of any character model.
00:04The window to the soul needs special attention in order to look its best.
00:08It's worth the time to make sure the eyes look right, because they're going to
00:11be conveying a lot of the characters emotions.
00:14Proper edge flow here is crucial to good deformations and thereby good animation.
00:19Luckily we've already established the edge flow.
00:21So we don't have to worry about that. All we have to do now is add more detail,
00:25add more geometry and tweak it until it looks right.
00:28So we've got the exercise file open.
00:30The mouth is all tweaked out from the last video, and I just want to zoom in on
00:34the eye and take a closer look at what we're working with here.
00:37So it's still pretty loose.
00:38It's very general, very smooth, not a lot of detail going on, and I want to
00:43insert some more edge loops so that we have some more detail to work with here.
00:46I'm going to get out a smooth preview mode and just make it a little bit easier to see.
00:51We're just going to throw away in more edge loops.
00:55We might need some more later, but that's enough right now.
00:59Now there should be an eyeball in here.
01:01One thing I want to do is create a sphere and stick it in where the eyeball should go.
01:05That's going to make it easier to define the shape of the eyelids as they wrap
01:08around the sphere of the eyeball.
01:09So let's go into the front view.
01:13I am going to zoom in a little bit closer on the eye and I'm going to get a
01:16polygon sphere off of the shelf.
01:18Just click roughly in the center of wherever the eyeball is and drag out a sphere.
01:23Now you might be wondering how big you should make this sphere.
01:27For a cartoony model it's really up your own discretion.
01:30Cartoony models don't really have to follow the rules of reality very much.
01:34But for a realistic character, I do have a rule of thumb that makes the size of
01:38the eyeball really easy to calculate.
01:40What I like to do is I make the size of the eyeball about the width of the
01:45visible part of the eye and then I make it a little bit bigger about 20% bigger.
01:49So once you've created that sphere, you're making a realistic eye.
01:52You can go into the Scale X, Y, and Z and just make it 1.2. That's 20% bigger.
01:59That's roughly the proportion of a human eyeball to the visible part of the eye,
02:03from corner to corner.
02:05Since this is a cartoony character, I'm just going to make it as big as I want to,
02:08a little bit bigger than that.
02:11So let's start shaping these eyelids around this eyeball.
02:14I want to go into the Perspective view and first let's move the eyeball so it's
02:18up close inside the eyelids.
02:20I am just moving it forward until it's roughly inside the eyelids.
02:25Now if I zoom in on the eyeball, let's just take a look around and see what kind
02:31of a gap we're talking about.
02:33So we need to move some of these parts closer to the eyeball and move some of
02:36the other parts farther away.
02:37I'm just going to go into the Vertex mode and select some of these vertices and
02:42I've got Soft Select already turned on. Let's make it a little bit bigger so I'm
02:45grabbing more vertices and I just want to push this around, get that little bit
02:50closer to the eyeball.
02:51Let me go into wireframe mode, so I can see this more easily.
02:55So there're some of these vertices that are hiding inside the eyeball.
02:57I want to pull those out so it's easier to select them if I do this.
03:03Go back into shaded mode by hitting 5.
03:04I'll just pull this forward so it's outside of the eyeball.
03:15I'm just going to go all the way around and just see where there are gaps or
03:19where the eyeball might be intersecting the eyelids and just fix these up.
03:28Now I might want to shrink the area of influence on the Soft Select as I get
03:31more and more detailed.
03:41Just a couple of more tweaks here and there.
03:49That's pretty close for now.
03:50I could take it farther, but it's kind of tedious watching me tweak for hours on end.
03:55Now we can get into the real meat of shaping out the eyelids.
03:58If I turn on the smooth preview really quick, you can see it's still kind of
04:02just a very generic oval-like shape.
04:05We want to bring some more character into this.
04:07Now we want to define the eyelid.
04:09So there's actually this bag underneath the lower eyelid, to separate that from
04:13the rest of the face.
04:15We want to create some more definition and bring out the upper eyelid.
04:18We want to tighten up the corners a little bit.
04:21All these different edits that we're going to make bring more character and
04:24personality into this.
04:26It really helps it feel like it's a real character with a real personality.
04:30Some other ways I can make these edits.
04:32I'll start with the lower eyelid.
04:34I just want to create a little bit of a definition, kind of a separation between
04:39the lower eyelid and the rest of the face.
04:40So I'm just going to do that with Soft Select.
04:44I'm just tweaking these vertices to create a little bit more a sagging bag
04:50shape under the eye.
04:51I can also push in some of these vertices and I'll create kind of that crease or an indentation.
05:01So now we're getting a little bit of our lower eyelid shaped out here.
05:07We can also do the same thing with the upper eyelid and take some of these
05:12vertices and push them in a little bit.
05:14Take some of these and pull them out.
05:16It's really up to your artistic discretion at this point, how you want to
05:19shape these eyeballs out.
05:20Do you want a more simplistic cartoony eye or do you want something that's
05:24in-between realistic and cartoony or do you want realistic?
05:29It really just comes down to the look you're going for and deciding how much
05:33detail you need and how much you need to refine until it looks good.
05:35So now we're getting some upper eyelid.
05:39It even brings out the brow a little bit.
05:41Let's go into the Sculpt Geometry tool.
05:43Make sure we turn on our settings and let's go to pull.
05:47It's okay that I don't have Reflection on, because I'm going to go and delete
05:51this other half anyway later on, but for just right now I just want to shape out this eyebrow.
06:01Maybe that was a little too much. Maybe I want to go into the Relax and just tone
06:05that back a little bit.
06:10Something else I might want to do to get this guy a little bit more character is
06:14tighten up the corners.
06:15They're a little bit loose.
06:16If we tighten up the corners, it's really going to help the character feel like
06:19there's some solidity to these eyes.
06:21So if I zoom in on the corner of the eye right here we can even add a little bit
06:30of a crease to help define the outside corner of the eye.
06:34I'll push this in and I can take these vertices here and push them down a little bit.
06:39You can see that there's just that much more personality coming out in the eyes now.
06:44So you can really spend all day tweaking on this if you want and you probably
06:49will to get the result you're going for.
06:51But if you just compare this side of the eye that I haven't touched with this
06:55side that I have edited, you can see in just a few minutes you can really start
06:58bringing out a lot more personality in these eyes.
07:01With attention to detail, patience, and a lot of tweaking, the eyes that you
07:05model can really show personality and emotion.
07:08The great thing about this method is that it's easily adapted to almost all
07:11cartoony and realistic eyes.
07:14Just line up your model with whatever reference you're using and then keep
07:17tweaking it until it looks right.
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Building the nose
00:00Noses come in all shapes, sizes and levels of complexity especially for
00:05cartoony characters.
00:07Let's take a look at how to get a basic structure that can then be customized
00:11easily in the most kinds of noses.
00:13So, we have got our Exercise File here.
00:14It's picking up from a more left off with the eyes.
00:17I just want to zoom in on the nose and take a look at what we have got going on here.
00:21So it's a very simple, very basic nose shape.
00:24There is not a lot going on.
00:25One of the things I want to address right away is how it's has got this really
00:29smoother transition from the nose into the rest of the face.
00:32I want to put in some more detail here to really define a crease right in
00:36here behind the nostril.
00:38So, an easy way I can do that is I am just going to pull out the Insert Edge Loop tool.
00:42I just want to drop in an edge right here. Turn off the Soft Selection
00:49so that's not in our way.
00:51And I will just insert another one and this is going to create some vertices
00:55that I want to tuck inside the created crease.
00:57So, I am just going to go in to Vertex mode and select some of these vertices
01:02and zoom in on them and tweak them so they are tucked in a little bit.
01:06Just take a look around and see what that looks like. A little adjustment here.
01:12So if we can turn Smooth preview back on, you can see we have got a nice crease,
01:18a separation between the nose and the rest of the face.
01:21Maybe I just want to tweak that up just a little bit more.
01:24It's really up to you.
01:25At this point, once you have got the basic structure in, it really comes down to
01:29the artistic decisions that you want to make and how you will shape the nose out.
01:34So let's see about putting nostrils in.
01:38Let's select underneath the nose. There are some faces that we can pick and just
01:43extrude up for nostrils.
01:44So I am just going to grab these faces right here, whatever seems right to you,
01:48and hit Extrude, I am going to switch to Move tool and just move these up inside.
01:54And now we don't need those faces up there.
01:55So I am just going to delete them.
01:57So now, you have just created very simple nostril here.
02:00Let's see what it looks like with Smooth Preview turned on.
02:05So we have got a nice, big gaping nostril.
02:10You can edit the shape of this anyway you want.
02:12I like the Sculpt Geometry tool.
02:13I am going to turn the tool settings here and you can use Relax or Smooth.
02:18You can modify the shape of it-- just make sure I have got the object selected. Go into
02:24the Sculpt Geometry tool.
02:25So again, if you want the shape to be a little bit more rounded, you can use this.
02:36Something else I would like to use it the Soft Select.
02:39So if you select some of the vertices on the nose and turn on the Soft Select,
02:42there you can see that I can get all kinds of different nose shapes out of just
02:48really this one simple basic structure.
02:54So cartoony noses offer many opportunities for exaggeration that can add to
02:58your model's personality.
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Crafting the ears
00:01In the real world, most ears are almost identical, but when it comes to cartoony
00:05stylization, ears can range from simple nubs that stick out of the side of the head,
00:10all the way to very complex and stylized forms.
00:14They might be done away with altogether.
00:16I'll show you one way to make an ear that kind of falls into the middle ground,
00:19one that's relatively common in 3D toony animation.
00:23After you learn these techniques you should be able to modify them into creating
00:26any sort of ear you want.
00:27So we have got the Exercise File open.
00:30This is the head that we have created up to this point, and what I want to do is
00:34create a separate object to start out the ear and then we'll attach it later.
00:38I don't want this head to get in the way, so actually I am going to put it on a
00:41layer and make it so I can't interact with it.
00:44So let's just select this head, and I have got a layer already created.
00:47I am just going to hold down the right mouse button on it and go to
00:50Add Selected Object.
00:52So now the head is part of this layer, I can go ahead and put it on T mode, kind
00:56of get it out of the way for now.
00:57Okay, I am going to open up my four views here and I want to start out making
01:02this ear with a poly cube.
01:04So I am just going to pick my Poly Cube up off the shelf and just drag it
01:08roughly over where I want that ear to be, in the Side view or in the Perspective
01:12view you can kind of drag out the height of it, just roughly we can edit it
01:16later to make it to fit more exactly, and now I'll just move it into place.
01:20I think I am going to rotate it a little bit too because the ear kind of sticks
01:25out at an angle from the side of the head.
01:27Okay, let me look at this in the Perspective just see if everything lines up all right.
01:32Okay, that looks pretty good.
01:34Now the ear is attached to the head by kind of a stem shape.
01:38So I am going to create that stem by extruding it out.
01:41I am going to zoom in on the ear here.
01:42I want to select this face that's closest to the head and just extrude it out
01:48closest to the head, and then I'll insert an Edge Loop in between here that I'll
01:56shrink down to create a stem shape.
01:58Now if I go into the Scale tool and just scale this edge loop down, you can see
02:08that we are creating a stem shape.
02:09Now I am just going to delete this face on the inside and if we turn on Smooth Preview,
02:13we can see that there is kind of interesting shape here now.
02:18The next part of this ear that I want to create is the pattern on the inside.
02:22Just kind of a looping, sweeping pattern that goes on in the inside and I'll just
02:27create it really quick to show you how this works.
02:29So I am just going to select this face and go to Extrude and switch to Scale
02:38and just bring that in a little bit and I am going to do that a second time as well,
02:42just hitting G, go into Scale mode and bring the size of this down.
02:48This is just giving me some geometry to work with, so that I have more edges
02:53and faces to work with inside of this area that I can then manipulate to create
02:56the shape that I want.
02:57The next thing that I want to do is extrude some of these faces inwards, to
03:03create kind of a cavity inside the ear. So I want to select these faces right here.
03:08Go to Extrude and just push them in.
03:11Now if we turn on the Smooth Preview, you can see that the ear is starting to
03:16take a shape that looks a little bit more like a cartoony stylization of an ear.
03:21I want to edit it a little bit though. It's kind of symmetrical.
03:25So I want this kind of C shape to have a little bit more character to it.
03:29So I am going to just edit some of these points.
03:38If I move these down a little bit, now you can see we are getting a little bit
03:41more of an interesting shape.
03:43So if I turn off the Smooth Preview on this object, you can see that the basic
03:47polygon shape is extremely blocky and simple.
03:50There is almost no relation between the smoothed version and the
03:53unsmoothed version.
03:55And we can stand to make this a little bit more dense.
03:58Instead of doing that by hand, a really quick way to do that is to simply just
04:02use the Smooth tool and you see that this has subdivided the objects.
