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Recap and further recommendations

From: Modeling a Character in Maya

Video: Recap and further recommendations

Sadly we are close to the end of this course. I just want to recap the things that are most important to take away while it's still fresh in our minds. Before you start modeling, you should look at your reference images and understand what it is that the character is supposed to be able do when it's animated. You want to talk to the animators, to the setup artist, and the director to find out how the character is going to move. This will inform the level of detail, topology, flow zones, and complexity that you are going to have to build into the character. Next, break the character down into flow zones.

Recap and further recommendations

Sadly we are close to the end of this course. I just want to recap the things that are most important to take away while it's still fresh in our minds. Before you start modeling, you should look at your reference images and understand what it is that the character is supposed to be able do when it's animated. You want to talk to the animators, to the setup artist, and the director to find out how the character is going to move. This will inform the level of detail, topology, flow zones, and complexity that you are going to have to build into the character. Next, break the character down into flow zones.

You are going to want to establish which parts of a character need a cylindrical edge flow pattern and which parts need a circular edge flow pattern. In Maya, block out those flow zones with basic proportions as simply as possible. You don't want to get too much geometry at this point. You just want to establish the basic proportions and the flow zones. If you have too much geometry, you are going to bog yourself down with lots of unnecessary detail at this point. Then add edge loops to flush out the form while tweaking it to follow the reference.

Continue adding geometry by whatever means necessary to create the proper detail level, surface quality, and any additional objects and accessories the character might have. Step back and evaluate the model, ask other people for their critiques, and then rework the model as needed. If you want to take this character beyond the scope of this course, check out many of the other great lynda titles. There is Maya 2011 Essential Training. That course will teach you how to prepare the model for texturing by laying out the UVs. Then you can look at its rigging section to learn how to set up your model for animation.

If you want to know how to show off your model with professional looking lights and shading, check out the Maya 2011: Lighting and Rendering in mental ray. That will show you how to make the model look like it's in a realistic space. It will really give the model some weight and it will look really sharp. So as you become more experienced with character modeling, you will certainly find your own shortcuts and discover your own ways of doing things and get faster and faster. Character modeling is a rewarding and challenging discipline that always leaves me wanting more. So good luck on your character modeling journeys.

It's been a pleasure to create this course, and I hope it has given you many insights into character modeling and that by following it you will be able to model faster and better.

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Modeling a Character in Maya

36 video lessons · 13897 viewers

Ryan Kittleson
Author

 
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  1. 2m 6s
    1. Welcome
      1m 27s
    2. Using the exercise files
      39s
  2. 31m 38s
    1. Navigation and views
      3m 7s
    2. Using Smooth Preview
      1m 34s
    3. Using the Extrude tool
      5m 58s
    4. Using the power of Soft Select
      3m 54s
    5. Adding new detail to an existing model
      3m 52s
    6. Using the Sculpt Geometry tool
      4m 35s
    7. Working symmetrically
      5m 17s
    8. Setting up the image planes in Maya
      3m 21s
  3. 18m 43s
    1. Proper edge flow
      6m 4s
    2. Attaching separately modeled body parts
      7m 6s
    3. Managing your scene
      5m 33s
  4. 45m 43s
    1. Beginning the basic facial structure
      6m 40s
    2. Making the head and neck
      5m 13s
    3. Refining the mouth
      4m 47s
    4. Forming the eyes
      7m 20s
    5. Building the nose
      3m 1s
    6. Crafting the ears
      6m 18s
    7. Making the teeth and gums
      8m 14s
    8. Modeling the tongue and eyebrow
      4m 10s
  5. 26m 28s
    1. Modeling the upper torso
      5m 33s
    2. Working from the waist down to the feet
      4m 55s
    3. Constructing the palm and thumb
      4m 18s
    4. Making fingers and finishing the hand
      4m 54s
    5. Applying artistic principles to the body
      6m 48s
  6. 13m 28s
    1. Drawing the NURBS curves for hair
      8m 57s
    2. Sculpting the polygonal hair clumps
      4m 31s
  7. 20m 43s
    1. Modeling the pants
      6m 16s
    2. Creating the shirt
      8m 7s
    3. Making the shoes
      6m 20s
  8. 22m 16s
    1. Creases and hard edges
      7m 22s
    2. Cleaning up problem areas
      5m 0s
    3. Putting on the finishing touches
      4m 58s
    4. Adapting one model for many characters
      4m 56s
  9. 2m 19s
    1. Recap and further recommendations
      2m 19s

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