04:06So now we have a lot more detail and it actually looks closer to the smoothed
04:11end result, which is what we want.
04:12Now it's time to attach the ear to the head.
04:16Let me get the head and turn it off of the Template mode.
04:22Put it back into Editable mode and let's select both of these and combine
04:26them into the same mesh.
04:27What I want to do now is move the edges of the head, so they are little bit more
04:33in line with where the ear is.
04:34You can see that I have accidentally put the ear a little bit too far for but
04:37that's okay. We'll just move his holes forward to kind of line up better.
04:41So I just double-clicked on one of those edges and it selected the
04:44entire border edge.
04:46So we'll move him a little bit closer forward.
04:48Now you can just simply select two vertices that you want to merge together.
04:54So these two, and then you can go up to Edit Mesh and Merge and they will snap together.
05:01So you can go ahead and go and do this all the way around, until you have
05:05snapped up the entire head.
05:09So there we've got a finished ear and it's combined to the head.
05:13One thing you might notice is that these two parts,
05:15the ear and the head, have two different material types.
05:18one is shiny and the other is more of a matte material.
05:22That's because I put a shader on the head that has more shiny quality to it.
05:28That makes it easier to see the forms that have more highlight on it.
05:31Whenever you create an object by default, it has a more matte material on it.
05:35So let's give this whole body the same shiny material.
05:38If you just hold down the right mouse button on the object and you go down to
05:41Assign Existing Material and let go over the mouse when it's over blinn, then
05:48the whole objects is going to get the same shiny material.
05:51Blinn is shiny and so that's the effect we get.
05:54And now you see that the ear has the same material as the head.
05:57You could go ahead and clean this up a little bit with the Sculpt Geometry tool,
06:01kind of smooth out the transition, but there is how you put the ear on the head.
06:05So when you do a cartoony modeling, you will often find that the simplest and
06:08easiest approach is the best.
06:10Modeling this ear is bare-bones basic.
06:12But it gives a good toony result that can be modified into lots of different ear shapes.
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Making the teeth and gums
00:00Making the teeth and gum is a good opportunity to learn about the power of
00:03instances, where multiple objects are updated whenever you change just one of them.
00:09There is also a bunch of little modeling tips and tricks sprinkled throughout
00:12this that will help you in all kinds of ways, not just when modeling these
00:15specific body parts.
00:17So in this Exercise File, I have got the teeth and gums already built to show
00:20you an example of what we are going to end up with at the end of this.
00:23Let me zoom in on this, so we have got these teeth and gums, and what I mean by
00:28instance is that these objects are all a copy of each other and they all
00:32automatically update when you change one of them.
00:34So if you make any edits to it, all of the others get the same update.
00:38The gums also are instances.
00:40So if you move any part of the gums, the other one will move as well.
00:47So let's delete these and start making them from scratch.
00:50I am going to move down to the grid here.
00:53It's easy to construct these things. If we have got the girds, so we can make
00:56sure everything is precise and lined up.
00:58Let me go up to Polygon Pipe up on-the- shelf, and I am going to hold down X so
01:05we can snap it to the grid as we pull this out, and just roughly there, we can
01:09always resize it later, and then I am also going to drag it down a little bit
01:12so that we can get some size to it.
01:14I am going to hit Enter.
01:15Now this shape is going to be the base for the gums but we don't need all these
01:20faces on the backside.
01:21I am just going to go into face mode and delete these.
01:31We also don't need a lot of these faces on the underside of the object either.
01:35So I am going to try to zoom in here and select all these.
01:44Okay, so you can see if we do the Smooth Preview on this, get a nice soft round gummy shape.
01:49Now I am going to start a tooth. I am just going to go into the Top view and
01:57build this tooth based off of where the gums are.
02:00I want to create a polygon that sits right here over this part of the gums.
02:06So let's go up to the Mesh menu and pick the Create Polygon tool.
02:10I just want to click out a shape that's roughly in the shape of one of these
02:15polygons on the gums, and just hit Enter.
02:18So let's look at this in the Perspective View.
02:20We can see we have got this polygon floating in space right here over the gums.
02:24If I just go up to the Extrude on the shelf and move this up, it extrudes out a box shape.
02:31So this is going to be the start of one of the teeth.
02:33Now if we go onto Object mode on this tooth and pick like the Move tool, we can
02:42see that the pivot point of this is actually right in the middle of the world.
02:47So if we rotate this object, we can see it's rotating from the middle.
02:50When we go to duplicate this tooth, it's going to duplicate in this perfect
02:57curve that fits the curve of the gums.
02:59So this is very useful.
03:01So the way I am going to make multiple duplicates of this tooth is by going to
03:05the Edit menu and Duplicate Special with Options.
03:11So these are few different settings in here.
03:12If I set it to Copy, all of the teeth that get duplicated are going to
03:16be separate objects.
03:17If I set it to Instance, they are going to be instances, which means if you
03:21opted one of them they all get updated.
03:23So this is what we want.
03:24We want the duplicates to rotate by a certain degree and now I have done the
03:28math and I have calculated out that I need 18 degrees to rotate so that each new
03:33tooth is spaced out appropriately, and I want it on the Y axis.
03:38So -18, I actually don't want to rotate it anymore in any other axis and I want
03:4510 teeth. I have already got one, so we'll do nine duplicates.
03:49So 10 in total and let's see what happens if this works. Okay, great.
03:54So I hit Apply, now you can see we have got all these duplicated teeth
03:58filling out the gums here.
03:59Now let's click on one and edit it a little bit so that we can get a nicer tooth shape.
04:07If you can see if we hit the Smooth Preview, a cube will simply smooth out into
04:12this really round soft spherical shape, but I don't want that.
04:16I want it to be a little bit boxy, kind of like a rounded corner box.
04:21So if we insert some edge loops around this box, it's going to help hold a more boxy shape.
04:34So now with Smooth Preview turned on, you can see we get a rounded corner box.
04:39I also want to edit some of these vertices, so that we can get a little bit more
04:43of an even shape here.
04:44That is just a little bit off. The teeth are looking just a little bit jagged.
04:52See what that looks like from above, okay so we have this much more evenly space now.
04:57Now we need to make the gums fit the teeth.
05:00You might have noticed that gums have this wave pattern where they go up higher
05:04in between each tooth and then in the middle of the tooth they drop down and
05:06then they go up higher.
05:08So the way we are going to create that is we need to create some more geometry
05:11in here. We need to actually have some vertices in the middle of each tooth so
05:15they can pull those vertices down to create that shape.
05:18Quick way to do that is by using a Smooth up here.
05:21That's just going to subdivide everything.
05:24Now we have got the geometry that we need
05:26to edit this into shape.
05:30So what I want to do is pull the gums down in the middle of each tooth and raise
05:34them up in between each tooth.
05:37So I am just going to double- click every other edge loop.
05:41Holding down the Shift key, so we'll pull these down. I want to move out the gums
05:52just up a little bit more and actually you can scale up the gums a little bit,
05:56because they were a little bit small.
05:58All right, cool, so something like that.
06:01We actually have the gums with the teeth sitting inside them and it kind of
06:05feels natural the way they undulating like this.
06:09So what we want to do now is make the teeth parented to the gums.
06:13What that means is when something is parented, there is a child and a parent
06:18relationship, and where you move the parent, the child is going to follow along.
06:23So if we select all of these teeth and then select the gums last, whatever
06:29is selected last is going to be in green.
06:30If you hit P, that parents.
06:34So all of these teeth are now children of the gums.
06:36If we click on the gums, everything gets selected.
06:39If you move the gums around, everything goes with it.
06:43From this point it's very easy to create the upper teeth as well.
06:45They are just going to be an instance of the lower teeth.
06:48So we have got our lower gum selected with all of the teeth parented along with it.
06:55We'll go up to Edit and Duplicate Special again and this time we want to
06:59rotate on the Z-axis.
07:01But we want to rotate halfway around, so 180 degrees.
07:05We don't want to rotate any more in the Y-axis and we only want one copy.
07:11Let's see if this works.
07:12Okay, cool, kind of overlapping each other.
07:15Let me move this up a little bit.
07:16Okay, so we have got our two sets of teeth.
07:20Let's see how we can fit these into the head.
07:22Let me zoom out a little bit. Okay, so they are really big. We need to shrink
07:26this down which is pretty easy to do.
07:28We just go under Scale and we'll shrink it down and because the teeth are
07:32parented, the teeth get shrunk down right along with the gums.
07:35Let's move these closer into place, and select just the bottom teeth now and
07:42move these up. Give them a little bit of an under bite.
07:45Since he's got such a big jaw. Let's see how this fits in. Just a little bit big still.
07:59Now that's pretty close.
08:00So this method of making teeth works really well for clean, regular, cartoony teeth.
08:05It's also a solid foundation upon which you can build realistic teeth.
08:09From here, all you do is tweak and add complexity to create all kinds of different teeth.
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Modeling the tongue and eyebrow
00:00So now that we have got some of the heavy lifting out of the way, let's go and
00:03do something a little bit more simple.
00:05Let's do the tongue and the eyebrows.
00:07These are pretty much tweaked out boxes.
00:10They are going to be pretty quick to get through and this is going to show that
00:13sometimes a simple approach is the easiest.
00:15I'm going to start with the tongue.
00:17So for making the tongue, I want to start with a poly box.
00:21I am just going to drag it out in the top view.
00:22I want to zoom out here so I can see what I'm doing.
00:26I also want to be able to see it in the side view as I create.
00:30So, I am just going to hold down X so I snap to this grid point and I want to
00:35drag it down to this other grid point down here.
00:38And I want to drag up the height and you can see it in the Side view how high
00:41this is going to be.
00:42We can always just scale it later if it's off.
00:46So looking in the Perspective view, we have got this box here.
00:48We just want to give it some more subdivisions so that we can shape out this box
00:52and turn it into a tongue.
00:53If we go into the Channel Box, you can go to the poly cube and we want to give it
00:58some more subdivisions.
00:59Let's just try it giving it some four subdivisions in the width and let's give
01:04it some depth subdivisions as well,. Let's try four.
01:08So what we want to do is take this shape and just edit it a little bit.
01:13I am going to go and select some of these edges here and just move this down so
01:17we get a little groove going down in the middle of the tongue.
01:19We also don't need these faces at the back of the tongue.
01:23So I'm just go to select these and delete them.
01:24We are going back to the front of the tongue again.
01:28Let's see what this looks like smooth.
01:29So we've got a little bit of a dip in the middle but it's not really a groove so much, is it?
01:35It's just this indentation.
01:37So if we take these edges right here on the sides and then squeeze them a little
01:43closer to the middle, it's going to create a sharper indentation.
01:46Click on the Scale tool and I will just pull those a little bit tighter.
01:52You can see in the Smooth Preview that we what we get is little bit more of a groove.
01:59If I undo that, you can see the farther apart they are, it is a more smooth channel.
02:05And if we redo that, then we'll get a little tighter crease.
02:09So that looks good for basic tongue.
02:12I am going to zoom out and let's fit this tongue into the head.
02:24Let's shrink it down a little bit.
02:25That's a little bit big for a tongue.
02:26All right, it's okay that it's intersecting with the mouth.
02:33Nobody is really going to see it back there. So that's okay.
02:36Now let's do the eyebrows.
02:37Let me move my Side view so we can see up close on what's going to happen with
02:44the eyebrows in all these different views.
02:51So the easiest place to make eyebrows is in the Front view because we can see in
02:54the reference with the eyebrow is exactly, and I'm just going to draw out a box.
02:58We will make this box roughly the shape and size of the eyebrows.
03:02It doesn't have to be exact just again.
03:04So we've got a box and we can move it now in the Perspective view so it's more
03:09in place on the front of the face.
03:10I will zoom in on it.
03:13So now I can break this box into several pieces, just like I did with the tongue.
03:16We can go into the Channel Box and increase the subdivisions and the widths or
03:19the depths and the height.
03:20So let's try four subdivisions in the width. Okay.
03:23So we have broken that up a little bit.
03:26And now all I need to do is select some of these vertices and just tweak them a
03:29little bit to give the eyebrow a little bit of an arched shape.
03:37So now you can see when I turn on Smooth Preview, we've got a nice little
03:40blob of an eyebrow.
03:41And let's see what it looks like from all around. And it doesn't quite fit on the
03:46head but that's a simple enough fix. We can just rotate it till it matches the
03:50angle of the forehead and move it into the place.
03:52Let's see what that looks like from the distance. Okay.
03:57So that's pretty simple, pretty straightforward, but sometimes that's the easiest
04:01solution or the best solution to any problem you might find.
04:04You don't always have to make everything really complex and detailed.
04:06Sometimes the simplest solution is the best.
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4. Modeling the Body
Modeling the upper torso
00:00The chest and shoulder of your characters are a particularly tricky area because
00:04of all the different movements that a shoulder can make.
00:07It can go up and down, and back and forth, and can rotate in so many
00:10different directions
00:12that it is really hard to create a single topology that can be most effective for all
00:16those different types of movements.
00:18The approach that I'm going to show you in this video is how to set up an
00:22average sort of "one size fits all" way of dealing with the shoulder.
00:27It works for vast majority of cases but you might need to adapt it for the
00:31specific situations you find yourself working with.
00:33Let's take a look at this Exercise File of sort of in-progress torso and we can
00:40look at it and zoom in, and see how the flow zone is going in this looping
00:44pattern up and across the chest, up and over the shoulder, and around the back of the body.
00:49It's kind of the a collar or cape shape, and this matches the human anatomy
00:55pretty nicely because in the real musculature of a real person, the muscles of the
01:00deltoid kind of follow in this pattern and they come down and meet up with the
01:04pectoral muscles and they go across the chest like this.
01:06So this edge flow pattern really helps mimic the natural muscular patterns of the human body.
01:12And I am going to open up the other Exercise File that doesn't have a body in it, bodystart.
01:20So to start out, I am going to start with a primitive, just to give us a bulky
01:24shape to start out and then we will modify it and adapt it for our needs.
01:28I am going to select the Poly Cylinder and just use the X key to snap it to the
01:32center of the world and let's see here in this view.
01:36We will drag the height.
01:37Something like that is roughly what we want.
01:39I am just going to the Channel Box for this object.
01:44I am going to Inputs and I am going to change the Subdivision Axis to 12.
01:47I just want to simplify it a little bit so we don't have so much detail to work with.
01:52I want keep it simpler.
01:53Subdivision Caps, I want to change that to zero so that the caps don't have any
01:57subdivisions just to make it easier to delete because I just want to go in here
02:01and delete half of this, because we only work on half the character at once.
02:04So I am just going to move this cylinder up so it's roughly over the body of the
02:09character, over the chest.
02:10Let see how that looks in the Front and Side view. Okay.
02:14That's pretty good. In the Front view and in the Side view it could be just
02:18scaled a little bit smaller. Okay.
02:22So we need to get these polygons to go looping up and over the shoulder.
02:26It's pretty easy to do that.
02:28I am just going to zoom in and grab this one edge right here and turn on Soft Select.
02:33So I want to falloff to grab lot of these faces and I just want to rotate this
02:40about 90 degrees horizontal.
02:42So I if move this up in the Front view so it's sitting up on top of the deltoid,
02:47you can see now we've got this kind of cape-like collar shape that's going
02:52across the chest and up and over the shoulder.
02:53Now we just simply tweak these vertices so they lineup with my reference.
03:02Let me spend some time to clean this up.
03:08Just a couple more tweaks here and there. Okay.
03:13Now let's extrude an arm out of this structure.
03:16We don't quite yet have exactly the topology we need to extrude an arm out.
03:20We need to create first this sort of armpit underneath where the arm would go and
03:24then we can have this open space to extrude the arm out.
03:26So I just want to create a new face in between the front and the back of this.
03:31So I am going to go into Edit Mesh, and do Append to Polygon tool.
03:35I am going to click this first edge and I want to attach it back here to the back.
03:39So I made a new face for us.
03:40I am going to hit Enter to finish that, and then I can just do Insert Edge Loop,
03:46and create one edge loop right underneath the armpit.
03:49So if I move this down, now we've got this open space right here where we can
03:52extrude the arm out from.
03:54I am just going to double-click this and it selects the entire open edge.
03:57I hit Extrude, I go into the Move tool and I just pull that out, and we have
04:02got an arm started.
04:03I am going to bring that out to the elbow.
04:05Now the shape of it is a little weird.
04:08If I use the Scale tool, I can just flatten that shape a little bit.
04:12Scale it to fit the reference a little bit.
04:13That looks good. We can extrude it one more time and I will bring out the wrist
04:19with a Move tool, and the wrist is even narrower.
04:22So I am just going to shrink that up a little.
04:23All right, close enough for now.
04:28The next thing I want to do is extrude the torso down the abdomen a little bit.
04:32So I am just going to select these edges that are on the underside of our chest
04:36right now, and hit Extrude, and we're going to bring these down.
04:40I just want to see them closer the reference so I can see what I am doing with this.
04:51Okay. So it's a little bit off to the reference.
04:53It's pretty easy to just tweak this back into the shape.
04:55I see what this looks like from all the way around. All right, cool.
05:02So we've got our rough block-out of the torso finished.
05:05It's very loose, very blocky, but you can see we have established the flow zones
05:09that we going to need later on.
05:10We've got this flow zone for the chest and the shoulder.
05:13We have got a flow zone for the arm and we started this flow zone for the abdomen.
05:18This approach to modeling a torso is very versatile because it's allows to you
05:21create either toony characters or realistic ones.
05:24The only difference is the amount of detail that you put into it and how far you
05:28push those details to match anatomy or your reference.
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Working from the waist down to the feet
00:01The hips of our character is another area that requires special attention.
00:04I'm going to zoom-in on this half formed character, and see what the hips are
00:08doing, and why there is something so special about them.
00:12You can see that the edge flow pattern from the crotch up to the hip is going in
00:16this diagonal direction.
00:18This is important because when characters move their hips around, very often a
00:23crease forms in the diagonal right here.
00:25If your edge flow isn't following that diagonal and the character bends,
00:30a crease is not going to form in a nice diagonal shape.
00:32It's going to be kid of crunched up.
00:34It's not quite going to form right.
00:35It's going to look bad in animation.
00:38So what you want to do is figure out how your character is going to move.
00:42If it's a realistic person or if it's sort of realistic, it's probably going to
00:46bend in the same way.
00:47If it's a really extremely toony character like Gumby, then it is kind of
00:51open to interpretation how that's going to bend.
00:53But this is a semi-realistic cartoony character.
00:55So we want it to move in a realistic way.
00:58So I've got this diagonal angle here.
01:00I'll show you how to create that, if we just open up our Exercise File.
01:09Okay. Let's take our Exercise File where we left off from the torso before.
01:13I just want to select these edges around the bottom of the waist.
01:20We can extrude these down to the crotch.
01:22I'm going to go up to Extrude.
01:24It's easy to see in the Front view.
01:26So I'm just going to go to the Move tool, and in the Front view bring these down.
01:29I just want to create a diagonal.
01:32So I'm going to go into Vertex and just tweak these edges up into a diagonal shape.
01:39The next thing I want to do is extrude some legs out from this.
01:43If we look in the Perspective view, you can see that there is this one big
01:46open shape right here.
01:47We can't really extrude legs out of this.
01:50So what I want to do is I want to insert some edge loops.
01:52So we can create a polygon that spans this shape across the crotch a little bit better.
01:58So let's go to Insert Edge Loop tool, and throw-in an edge loop right about
02:04there and on the back side right about over there.
02:07So now we can use the Append to Polygon tool to connect these two new edges
02:11that we've created.
02:12I'll click on one and then click on the other. Oops!
02:17I put it in wrong place.
02:18So I am going to do a reface.
02:22So I just want to go up to the Append to Polygon tool in the Edit Mesh menu.
02:26Let me zoom in so I can see this better.
02:29I want to click on one of these edges, and then the second one, and it spans a
02:34new polygon across the two.
02:35I'm going to hit Enter to lock that in.
02:37So now we've got this open edge right here that we can extrude the legs down from.
02:42I'm just going to double- click that and hit Extrude.
02:45Let's go into the Front view, so you can see more easily where we're going to put this.
02:50Now go into the Move tool, and just pull this down.
02:52It's still at a diagonal.
02:54But I want the knee to be horizontal again.
02:56So let's just go into the Scale, and we can scale this down, flatten it out.
03:01See what that looks like in Side view.
03:05It's a little bit big in the Side view.
03:06Let's scale that, and move it over the knee.
03:11We want to extrude it again down to the ankle.
03:13It's a little bit big. We'll scale it in.
03:18We can extrude it one more time down to the heel. All right!
03:25Let's see what this looks like in the Perspective view. Okay.
03:27So we've got this flow zone for the leg going down. It's pretty good.
03:31We've got an open space right here at the bottom.
03:34We need to close that off.
03:36So while we've got these edges selected, we can just go up to the Mesh menu and hit Fill Hole.
03:41What that's going to do is going to look for any edges that you've got selected
03:45and if it's bordering on an open hole, it just caps it off with a polygon.
03:50From this point, we can continue building out a foot.
03:52We go into Face mode, and select this face right here where a foot will grow out of.
03:57We'll go to Extrude, and just extrude that forward.
04:00Now, this character is going to be wearing shoes.
04:05So he is not going to have his toes visible.
04:08I'm not going to go ahead and bother to model the toes, because it'd just be
04:11more work that we're never going to see.
04:13If you want to know how to model toes, you can watch the video on modeling
04:16fingers, because toes and fingers are pretty much the exact same thing.
04:20So if you modify the techniques I show in finger modeling to toes and just make
04:25them a little bit shorter and stubbier, you'll end up with something that will
04:28work perfectly well.
04:29So let's take one final look at what we've done here in this video.
04:34We've created a flow zone for the leg, and we've created this diagonal edge flow for the hips.
04:39You always want to keep in mind that the edge flow is there to support the
04:43anatomy and the movements that the character is going to make.
04:46If any creases are going to form in your character, you want the edge flow to
04:50follow those creases, so that it animates in a natural way.
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Constructing the palm and thumb
00:00Hands are widely regarded as one of the most complex anatomical structures for the artist.
00:06The steps that I'm going to show you are going to break down and simplify the
00:09hand into the most important shapes first.
00:12Many people struggle for days to make good hands, because they haven't
00:15established a good base structure for them first.
00:18So I wish that you have to do it right and start with a good foundation.
00:22So in your scene file, we can see we've got the body and the head.
00:25I've put them on a template layer, so that they won't get in the way.
00:29We can still see them, but I just don't want them to be in the way.
00:33I want to start out by creating a box over the palm.
00:35So let me zoom out in the Top view and the Front view, so we can see where
00:39this box is going to go.
00:41I'm just going to drag it out roughly over the shape of the palm and I'll just
00:45move that into place.
00:47So I'm going to zoom in to this box in the Perspective view and see how we
00:50can work with this.
00:56So we know we're going to have to connect this hand to the wrist at some point.
00:59So I'm just going to delete this polygon here towards the wrist.
01:03We don't need to deal with that.
01:04Also, we're going to be putting some fingers on here later.
01:07So I'm going to just delete that, so we have that opened up too.
01:11Now, if we look at where the thumb is going to go, we could make a face right
01:15here and extrude the thumb out of this side.
01:17But if you look at your own hand, you can see that the thumb isn't actually
01:21coming out of the side of the palm, but actually a good one-third of the palm of
01:25your hand is made up of the thumb.
01:28So let's build the thumb, so it actually comes out of a good chunk of the palm
01:32as well as the side of the hand.
01:34I want to insert an edge loop, so that we can create faces for extruding the thumb out.
01:39I am going to split it horizontally, and then I'm also going to split it right here.
01:45So now you can see if the thumb were to be extruded out of these two polygons.
01:50That is pretty good place for the thumb to go.
01:52So now I'm going to go up to some Extrude.
01:56We'll just pull these faces out.
01:59I'm going to go into Move mode in the Side View, so I can see it a little more easily.
02:02In a natural resting position, the thumb kind of sticks down at a 45-degree
02:07angle and it also moves forward at kind of a 45-degree angle as well.
02:12So I'm just going to shape this and move it into position.
02:19See what this looks like. Okay.
02:20So we've got the angle established.
02:22The tip of this is still kind of weird.
02:24So let's work with the shape a little bit and maybe let's say we'll move these
02:27vertices up, so we get little bit more of a flat spot and let's round this out a little bit.
02:34I am going to go into Face mode and shrink these down a little bit. These are too big.
02:41I'm going to tweak this vertex right back here, so we get a little bit more of a natural shape.
02:48So what we have right here is the basic flow zone for the thumb and for the palm.
02:55Very, very, bare bones simple.
02:57But you see if we hit the Smooth Preview, it looks like a little soft mitten shape.
03:01But everything is here that we need.
03:03If we want to add more detail, it's very easy to do at this point, because we've
03:06established the basic flow zone structure.
03:10One more adjustment I want to make to the tip of the thumb here is to angle it
03:14so that the tip of the thumb is in line with the angle of the direction of the thumb.
03:18So let's see if I move to a view like this, and just rotate that tip.
03:22Okay, so that's now more in line with the overall direction of the thumb.
03:28So now if I insert some more edge loops, we can start to shape out this thumb here.
03:33So I inserted an Edge Loop and I'm just going to shrink that down a little bit,
03:35and see what that looks like.
03:40Okay, so that's going good.
03:42Now with Smooth Preview turned on, we can see that the thumb with just these
03:46very simple edge loops is really starting to take shape.
03:50So the hand is a good example of learning how to break objects down into the
03:55shapes that they're made up of.
03:57The thumb and the hand are very complex when you first look at them in the real world.
04:02But if you break it down into a box that has an extrusion coming out of it at an angle,
04:07it's really easy to think about it that way, and if you just model it
04:11barebones basic like that, and then just continue to add detail to it.
04:14It comes out much better in the end.
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Making fingers and finishing the hand
00:00Modeling fingers is a good way to learn some timesaving techniques by modeling
00:04just one finger and then copying it for the others.
00:07Let's look at our Exercise Files that we've got the hand base
00:10already constructed.
00:11Let me zoom-in on the Perspective view and let's see what we are working with here.
00:17So we've got to make some fingers that come out of this open area in the palm.
00:20Let's make a cube from the Polygon shelf.
00:23We'll just drag it out over the Front view.
00:27Well, let's make something that roughly looks like a finger.
00:29I am just going to move it into place.
00:33So in the Perspective View let's see if we can move this little bit closer into place.
00:36Okay, that looks good.
00:38So we're going to attach this eventually to the hand.
00:40So I am going to go into Face mode and just delete this face right here. We don't need it.
00:44We also want to make room on the palm for receiving these fingers.
00:49So there should be three faces.
00:51We're going to make three fingers, so there should be three edges along this
00:55and three edges along the palm side.
00:57So let's just go to Insert Edge Loop tool and make those.
01:00And on the palm side, we'll go right here. I am going to scoot these
01:08vertices over so that it's spaced out more evenly later.
01:16All right! This adds a little bit more detail to the finger.
01:20I am going to insert some edge loops and just refine the shape of this a little bit more.
01:26I want to put one right here and shrink it down.
01:28If you look at your own finger you might notice how just past the knuckle the
01:32fingers actually get kind of thin.
01:33So I am going to put in an edge loop there, and shrink it down a little bit,
01:37and then fingers kind of get a little bit thicker again towards the middle of the finger.
01:41So if I insert an Edge Loop there, I am just going to leave it that size, and
01:46then we'll shrink down this polygon at the end.
01:48Make it a little bit smaller.
01:50Now I just want to insert a few more edge loops just to make things a little bit
01:54more squarer, and evenly spaced, and maybe I'll shrink that just a little bit.
01:59Hit G to redo the Insert Edge Loop tool.
02:07So if we hit the Smooth Preview, you can see we've got the start of the
02:10finger going on here.
02:12Just as a stylistic choice, I want to make the tips of the fingers just a little
02:15bit flatter and squarer since it is a cartoony character.
02:19So I am going to put in just another edge loop right there towards the end of the finger.
02:23So you can see that extra edge loop towards the end just gives the finger just a
02:28little flat look towards the tip. All right!
02:30Let me move this finger just a little bit closer to the palm.
02:39So now we can duplicate this finger into the other two.
02:42I am going to hit Ctrl+D or Command+D on a Mac, and it just creates a
02:47duplicate of the finger.
02:49I am going to slide that over a little bit and we can just repeat that same thing.
02:52Ctrl+D on a PC or Command+D on a Mac.
02:55So now we've got three fingers going.
02:58I might want to rotate the index finger out just a little bit, and also
03:04rotate the pinky out just a little bit, and maybe the middle finger I want to
03:10be a little bit longer than the other, so I'll just scale that, and move it into place.
03:17Now all we need to do is make this one continuous mesh.
03:21So I am going to select everything and just go up to Mesh and Combine it.
03:24So we've got one single mesh here.
03:27Now, I want to snap the vertices together with Merge.
03:31So if I zoom-in on this vertex, we can go up to Edit Mesh and Merge.
03:35I am just creating one continuous surface, and I am hitting G to repeat
03:41the Merge function.
03:47Let's zoom out and see what we've got.
03:49So if we hit the Smooth Preview we can see we've got some fingers going.
03:54Lets add some detail to the thumb to make it look more like what we've got
03:57going to the fingers.
03:58I am just going to insert an edge loop and shrink this one up a little bit.
04:03Maybe I want to insert another Edge Loop closer towards the tip of the thumb, so
04:12it also has the kind of flattened appearance that the fingers do, and maybe I
04:16want to give the thumb a little bit of a knuckle as well.
04:19So I'll insert an edge loop and increase the size of it for little bit of a
04:23knuckle on the thumb.
04:30Now, at this point, you can just use your artistic judgment and tweak the shape
04:34of the fingers and the thumb.
04:36You can insert more edge loops and you can detail them out to make them look the way you want.
04:40It's really up to you.
04:42So this technique of duplicating objects can really save time.
04:45If you create one of them, then you can duplicate it and make little
04:48adjustments to each of the duplicates, so you don't have to model each of
04:52them independently.
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Applying artistic principles to the body
00:00So we've got the basic block out of Hank going right here.
00:03What I need to do now is start fleshing him out.
00:06We're going to add detail and we're going to tweak it to fit the reference.
00:09But what I really want to get into with this is the artistry of what's going to
00:13make this character look good.
00:15Whether you're designing your own character or you're basing it on an existing
00:19concept, there are some methods that you can use to think about the shapes that
00:23you'll be modeling in an artistic way.
00:25What I want to show you is that there are some principles of good appealing
00:28character modeling that will really help you make the best model that you can.
00:31When it comes to artistry, don't think in terms of rules because rules are
00:35always going to be broken.
00:37These are some principles that will help guide you to make the best model you can.
00:41In order to start shaping out this character we need to add some more geometry.
00:45Let's go into the Edit Mesh menu and grab the Insert Edge Loop tool.
00:50Anywhere that the character looks a little undefined or un-detailed you'll
00:54probably want to add some more geometry.
00:56This character is really blocky right now, so pretty much anywhere you want to
00:59add an edge loop will probably help it out.
01:02But we can look at the reference to see where we really need some more help.
01:05I am just going to turn on the Smooth Preview mode, so we can see these black lines.
01:10In some places that's really not matching up with the reference, especially
01:13right here in the chest and the back.
01:15So I just want to insert an edge loop right here to help us flesh this out.
01:18So I put in an Edge Loop, I just want to use the Scale tool to help this fit the
01:23reference a bit better.
01:24Now there are lots of other places on his body that could line up with
01:28the reference better.
01:29I am just going to go into Vertex mode and use Soft Select to tweak some
01:33of these into place.
01:40Let's see in the Front view how this is working out.
01:41So we can see right away that the armpit and the shoulder are way off.
01:46So I just want to move this around a little bit.
01:48Now at this point, it really comes down to where you see the need for more
01:55detail and how you see the need to shape it out.
01:59The exact way that I'm doing this might not be the same way that you want to
02:02do it, but the basic principle is to continue adding detail and tweak it until it looks good.
02:08But what looks good?
02:10That's where your artistic judgment comes into play.
02:12So what I am going to do is skip ahead to an Exercise File where I've already
02:16added all the extra geometry and I have already tweaked it till it looks good.
02:20So let's take a look at this entire body as a whole.
02:25So looking at the geometry you can see that there is a lot more Edge Loops here,
02:28a lot more detail, and it's been shaped into a more pleasing form.
02:33Now I want to talk about the artistic decisions that I made to bring the
02:37model up to this point.
02:38Following the reference is one thing, but the reference is a
02:41two-dimensional image.
02:42In 3D, there is a lot more complexity to the shape that you have to think about.
02:47That's where your artistry comes in.
02:49The first thing I want to talk about is silhouette.
02:51Now if you press 7 on your keyboard, you'll go into Silhouette mode.
02:55This shows simply the outline of the character without any of the internal
02:58detail to get in the way.
03:00In a TV show or a movie, the audience might only have a second or two to see the
03:05character on screen and they won't be able to take in all the details.
03:08A well-defined silhouette will help the viewer to instantly recognize the
03:12character by its overall shape.
03:14So if we look at hank from all different angles in this mode, we can see that
03:18his personality is really coming across.
03:20We can see his big protruding chin.
03:23We can see his barrel chest.
03:24We can see his small legs.
03:25It makes it really easy for the audience to tell what this character is about
03:31just by the way his overall shape as seen in silhouette.
03:34I am just going to hit 5 to go back into Shaded mode and talk about another
03:38artistic principle that helps me make decisions while modeling this character. That's simplicity.
03:44You want to ask yourself when you're adding detail form or shape, is this really necessary?
03:50What is this adding to the design of the character?
03:53Think about the saying "less is more."
03:55Don't just add things because it looks cool. Add things because without it the
04:00design wouldn't work as well.
04:01So you can see in the Hank model as it is right now, I didn't add a lot of
04:06muscular detail to the chest or the arms or the abdomen.
04:09I could have put a big six pack on his abs and I could have given him big biceps
04:15that are separated from his triceps and all that, but it really wouldn't add to
04:19the character very much.
04:20What's important about him is the size of the chest, and the size of his head,
04:25and the size of the legs in comparison to everything else.
04:29Adding all those extra details would detract from the impact that this character
04:33has in its simplicity.
04:35Playing into simplicity is the artistic principle of focus.
04:39Think about features that are most important to the character and emphasize them;
04:43then de-emphasize things that aren't as important.
04:47So the focal point to Hank is really his big upper body and his big chin.
04:52Other parts like his hands and his legs and his feet are less important.
04:56That's okay. Not everything needs to be built up to the same importance
05:00of everything else.
05:01You want to have a focus that makes the character easily identifiable.
05:06Some other things that I've done to help bring focus to the chest and the face
05:10are the way I used hard lines.
05:12So let me look underneath this character and see how I built this sharp line
05:16underneath the pectoral muscles.
05:18This helps to frame the upper body.
05:20It helps to separate the upper body from the rest of the body.
05:24The last principle I want to talk about is rhythm.
05:27Now you might think of rhythm in terms of music or dance, things that are
05:31moving and changing over time, but a still image like a painting or a sculpture also has rhythm.
05:37Your eyes moving across the model actually creates a sense of rhythm.
05:41Let's take a closer look at how this works.
05:44Hank is made up of smooth sections punctuated by hard edges.
05:50The eye moves very easily across the smooth chest, and then it comes to hard
05:54lines, and then there are smooth sections, and then there is an area of detail
05:58again, and then more smooth sections.
06:00This creates a visual rhythm that helps identify the character and make it seem more solid.
06:06Especially for cartoony models, you can kind of think about modern car design.
06:11A lot of cars on the street are designed with impeccably smooth surfaces
06:15punctuated with crisp sharp edges.
06:17A cartoony character like Hank can benefit from thinking in this way.
06:22So as you get more experienced to character modeling, you'll find yourself
06:25drawing on these principles as you work all the time.
06:28It becomes second nature to evaluate the forms as you model them and ask
06:32yourself if these artistic principles could help guide you to improve the character.
06:36Don't get frustrated if at first it's not coming out the way you hoped.
06:40This is a skill that can be learned with practice.
06:42The important thing is to keep trying, and you'll find yourself improving
06:45over the course of time.
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5. Modeling the Hair
Drawing the NURBS curves for hair
00:00Hair is one of those things that can be done in so many different ways.
00:04In the real world there is an infinite variety of hair styles to choose from
00:08and then the way you interpret those hair styles in 3D can also be done in so
00:12many different ways. There is dynamic hair, there is textured planes, there is fur dynamics.
00:19The way I want to focus in this course is modeling and with polygons.
00:23So I am not going to really try to get into any dynamic things. That's kind
00:27of straying away from what I want to do with modeling. Also it's a cartoony character.
00:32So if I make hair out of these clumps it kind of maintains a sort of very clay
00:36cartoony feel to it and so I think that's very appealing for this type of
00:40character and it's also a way of working that can be adapted into many
00:43different hairstyles.
00:44One way to create this type of hair is to create each one of these clumps as
00:48a separate polygon cube and then you could tweak that cube into shape, but
00:52that would be tedious.
00:53I want to show you how to do it in a more fun way, in a more direct way, and
00:56it's probably going to go faster too.
00:58So I just want to delete all this hair that I made so we can start fresh.
01:02I'm going to select everything and then Ctrl+Select the head and Ctrl+Select the
01:06eye to get that out of the way and just hit Delete, so we can start fresh.
01:10The way I want to start this hair is by creating NURBS curves on the surface of
01:14the character's scalp and one way you can do that is to make the surface live.
01:19Now what does that mean?
01:21If we go into the Modify menu you can select Make Live.
01:24That takes any selected object and it now makes it like the grid.
01:28So if you are drawing any NURBS curves they by default get stuck to the grid.
01:32This makes anything that you create, any NURBS curves, any polygon primitives,
01:37it creates them on the surface of the object that you have made live.
01:40So in order to draw some NURBS curves I am going go into the Curves palette
01:44right here on the shelf and just pick this EP Curve tool.
01:47Let me rotate around to get a better view of the top of this guy's head.
01:50So I just want to draw out some curves on the surface of the head.
01:54You can draw five or six, however many that you think it's going to take.
01:57When you finish drawing out a curve you can hit the Enter key and it will finish that curve.
02:01You just want to hit G and start another curve.
02:05Really you can put these curves wherever you want to. It just matters
02:08whatever the style is.
02:09So I am just going to skip to the same file that where I have already created all
02:16these curves, but first I want to show you how to make this surface not live so
02:20that your actions won't snap to the surface anymore.
02:23So with nothing selected, I want to go into Modify and now this is called Make Not Live.
02:29It basically says now the grid is the default for creating anything instead of
02:32that object we have selected before.
02:34So when you are done laying out all your curves, make your surface not live.
02:47Okay, let me zoom in on the hair so we can see what this looks like.
02:53So we have got all these different curves made. They are sort of laid out in
02:57this pattern on the head that roughly matches the hairstyle that we are going for.
03:02So I want to be able to work on these hair curves without the body getting in the way.
03:05So I just want to select the body and the eye. I am going to go ahead into the
03:08Layers palette here on the Channel Box and go Create Layer from Selected.
03:14So now we have got a layer with the eye and the body on it. I just want to make
03:17it reference so I can see it but I can't click on it.
03:20I don't want it to get in the way.
03:22So at this point you can edit these curves and kind of style them, lift them up
03:26off the head, make them flair out a little bit.
03:29If you right-click on a curve you can go and edit its control vertices. So you
03:33can use the Soft Select just like you would on a polygon object and I just want
03:38to edit the shape of these curves a little bit. So you can use a move, rotate and scale.
03:42I just want to get a better view on this and make some of these curves
03:46fly-up away from that head a little bit.
03:50You can do this one at a time on these different curves, but you can also work
03:53on multiple curves at once, by changing the Soft Select settings to Global.
03:58So I am just going to go to the tool Settings and change Soft Selection mode to Global.
04:04So you can see that selecting vertices on all the different curves.
04:08So if I go in here and pick Control Vertex, the Soft Select is affecting
04:13vertices on all the curves.
04:14So now if I want to pull this up off the scalp-- let me get a different
04:17better view on this.
04:18So you can very quickly make edits to lots of different hair curves at once.
04:25You can rotate them around.
04:27Really get a style that you are going for.
04:29So now that you know how to make edits to the hair curves I am just going to
04:32open up another same file where I have already made all the edits that I want.
04:35I just want to close the tool settings for now and let me zoom in on the hair.
04:47Turn off Soft Select and I just might change this from Template mode to Reference.
04:52Okay, so we have got these different hair curves and I have already made these
04:54edits to have the hair lifting off the head a little bit.
04:57I have these little extra sprouting clumps at the crown of the head that are
05:01kind of doing their own thing.
05:03The next step in creating this hair is to extrude a circle along these hair
05:08curves in order to create polygon tubes.
05:11Now Extrude works a little bit differently with NURBS curves than they do with polygons.
05:15Let me show you how it works.
05:17What you want to do is have a separate NURBS curve object like this circle, for
05:21example. You want to draw it on the grid.
05:24This circle is going to be an object that gets pulled along the hair
05:28curved to create a tube.
05:29So we have got a circle here on the ground. I just want to move it up closer to
05:32the action so you don't have two things too far apart that we are trying to work with.
05:36So we have got a circle up here.
05:38I do want to make one little change to the circle.
05:40So I would zoom in on this circle and hold down the right mouse button on it and
05:48go to Control Vertex. So by default this circle is set to have 8 sections to it.
05:54There is 8 control vertices.
05:55If I just change the Sections to 4 you can see that it simplifies the object.
06:00It just means that there is going to be less cumbersome detail to work with at first.
06:04Okay, so let's go to the Object mode of this circle and let's select it and then
06:09we want to Shift+Select one of these hair curves.
06:13So when we go up into the Surfaces menu here, pick Surfaces and then
06:17Surfaces menu within that.
06:19What Extrude is going to do is it's going to sweep this circle along this path
06:25and create a tube for us.
06:26Let's go into Extrude with options.
06:30And there are lots of different options to choose from here.
06:32I am going to reset this so that it's in the default, the way you are most
06:35likely going to see it yourself.
06:37So what do we want to do here?
06:39Well it would take too long to really explain what all of this does. I just
06:43want to show you what the most predictable stable result you are going to get
06:47and how to set that up.
06:48So let's change this to at path, change this to Component. 99% of the time when
06:53I'm doing extrudes I am going to set it up this way.
06:56It just creates a very predictable result.
06:58Something I also want to change is Output geometry.
07:00I want to work with Polygons instead of NURBS and we've got a whole bunch
07:04more options down here.
07:06I do want the output result to be Quads, so squares rather than triangles, and I
07:12also want to change this to control points.
07:15That just makes things very simple.
07:17Instead of giving you all these extra options, it just simplifies things.
07:21We'll see how that works.
07:23So let's hit Extrude and see what happens.
07:26Okay, so as we look around this we can see that it's created this kind of boxy
07:31tube shape along the hair curve.
07:35Now why is it a box rather than a circle?
07:37Well it's because we have created polygons.
07:40So polygons are going to be defined by how many control vertices are in this path object.
07:45So if we go to Control Vertex we can see that there is 4 control vertices.
07:49It's four sided basically.
07:51The resulting polygon extrusion is going to have four sides because of that, and
07:55that's good because it keeps things simple. We don't want to have too much
07:58geometry to work with at first.
08:01Something else that's cool about this is that you can change any of these
08:05NURBS curves after you have created the extrude and the extruded surface will
08:09update automatically.
08:10So you can change the size of this path. You could go and edit the
08:14control vertices on the hair curve and it would move around the extruded
08:17object in real-time.
08:19I just want to turn on Smooth Preview here on this curve here.
08:22Okay, so I've made this kind of small just so that this extrusion doesn't get
08:27in the way. So once I've extruded this shape along all of these curves, I can go
08:32and scale up the size of this again so it's something that's a little bit more natural.
08:35So go ahead and select your circle on then Shift+Select the different hair
08:40curves and repeat the Extrude option until you have got them all done.
08:43So you can see that this way of making hair is very powerful and it works very quickly.
08:49It's also a good way to make all kinds of different things, like tentacles or
08:53grass or anything that needs a roughly tubular shape.
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Sculpting the polygonal hair clumps
00:00So we have some polygon extrusions here.
00:03They look a little bit blocky and there are still lots of things that we need to
00:06do to it, but it's a solid start for moving on.
00:09Let's zoom in and see what we are working with.
00:12So each one of these polygon extrusions, it's very simple at this point, but
00:17that's what we want to work with.
00:18They also have this open end to them. We need to close that off.
00:21The first thing I want to do is just get rid of these NURBS curves. They are
00:26getting in the way. We don't need them anymore.
00:27So we will just go up into Show menu in the Viewport menu and just go up to
00:31NURBS Curves. We just want to hide all those NURBS Curves. So it just hid all those curves.
00:37First let's close off these holes.
00:39It will be easier to do if these hair extrusions are all just one object, so I'm
00:43going to select all of these and go to Mesh > Combine.
00:47So now that they're all one object we can just close off all those holes at once
00:51and go into Mesh > Fill Hole.
00:52I am going to turn off Soft Select to make it easier to see.
00:56Okay so all of these holes have been capped.
00:59Maya just went and looks for any open areas and capped it off with a polygon.
01:02Let me go into Smooth Preview mode so we can see what this hair is going to look
01:07like when it's actually smoothed out.
01:08So it's pretty simple at this point.
01:12It looks like something it might come out of a Play-Doh extruder.
01:14All of these hair clumps are the same thickness all the way along.
01:18So what would make this hair more appealing is if that changes in thickness, so
01:22maybe it gets a little thicker in the middle and then as it gets towards the tip,
01:24it's get a little bit thinner.
01:26We can do that really easily with this Sculpt Geometry tool.
01:29Let me just go up and pick this Sculpt Geometry tool and turn on tool settings
01:35and let me use Pull to make some parts of this hair thicker.
01:39What Pull is going to do is basically just going to thicken up parts of this and
01:43push different vertices away from each other.
01:54Now to make the tips thinner I want to use the Smooth.
01:57Now you might not think that Smooth would make these thinner, but the
02:01geometry is so simple at this point that Smooth is basically just working as a shrink ray.
02:08It just shrinks everything up.
02:16Something else that you can do style this hair is to use Soft Select, so I just
02:19want to select some of these vertices and hit B to turn on Soft Select.
02:24So if you want to change the shape of one of these clumps overall, just change
02:28its position a little bit, it's really easy to do with Soft Select.
02:30We can also change the Falloff mode to Global, so now you can affect all
02:34the other clumps as well if you want to make more sweeping changes to the style overall.
02:38All right, let's evaluate what we have so far.
02:42I'm going to go into Objects mode and we have got Hank on the Template layer.
02:46Let's just change that to Reference so we can see the body in
02:49relation to the hair.
02:51So some of these clumps are looking pretty good. There are a few bald spots and
02:55when are filling those bald spots is to go and create some more hair curves and
02:58you could extrude them again.
03:00Something that might work out faster, however, is if you duplicate some of these
03:03hair clumps into more hair clumps.
03:06I just want to separate these clumps again into separate objects and everything
03:10turned into Unsmooth mode. So let me just re-smooth it.
03:13So you can take one of these separate hair clumps.
03:15I am going to turn off Soft Select. And do Ctrl+D on a PC or Command+D on a Mac,
03:20and it will just duplicate that clump.
03:22Then we go into Move mode and we wonder where our pivot point is.
03:26When you duplicate an object it creates a new pivot point for the object down at the origin.
03:31So let's just move that pivot point up and make it easier to work with. I am
03:36going to zoom in on it again.
03:37So now we have got two clumps here. We can just move one and position it
03:41somewhere else to help fill in some bald spots.
03:47So let's select all of our hair curves, and I want to turn off the Smooth Preview.
03:52You can see it's really chunky.
03:54So I just want to smooth everything, just make it a little bit more dense and
03:58also make its unsmooth version a little bit more of a close approximation to
04:03what the smooth version is going to look like in the end.
04:05So you can see it's a little bit more dense and it's nice to make it denser
04:09after you have tweaked the shape so that you have fewer points to work with
04:12while you are trying to edit it, and then if you want to make finer adjustments,
04:16then you smooth it and you have more detail to work with.
04:18So although it's impossible for me to demonstrate every possible way to make hair,
04:22the skills learned by doing it this way can help you make not only hair,
04:26but tentacles, anything that has a tubular shape to it.
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6. Modeling the Clothes
Modeling the pants
00:00Modeling clothing can be tricky because the way it comes into such close
00:03contact with the skin.
00:05By creating the clothing directly from the body, not only does it become easier
00:09to manage, but it's faster since you already have the geometry created for it.
00:14So, the pants are pretty much the same shape as the legs.
00:16You can just steal what we've already made from the legs and repurpose it for the pants.
00:20I'm going to zoom in and see how we can do that.
00:28So, the pants are probably going to come up to on the waist to about this point.
00:32So we already have an edge loop here that can be the top of the pants.
00:36We also have an edge loop down here at the bottom of the pants that can define the cuff.
00:41Everything in between is also the correct topology, so this is going to be really easy.
00:45Now, I don't want to cut up the body. I want to make a duplicate of this so that
00:49we can extract the pants from a duplicate.
00:50I'm just going to hit Ctrl+D and make a duplicate of the body.
00:55So I want to get the body out of the way for now.
00:58So, I'm just going to go up into the Display menu and go to Hide > Hide Selection.
01:04So the body is hidden for now. We can do whatever we want to this object that's
01:08going to become the pants.
01:10So, one way to start cutting this up is if we go into Face mode, we can
01:14establish which faces we want to be the top of the pants.
01:18I'm going to delete this ring of faces right here in order to separate the pants
01:23from the upper body that we don't need anymore.
01:25So we click one of these polygons, I'm going to turn off Soft Select, go to the
01:31polygon next to it, hold down Shift and double-click.
01:34It's going to select the entire ring of polygons and I just want to delete it.
01:38I can do the same thing down here too to separate the pants from the feet,
01:45and the same thing on the other side.
01:46Let me go into Object mode and zoom out so we can see what we have.
01:55So, that's pretty much just the body with the pants cut out.
01:58If we go into the Mesh menu and hit Separate, it's going to break all of these
02:02separate parts into separate objects.
02:05So I can just get rid of these parts that I don't want anymore and just zoom in on the pants.
02:11Okay, let's bring back the body that we hid before, so we can see how it
02:15relates to the pants.
02:16Go up to Display > Show > All.
02:19So, you can see the pants are sitting directly on the body.
02:22we need to move those out a little bit so that they're not overlapping so exactly.
02:26One quick way to do that is with the Sculpt Geometry tool.
02:29I turn that on and turn on the tool settings.
02:35Now, I could use the Pull and just go and sculpt on here and pull the pants away
02:40from the body a little bit, but one way that I can do it very evenly is with
02:44this Flood function.
02:46What Flood is going to do is it's going to go and affect all the
02:49polygons equally at once.
02:51Let's see what happens when I click this and I'll click it a few more times.
02:54As you can see it's pulling the pants out away from the body.
02:57So, I'm going to close these tool Settings for now and zoom in on the pants and
03:01see what this looks like.
03:05It's pretty close.
03:07One issue we have is that the edge flow for the body was kind of going in this
03:11little wavy pattern, which is fine for the body but the pants,
03:14I want to have at a little bit straighter line.
03:16So let's figure out how we can get this top of the pants to be straighter.
03:21I'm going to go into the Edge mode and double-click on an edge so we can get
03:24this entire edge ring. So I just want to flatten this part out.
03:27One way you can do that is with the Scale tool.
03:30So, we got Scale and if I just grab on this handle up here and scale down,
03:34everything flattens out to a really flat line.
03:37Let me turn on Wireframe mode. So you can see that this ring has now been
03:41flattened, but it's intersecting with the body here and it's going down
03:46inside the pants here. Not to worry.
03:49It's really easy to deal with this.
03:50So, I'm going to turn Shaded mode back on by hitting 5 and let's go ahead and rotate.
03:55I do want the pants line to be rotated forward a little bit. Let's move it up
04:00just a little bit too and I can just use Scale and Move to position this ring
04:07a little bit better in relation to the body.
04:10Zoom in here and look at it all the way around.
04:11All right, that's pretty close.
04:14Maybe I want to pull these in a little bit closer so I just want to go into
04:19Vertex mode and hit Soft Select.
04:23Now, you notice we've already got Reflection turned on. To remind you if
04:26you want to turn on Reflection, it's up in the tool settings for any of
04:29your translation tools.
04:31So Reflection, we've got that turned on.
04:32So, I'm just going to zoom in here and we can just move these vertices so that
04:39they're a little bit closer to the body.
04:40Okay that looks good.
04:42The one issue that we're having now is that a lot of these edges now are kind of
04:47unevenly spaced out.
04:49It's actually going to be really easy to address that with the Sculpt Geometry tool.
04:53If we go to the Relax, what this is going to do is it's going to help space out a
04:59lot of these vertices so that they're more even, and we can just start brushing
05:03on it and you can see it's just doing exactly that, spacing everything out.
05:12We are almost done with these pants.
05:13There is just one thing we need to do.
05:15I'm going to zoom in on the top of the pants so we can see what I'm talking about.
05:19The pants don't have any thickness.
05:20It's just one single polygon plane thin.
05:23Let's give it thickness by going to Extrude and Extrude can work on the entire
05:28object at once, rather than just individual polygons.
05:32I'll zoom out and see...
05:34Okay, so we want to grab on this blue handle.
05:36What this is going to do is, just going to expand this new extrusion out
05:40away from the pants.
05:41You can extrude it out this way.
05:42You can also extrude it in towards the body.
05:45So, that looks pretty good. Let's see what happens if we turn on the smooth
05:47preview with that and we get out of the Extrude mode.
05:53So we've got a nice round top to these pants.
05:57Also same thing down here the bottom.
06:00So, anytime that you need clothing or accessories that closely relate to
06:04the topology of the body, you can use this technique to make it very
06:08quickly and easily.
06:09It works for anything like belts, wristbands, masks, anything that's close
06:15to the body.
Collapse this transcript
Creating the shirt
00:00Modeling clothing based on the body can be quick and easy, but what if the
00:04article of clothing doesn't match the geometry of the body?
00:08I want to show you some ways of modifying the initial clothing for other styles.
00:12So we could extract this shirt off of the body and if we wanted to make a
00:16T-shirt, we could cut off at this edge up here and we can cut off the neck
00:20of the shirt up here.
00:21But what if we want to make a tank top where the sleeves are going to be cut off right here?
00:26You can see that the topology of the body doesn't match where we would want to
00:30cut off the sleeves for a tank top.
00:32I'll show you how to take a T-shirt that we've extracted from the body and
00:35modify it into a tank top.
00:38So the first thing I want to do is create a duplicate of the body so that we can
00:41cut away a T-shirt from that without messing up the body that we've already got.
00:45I'm going to hit Ctrl+D to duplicate this body, Command+D on a Mac, and we just
00:52want to get this body out of the way.
00:53So, I'm going to go to Display and Hide > Hide Selection.
00:57So the body is hidden right now. We've just got this thing that we're going
01:00to turn into a shirt.
01:01So, let's go into the Face mode and zoom in and decide where we want the top of
01:06the neck of the shirt to cut off.
01:07So I'm just going to click one of these faces and just turn off Soft Select
01:12and then Shift+double-click a face next to it so we get a ring of faces and
01:16let's just delete that.
01:18I also want to delete some of these faces so we get the sleeve cut off.
01:23So let's click one and Shift+double- click the next and over here on the other
01:27side let's do the same thing and in the same way.
01:29So, let's Shift+click one of these and Shift+double-click one next to it and delete it.
01:35Let's go down to the waist and decide where we want the shirt to cut off here.
01:41We can do just the same thing and cut it off.
01:44So let's go back into Object mode and see we've got the shirt separated from the body.
01:52So let's actually break this up into separate objects with Mesh > Separate.
01:58So, these are separate objects.
01:59Now we can delete these things that we don't need in the way anymore.
02:09Let me zoom out and let's take stock of the situation.
02:13So, we've got sleeves on his T-shirt and this would be fine if all we want to
02:16do is make a T-shirt.
02:18Let's figure out how we can get a cut right here to make this a tank top.
02:23In the Edit Mesh menu, Maya has a tool called the Cut Faces tool and let's
02:28just see how this works.
02:30If we click and drag anywhere out here, Maya creates this line and whenever I
02:36release the mouse button, Maya is just going to go ahead and cut through
02:40whatever faces are cut by this line.
02:43If I just release it here, we can see that Maya just go and cut this for us.
02:48Let's take a look around and see what this looks like.
02:51So, basically there's a circle cut out and now we just need to delete all of
02:55these faces that are on the other side of this line.
02:59I'm going to go into Face mode and start selecting some of these faces.
03:04So quick timesaving tip right here.
03:06You can grow the selection. So you can select all of the adjacent faces to this
03:10one by hitting Shift and period, and you can just keep hitting that as many
03:15times as you need to and it'll keep growing out the selection.
03:19We just want to find a quick way to delete all these faces.
03:25The selection has actually grown out past beyond where I wanted it to, so I can
03:29hold down Control and click and delete some of these faces that I don't want to
03:33be deleted. And I'll just hit the Delete key to get rid of these, and let me
03:39continue to go around and see what faces I can get rid of.
03:55I just want to get a better view on some of these.
03:57I'm going to zoom in closer and some of these I just need to delete one at a time.
04:01It's just a little bit of busywork to go in and clean all these up.
04:05So let me take a look around here. We've got some more to delete on the back.
04:09Let me see if we've got them all.
04:14Okay, so that's good.
04:15We've established the cutoff point for the tank top.
04:19The next thing that we need to do is clean up a little bit of this geometry.
04:22Let's see what I mean by that.
04:25In a few of these places where it cut it off, it didn't make such a clean break.
04:29What we want to do is clean up some of this extra mess that it made.
04:34So we can merge some of these vertices together and make this a little bit more clean.
04:39Go to Edit Mesh and Merge.
04:41We just want to look around and see what other places things might have got
04:46messed up a little bit, a few more tweaks here and there.
04:49You want to find any places where 5-sided faces have been created and merge
04:54together any straight vertices.
05:02I'm just looking for any places where there is a lot of vertices close together
05:07and it's not really doing much to contribute to the shape.
05:12So going back into Object mode, I can see that that edge has been cleaned up a lot.
05:18Now, it's okay that there are some triangles around here.
05:20Clothing actually doesn't need to be as clean as anatomy.
05:25You can get away with a little bit more messy things.
05:27You can get away with triangles more often.
05:30Clothing doesn't need to bend in as quite a precise way as anatomy does.
05:36So, after cutting off one of the sleeves, we can delete the other side of the
05:39shirt and then mirror it over.
05:41So, I just want to go into the Front View and make this a little bit more easy
05:44to select these faces.
05:46I just want to select half of this and delete it.
05:50Now in the Perspective view, I can go into Mesh and Mirror Geometry, and
05:56let's see what we got.
05:59So that looks pretty clean.
06:01Let's do a little bit of cleanup done here at the bottom and make the shirt tuck
06:05into the pants a little bit more neatly.
06:06First I want to make the body come back, so that we can see where we're
06:10positioning the shirt relative to the body.
06:12Let's go to Show > All, and let's go down here to the bottom of the shirt and I
06:21want to select this edge drip at the bottom and turn on Soft Select, so that we
06:25can move the shirt altogether and position it and tuck it inside the pants.
06:31You can use a combination of Move, Rotate and Scale to get this
06:34positioned correctly.
06:38So that's looking pretty good.
06:40Just like the pants, I want to expand the shirt out a little bit.
06:44So, I want to go into the Sculpt Geometry tool, turn on the settings, just make
06:47sure we've got the Pull operation selected, and just flood this a little bit so
06:52it'll pull the shirt out away from the body.
06:54Let me zoom in and see.
06:59Okay, that did pretty well, and we can also give the shirt thickness.
07:04So, let's go out of the Sculpt Geometry tool and extrude the shirt.
07:09With the whole shirt selected, hit Extrude and we can see we've got the standard
07:13Extrude gizmo here and we just want to pull out on the blue arrow so that we can
07:16give the entire shirt thickness.
07:20Let's go out and let's see what this looks like with the Smooth Preview turned on.
07:27So we get a nice clean edge here.
07:31The thickness looks good, the smoothing looks good, and it looks that the shirt
07:37is penetrating with the pants just a little bit.
07:39Let me do a little clean up here to get the shirt tucking inside the pants a
07:42little bit more nicely.
07:44Just make sure Soft Select is turned on, go to Scale, let's shrink that up
07:48making sure it fits inside the pants.
07:50Let's smooth the pants. Okay, so that's looking pretty good.
07:56So this is a good way to see that instead of modeling something from
07:59scratch, see if there's a way to duplicate it and modify it from something
08:03that you've already made.
08:05This saves a lot of time and effort.
Collapse this transcript
Making the shoes
00:00Up until this point we've been modeling objects that have a soft, organic quality to them.
00:06Shoes are a good example of creating an object that has a hard surface to it,
00:10hard sharp corners.
00:12Objects like this require a certain precision of edge hardness. Just like before
00:17we can base the shoe on the body geometry so let me zoom in and see what
00:21this foot looks like.
00:23So for the most part we can use the foot here for the upper part of the boot.
00:26All we have to do is delete it from the body and extrude the heel and the sole downwards.
00:30Let's hide the pants to get it out of the way. We will go to Display and Hide >
00:36Hide Selection and let's also create duplicate of the body so that we can
00:40extract the shoe from it.
00:41I'm going to hit Ctrl+D to duplicate, Command+D on the Mac.
00:45So now we've got a duplicate of the body.
00:48I just want to hide that as well. Display > Hide > Hide Selection.
00:51Now we want to create the boot so it's coming up roughly to this aream so I'm
00:57going to select faces around here and delete everything above it. So if I just
01:02select one face and hold down Shift and double-click the one next to it
01:05we select that ring of faces and I can just delete it.
01:08If we go back in to Object mode and go in to Mesh > Separate, it's going to cut
01:14that into two separate objects. So I can just get rid of this rest of the body
01:17that I don't need anymore.
01:19Now if you look at the top of the shoe you can see it's a little bit wavy.
01:21It's not quite as precise as we need it to be. I just want to zoom in here and show you.
01:26So this is a little bit wavy. It works fine on the body but for the boot we want
01:29it to be a little bit more precise.
01:31So I'm go in to Edge mode and double- click on this edge so we can select it and
01:36I am going to go in to Scale tool.
01:38For bringing down the scale in the vertical axis, you can see it's just
01:42flattening everything out.
01:43There is only one little issue with this and this is that the vertices aren't
01:47spaced quite as evenly anymore. So we can just fix that really quick if we go in
01:51to Object mode and turn on Sculpt Geometry and turn on the tool settings.
01:56We just want to go and make sure that we got Relax set and we can just sculpt
02:02with Relax and space out these vertices a little bit.
02:06Just helping to keep things more even and clean. Okay so for this style of boot
02:15we want to have a heel and heel is going to be a little higher than the rest of
02:19the sole. So let's zoom in and see how we can raise up part of this heel.
02:24I'm going to use Soft Select to raise up the heel so as more space between the
02:28ground and the heel. So if I just select these vertices right here?.
02:32If I remove these up, it would kind of do what I want, but I'm going to turn
02:36on Soft Select, so that we get a gradual fall off. So that this part of the
02:41heel will raise up and then it's going to angle down to the part of the sole
02:44that's flat on the ground so let me just raise this up a little bit. That looks about good.
02:50Now I want to extrude the faces out of the bottom of this boot here so I'm going
02:54to go in the Face mode and I could select all these faces by hand.
02:58If I turn on Soft Select here,
02:59I could select them all by hand, but that would be time consuming I want to find
03:04a little way to speed this up a bit.
03:05So I'm going to select one of these faces and then just Shift+Double-click one
03:10of these faces over here and it connects the two.
03:12Then if I do Shift+Period, that will grow the selection.
03:17So that just saved me a lot of work of selecting all those faces by hand and now
03:20I can just Shift+Select all these other faces by hand.
03:23It saves me a lot of time and I just want to zoom in here make sure I am
03:27selecting the right faces.
03:29Okay so these faces are going to be extruded down to create the heel.
03:33I just want to hide the tool settings. I don't need them in here right now and
03:37let's go to the Extrude tool and the heel needs to expand out a little bit
03:42wider first. So I'm going to switch in to this Scale tool and just make this a
03:46little bit bigger and wider. And now I just want to extrude again to create the
03:52height of the sole.
03:53The next thing I want to extrude is the heel and I want to deselect the faces
04:01that are over here where the heel won't be, so I just going to go and hold down
04:05the Ctrl key while I do a marquee-select of all these faces where the heel won't be.
04:10That's just going to deselect those faces and we can just hit Extrude again
04:14and pull that down.
04:16So this looks like it might almost be done now.
04:18Let's look at it in Object mode and turn on the Smooth Preview.
04:21We can see that Smooth Preview has softened out a lot of these edges and this
04:27isn't what we want. We want to keep a nice crisp sharp edge around the sole and
04:32the heel to give this object some more visual weight.
04:35We want it to feel more solid.
04:37If we give it a sharp crisp line around these hard edges, it's going to help the
04:42boot feel like it's a lot more solid.
04:43So going out of Smooth Preview mode I need to find a way to make these edges harder.
04:51There's a thing called holding edges and what that is, is when you have two edges
04:55that are very close together.
04:58When two edges are very close together, that creates a sharper corner so that
05:02when you do the Smooth Preview the edge will appear to be much more solid.
05:06Let me just select all of the edges that we want to have harder. I'm just going to
05:10double-click on that edge loop and we will double-click this one with Shift held
05:15down so that we add to the selection, just selecting all these different edges
05:20that we want to have hardened.
05:23Okay so I have got all the selected. If I go in to the Edit Mesh menu and select
05:28Bevel you can see that the result is that it's doubled up all of these edges
05:32that we had selected.
05:33So I just undo this you can see the result, it's like single edge everywhere we
05:37have selected. If I Redo than you can see it just doubled everything up so that
05:41when you turn on Smooth Preview the result is a lot sharper.
05:46Now Smooth Preview does one little thing that's weird.
05:49It assigns a different material to these faces that it created in between the double edge.
05:54So we can just give it the same material.
05:56If I just click with the right mouse button on this shoe and go down to
06:01Assign Existing Material and pick blinn, it's just going to give it all the same material.
06:07Lots of situations in modeling require hard edges and precise corners.
06:11The things we learned in this video about beveling, creating holding edges, and
06:15flattening surfaces are really going to help in lots of modeling situations.
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7. Refining the Model
Creases and hard edges
00:00A big part of creating a believable model is the surface quality.
00:04Surface quality is the sense that the model is made of a particular type of
00:08material just by the way the surface is shaped.
00:10So let's look around at this model and see what types of surface qualities we see
00:15 and they can be either artificial or organic.
00:19It can be round or beveled or angular or straight.
00:22So we can see here for example, I'm going to zoom in on the chest area.
00:26You can see we've got a hard edge right here. This is really defining the chest
00:31area and this is a very big muscular type of character, so we really want to
00:35define the chest area.
00:36This crease is really helping us do that.
00:38I want to get even closer on this chest area and examine exactly why this area
00:43is creasing the way it is.
00:44I'm going to turnoff the Smooth Preview and we can see that there's a lot of
00:48edges here close together.
00:50They're closer than edges are in the rest of the model, and one thing that
00:54happens when you put edges close together is you form a tighter crease.
00:58This effect is often called a holding edge, because it holds a tighter corner.
01:03Now, we can control the edge quality of a model by moving edges closer or farther apart.
01:09So if I were to go in closer to this and edit this, let me select a few of these
01:13vertices and I'm going to grab this one and this one here, and let's turn on
01:18Smooth Preview and I just want to move some of these edges a little farther
01:21apart from each other.
01:29So we can see, the crease has greatly diminished and there's a little bit
01:33of weird stretching in here, but the overall effect is that the crease has
01:38been diminished greatly.
01:39By the same token, you can make creases even sharper or tighter by moving edges
01:44and vertices closer together.
01:46So I'm just going to do that right here.
01:53So, if I turn on Smooth Preview, you can see that that crease is much sharper.
01:57If I undo those changes, you can see the crease getting softer.
02:02So, let's create a brand new crease of our own.
02:06The forehead is a really good area to add some creases.
02:09There are very natural furrows that happen in the brow and so we should probably
02:13have a crease in here to really help the setup artist to know where to place the
02:18control so that we can create a furrowed brow.
02:20So let me zoom in here and see how we can do this.
02:23There is an edge running right now sort of halfway across the forehead that
02:27looks like it's in the right place for us to put a brow furrow.
02:31So what I want to do is just select these edges that should be creased.
02:34Let me get out of the Smooth Preview and it'll be a little bit easier to select this edge.
02:41Okay, so we got that side.
02:42Okay, so I've selected all of these edges right across the forehead.
02:49Now, let's go up into Edit Mesh and Bevel but I want to do it with Options,
02:54because I wanted to actually create two segments.
02:57If I were to do it right now, hit Apply, it splits that one edge into two.
03:01I actually want to split it into three.
03:03It creates two edges.
03:04I want to create three edges. I want to undo that and change Segments to 2
03:09and see what happens.
03:11Okay, so we've got three edges where there used to be one.
03:14Let me close this now.
03:15There are some triangles here at the end.
03:18You can fix that really easily just by selecting that edge and deleting it.
03:25Now we can double-click on this edge right here and it just selects the entire
03:28edge loop right there in the middle.
03:29I just want to push this a little closer in to the forehead.
03:32Let's bring it down a little bit too.
03:34All right, I'm going to smooth this model and let's see what effect this has.
03:42So by inserting those edge loops and increasing the detail on that area, you can
03:45see we get a really nice crease across the forehead.
03:48You could continue to tweak this, move some verts around, maybe take out the
03:50Sculpt Geometry tool, and smooth out this edge so you get a little more
03:54gradual transition.
03:55Actually let me show you how that works really quick.
03:59So, I've got Relax on.
04:00I'm just going to relax this area slightly.
04:06Just to make the forehead crease fade out a little bit more gradually instead of
04:09stopping so abruptly.
04:13If you already have a good deal of edges in a particular area and you don't want
04:17to add anymore to create a crease, you can also crease things by just moving
04:21some vertices around.
04:22So for example, right here where the nose meets the face, it's a little bit soft.
04:26Let's say I want to make that crease a little bit sharper, so I can just go in
04:29here and select some of these vertices and let me zoom in on that.
04:34So I can take some of these vertices. I can tuck them in back here a little bit
04:41and maybe take these right here.
04:45I just want to move them back a little bit.
04:49So you can see the effect that we get is a much tighter crease right here and it
04:57creates a more appealing effect as well.
04:59It really helps separate the nose from the rest of the face.
05:02So if I undo this, you can really see the difference.
05:04Now I'm going to redo it again really quick.
05:06So that just creates a much more appealing result on the face.
05:12You can also remove edges if you don't want a crease to be quite so hard.
05:16So let me look right up here.
05:18Let's say this crease looks a little too hard for me.
05:20We can go in here and say maybe this edge right here, it's too much.
05:26We don't need all of this geometry right here to define this crease.
05:30So, one way to delete an entire edge loop is we hold down the Control or
05:35Command on a Mac, hold down the right mouse button and we get this little menu that pops up.
05:39If you mouse over to Edge Loop Utilities, you're going to get the second
05:43menu and then you move over To Edge Loop and Delete, and so that edge loop just disappeared.
05:50So, let me undo that and so we can see the result.
05:54Okay, so there it is with the edge and I'm going to redo.
05:57So you can see that crease just softened up.
05:59So a lot of times if you want to decrease the amount of crease, one way is
06:03to smooth it out with the Sculpt Geometry tool, or you could just remove some geometry.
06:07You might have too much geometry in an area anyway and getting rid of some
06:11unnecessary edge loops can help clean up your model.
06:13So, how do you decide where creases should be sharper and where they should be softer?
06:19It really comes down to your artistic discretion.
06:21When I'm doing cartoony models, I really like to create a pattern, almost a
06:26rhythm of hard and soft.
06:28If you're looking at this face, you can see there's all this soft area and
06:33then you get a harder crease for the laugh line or you get some creases around the lips.
06:39Creating sort of a pattern or a rhythm of these hard and soft areas can create a
06:44character that's much more appealing than one that just sort of has hard and
06:48sort of has soft areas all over.
06:50If you can simplify it and break your character down into areas that are going
06:54to have very smooth continuous surfaces that are broken up by sharper edges,
06:59that can really add to a character's appeal.
07:01A character without any creases or hard edges would usually look way too
07:05soft and undefined.
07:07Cartoony models are going to have even more and obvious creases, while
07:11realistic models will have uneven and more subtle creases. But they're still
07:16going to be there and they're still necessary for creating models that have
07:19appealing surface quality.
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Cleaning up problem areas
00:00In a production setting, the 3D models are some of the first things that are
00:04created and everyone later on in the pipeline works on the models.
00:08So you create the model and then someone else textures it and someone else rigs
00:12it and someone else animates it.
00:14Any problems that exists in the model from beginning are going to cause problems
00:18for people later on.
00:19So, in order to stop people from knocking at your door asking you to fix things
00:23all the time, I want to show a few very common problems
00:27you can make sure to cleanup before you send the model off to anybody else.
00:30So in this Exercise File, you've a few problems in this model, some that were in
00:35the model when we created it and also some that I created just for this video
00:39so we can see how to fix them up.
00:41The first thing I want to talk about is six-sided stars or six-pointed stars.
00:47A six-pointed star is what happens when you have a vertex that's connected by six edges.
00:53Let me zoom in on the face, so we can see what that means.
00:55So, most of these vertices on the face are simply connected to four other edges.
01:01So one, two, three and four.
01:05But every once in while, you'll find six different edges connecting into one vertex.
01:10That gives this one vertex weight over a very large area.
01:15It has more weight than it should probably have.
01:17So we want to clean this up, so we don't have any more six-pointed stars here.
01:21I've come up with an approach that helps clean these up that's really
01:25straightforward and simple.
01:27So what you want to do when you have got a six-point star is you want to find
01:31one edge that you want to keep. So there might be this edge required here that
01:34you want to keep and you want to get rid of edges on the other side of it.
01:38So let's say that this is the edge I want to keep. So there are two edges on
01:42this side of it and there are two edges on the side of it.
01:45Let's get rid of these, one, two, three and four.
01:49So I'm going to delete these edges and so we're left with this one edge
01:53loop down in the middle. That's good!
01:54We want to keep that one.
01:56The next thing I want to do is go into Edit Mesh menu and grab this
01:59Split Polygon tool.
02:00What we want to do is cut across this edge that we kept from edges on the other side.
02:06So I'm going to start cutting from right here and just cut across this edge in
02:11the middle that we kept and cut across to the other side.
02:14And then from this vertex and cut across to the other side and then finally from
02:21this one and cut across to the other side.
02:23So you can what we're left with is much cleaner geometry. There is no more
02:29six-pointed stars and this is what we want.
02:32Something else that can cause a problem is just simply messy geometry.
02:36I'm going to move the shirt out of the way really quick, so we can see what's
02:39happening in the chest. I'm just going to delete it for now.
02:42So, on the chest is what you might see if someone did a sloppy job of connecting
02:47the head to the body, for example.
02:48And if you have got different things running in all kinds of different
02:51directions and they weren't quite sure exactly how to connect different parts.
02:55So this might happen in real life and there's a simple way to clean it up.
02:58I'm going to go into Edge mode and just select a bunch of these edges that
03:05need to be cleaned up.
03:06I want to grow the selection by holding down Shift and pressing the Period button.
03:09I just want to delete some of these edges that are just messy. I want get them
03:14out of the way. So I've deleted everything that was messy.
03:19Now all you have to do is go and select the Split Polygon tool and just re-cut everything.
03:25So, we've got one edge loop that is pretty contiguous right here, so we can
03:28assume that this one up here should also be continuous.
03:31We've just cut across from here to here and just start connecting the dots and
03:36filling in the gaps.
03:37You just want to keep cutting across until the whole thing is filled in.
03:43One last common problem is five-sided faces.
03:47Those are faces that have more than four edges.
03:50So right here on the back side, you can see I've got a five-sided polygon right
03:54here and this needs to be cleaned up.
03:56One way to clean it up is to cut a new Edge Loop that continues all the way
04:00across this and turns this five-sided polygon into two four-sided polygons.
04:05So I'm going to go in Edit Mesh and Insert Edge Loop tool and just throw in a
04:09new edge loop right here.
04:11And if I go to Split Polygon tool and just connect across here, you can see now
04:16we have all four-sided faces.
04:19That's one solution, but it causes you to insert an edge loop and might create
04:22more geometry than that you want in other places.
04:25So another solution is to delete this edge on this other side.
04:29So I'm just going to go to the Edge mode and select one of these edges and we
04:34can delete the entire edge loop at once.
04:36If we hold down the Ctrl key and right- click and go to Edge Loop Utilities and
04:41Edge Loop and Delete.
04:42So that's cleaned up that five-sided polygon.
04:46So fixing problem areas might not be the funnest part of modeling, but it's
04:49important to check them off your list every time you model.
04:52These are some of the most common problems that I run into and so it's best to
04:56take care of them before you send the model off to anybody else.
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Putting on the finishing touches
00:00Well I hope you are excited because we are almost finished with this model.
00:03There is just a few more finishing steps we need to do to clean it up so that
00:07nothing gets in the way for anyone else who might want to use this model.
00:11The first thing I am going to do is go through and name everything.
00:14You want everything in your scene to have a name that makes sense.
00:17So let me get in closer on this and just select any object.
00:21We can see over here in the Channel Box, this object is named polySurface 34.
00:24It's not a very appealing name.
00:27I want to double-click on this and name it something that makes sense.
00:31Now if you are working on a team, there might be a naming convention that
00:34you have to follow.
00:36If you are working by yourself, just name it something that makes sense to you.
00:43Okay. I am not going to go through and name everything.
00:45That might take too much time but I want to go through and name everything and
00:49get used to a naming convention, naming things in a way that make sense.
00:53The next thing we want to do is delete the history and freeze
00:55the transformations.
00:57As a refresher, deleting history tells Maya to forget all the steps that
01:01went into creating an object and just remember the way the object looks now.
01:06So I can select everything in the scene and go up to Edit, and Delete by Type > History.
01:12So now Maya has just forgotten all the steps that went into making everything.
01:16Also what we want to do is go into Modify and Freeze Transformations.
01:20You might have noticed over here when we did that, all of these numbers
01:23reset to neutral value.
01:24If I undo it, you can see that there is all these translates and rotates.
01:29I am going to redo the Freeze Transformations and we can see everything is reset to zero.
01:33So now Maya thinks that everything is in the neutral original location.
01:37Now you might notice that our character has only one shoe on and only one eyebrow.
01:43Let's take care of that.
01:44I am going to zoom in on the boot and we are going to duplicate this boot over.
01:48Duplicate is Ctrl+D on a PC or Command+ D on a Mac, and so you see we've got a
01:54second boot here created.
01:56Now one way to put it over to the other side is to go into the Scale mode.
02:00So we have got the pivot point for this object in the middle and actually this
02:04works out perfectly for this because when we are scaling this, you can see it
02:08gets bigger or smaller but if we push it to the other side, the boot goes over
02:12and snaps into place.
02:14Now we can see in the Channel Box, it went over -1.029.
02:16Let's just make this around -1 so we know that it's exactly in the right place.
02:25Also what we want to do is go up to the eyebrow and do the same thing.
02:31So we see that the eyebrow's pivot point is actually in the center of the
02:34objects, not in the center of the world.
02:36Let's move that so that when we scale the object over it goes into the correct place.
02:40I want to go into the Top view, and switch the Move tool, and I want to hold
02:45down the D key, that allows us to move the pivot point, and at the same time, I'm
02:49going to hold down X. That lets us snap to grid.
02:52So when we move this, we can see the pivot point is now snapping to the grid.
02:56Let's make sure it's right in the center and release the mouse.
02:59I am going back to the Perspective view.
03:00Let's duplicate the eyebrow, go into Scale mode, and just scale it over.
03:06And I want to type in -1 in the Channel Box to make sure we have got it exact.
03:12So feel free to do the same thing with the eyeball. Make sure the pivot point
03:16is in the center of the world, duplicate it, and scale it over. Make sure it's scaled -1.
03:22Okay, there's just two more things to do.
03:25We want to delete the image planes and we want to clean up the outliner.
03:29So we have got these image planes back here and we are done modeling.
03:32So we don't need to see them and no one else needs to see them either.
03:35Let's open up the Hypershade.
03:38If we go into Rendering Editors, under the Window menu, we can open Hypershade.
03:45And there is a lot going on here. We can ignore it all and just go right to
03:48the Utilities tab and this is going to show us whatever image planes are in our scene.
03:52We are just going to select these and delete them.
03:56The last thing to do is clean up the outliner.
03:59So back into the Window menu, we want to pick Outliner, and you want to go
04:04through here and see if there's anything in the Outliner that doesn't
04:06actually exist in the scene.
04:08So let me zoom out a little bit.
04:11Sometimes when you're creating and you're modeling, there's things that get
04:15created and then you might end up deleting them but there is a kind of ghost left behind.
04:19And it will show up in the in the Outliner.
04:20So I am just going to go through all of these different things and just make
04:23sure that they all exist in the scene somewhere.
04:32Okay. So everything actually exists. That's good.
04:35If you click on something and it shows you like a pivot point out here and
04:39there's nothing there, then you can just go ahead and delete in your Outliner.
04:43It's not going to cause any problems.
04:45So this finishing work is important, not only to make your model look its best
04:50but it keeps your colleagues happy because everything is all neat and tidy for
04:53them so when they continue to work on it, there's nothing that's going to get in their way.
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Adapting one model for many characters
00:00Modifying one character into several other similar types of characters can be
00:04a huge advantage because modeling a character individually from scratch can take so much time.
00:10As long as the basic structure between the two characters doesn't change very much,
00:13these techniques can really speed up your workflow.
00:16So we have got our Exercise File with Hank here and let's say we want to change
00:20him into an older, leaner type of character.
00:24The main techniques I am going to use for this is with Soft Select and the
00:27Sculpt Geometry tool.
00:29So the first thing I would like to do to Hank is make his chest less big, make
00:34his shoulders less broad.
00:35So I am going to use the Soft Select tools to do that.
00:38I am just going to go into Vertex mode and select some of his arm and actually
00:43what I want to do is I want to turn off Reflection so that we can compare at the
00:48side of his body that I alter to the side of his body that I leave the same, so
00:53you can see what the difference looks like.
00:54So I am just going to go into the tool Settings and turn off Reflection. Okay.
01:00So I am going to zoom in here.
01:01I am going to change the area of influence of this a little bit so that we can
01:04have a gradual falloff from that arm across the chest.
01:08Something else I'd like to do is turn on Global Soft Select so that we can
01:13get his shirt as well.
01:15So going into the Move tool I am just going to move in the chest a little bit.
01:20I can just pick different areas that I want to bring in and maybe this area down
01:24here needs to come in a little bit.
01:25I can also look at it from the front and side and just say the front of the
01:31chest can come in, his back doesn't need this thick out quite so far, just
01:40thinning up the character a little bit. And I also like to give him longer legs.
01:44So just look at it from the front view.
01:47I am just going to select the foot up to the ankle and then I want Soft Select
01:52to just gradually select everything from the ankle up to the hips roughly and if
01:57we just pull this down, you can see that that Soft Select is just spreading out
02:01the vertices in a more natural way.
02:04Soft Select can also do fun things to the face.
02:06Let me select part of his jaw so we can zoom into it. Ad I just want to change
02:15the Falloff mode from Global to Volume and I also want to turn on Reflection
02:20just to make it easier to see how this change is affecting the face.
02:23I am going to shrink down the area of influence little here and just bring in
02:28the jaw a little bit and just let's see in the Front view. Let's make this jaw
02:32little pointier, a little less wide and less protruding.
02:36So I am just going to move this back a little bit and up.
02:39So you we can see the character has much narrower face now.
02:44You can continue to make modifications to this.
02:46I am just going to bring in a little bit of the jaw here, and a little bit of
02:53the inside of the mouth is protruding through.
02:55So we can also go in and select part of the gums and move those in as well.
03:05Another fun way to use Soft Select is to modify the shape of the nose.
03:08I am just going to go and select some faces on the side of his nose, make a
03:13narrower shape for the nose, and let's also look at from the side and stretch it out.
03:29So already we are getting a very different character type here.
03:32One last thing I want to do to him is shrink up his arms a little bit.
03:35They are still a little bit bulky arms so let's make them a little bit leaner.
03:40The Sculpt Geometry tool is really good for that.
03:43If we set the Sculpt Geometry tool to Push mode and then we sculpt on the
03:47character, what that's going to do is it's going to push all the vertices closer
03:50to each other, which basically is going to shrink it up.
03:52I want to turn off Reflections so that we can see a change from one side to
03:56the other and now if I just brush with this, you can see it's just really thinning up the character.
04:08One thing that Sculpt Geometry tool can't do unfortunately is affect
04:11multiple objects at once.
04:13It only works on one object at a time.
04:15So if you want to change the body underneath the clothing with this Sculpt
04:18Geometry tool, you will have to make any edits to the clothing afterward.
04:21But we can shrink up his chest a little bit with this and the clothing will fit
04:25more loosely on him then.
04:33So let me just get this menu out of the way so we can see the character more up
04:36close and see the entire body together.
04:39So you can see it's very easy to modify your character into other body shapes
04:44very quickly with these two tools.
04:47Although there is clearly some cleanup to be done, using the Sculpt Geometry
04:50tool and Soft Select is a quick way to build in some different shapes and
04:54proportions to your character.
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Conclusion
Recap and further recommendations
00:00Sadly we are close to the end of this course.
00:03I just want to recap the things that are most important to take away while it's
00:06still fresh in our minds.
00:08Before you start modeling, you should look at your reference images and
00:11understand what it is that the character is supposed to be able do when it's animated.
00:16You want to talk to the animators, to the setup artist, and the director to
00:20find out how the character is going to move.
00:22This will inform the level of detail, topology, flow zones, and complexity that
00:27you are going to have to build into the character.
00:30Next, break the character down into flow zones.
00:33You are going to want to establish which parts of a character need a cylindrical
00:36edge flow pattern and which parts need a circular edge flow pattern.
00:41In Maya, block out those flow zones with basic proportions as simply as
00:46possible. You don't want to get too much geometry at this point.
00:50You just want to establish the basic proportions and the flow zones.
00:53If you have too much geometry, you are going to bog yourself down with lots of
00:56unnecessary detail at this point.
00:59Then add edge loops to flush out the form while tweaking it to follow the reference.
01:04Continue adding geometry by whatever means necessary to create the proper
01:08detail level, surface quality, and any additional objects and accessories the
01:12character might have.
01:14Step back and evaluate the model, ask other people for their critiques, and then
01:18rework the model as needed.
01:20If you want to take this character beyond the scope of this course, check out
01:23many of the other great lynda titles.
01:25There is Maya 2011 Essential Training.
01:29That course will teach you how to prepare the model for texturing by laying out the UVs.
01:33Then you can look at its rigging section to learn how to set up your model for animation.
01:37If you want to know how to show off your model with professional looking lights
01:41and shading, check out the Maya 2011: Lighting and Rendering in mental ray.
01:46That will show you how to make the model look like it's in a realistic space.
01:50It will really give the model some weight and it will look really sharp.
01:53So as you become more experienced with character modeling, you will
01:56certainly find your own shortcuts and discover your own ways of doing things
02:00and get faster and faster.
02:01Character modeling is a rewarding and challenging discipline that always
02:05leaves me wanting more.
02:06So good luck on your character modeling journeys.
02:09It's been a pleasure to create this course, and I hope it has given you many
02:12insights into character modeling and that by following it you will be able to
02:16model faster and better.
Collapse this transcript


Suggested courses to watch next:

Maya 2011 Essential Training (9h 8m)
George Maestri


Maya 8.5 Character Rigging (4h 39m)
George Maestri


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