
Explore how to create a cute character in Maya and Photoshop in this course introduction.
Import a reference image into the front view as the image plane in maya, then set units and scale the character to about seven feet tall using the grid.
Begin by blocking out the character’s body using a cylinder or sphere, then refine with subdivision caps for a rounded bottom, center the model, and adjust vertices for curvature.
Create the horns for the cute character in Maya and Photoshop by shaping cylinders, refining with divisions and pivots, and checking wireframe and shading for clean edges.
Create an ear by shaping a sphere, refine edges, and apply mesh boolean difference to carve the shape in Maya, then delete history and clean up messy vertex geometry.
Isolate one half of the model, delete the back half, manually create center loops on quad geometry, then clean the topology with history deletion and mash adjustments for smoother quads.
Finish the ear by refining geometry in maya, adding resolution, adjusting edge loops, using mirror with point zero zero one, merging vertices, and smoothing for a clean, four-sided mesh.
Create and position simple sphere eyeballs, rotate them 90 degrees to face forward, adjust size and placement for a goofy look, and view from the side to balance the face.
Learn to project a curve for the mouth in Maya, using curve tools and symmetry to mirror the mouth onto the body, ensuring accurate front-on projection.
Create the left arm in Maya using thin cylinders, duplicate and merge them, then refine with edge loops, divisions, and a center pivot for a smooth bend.
Block out the left hand in Maya using a cube, focusing on the palm and thumb, extruding fingers, and aligning the pivot with the geometry in phase one.
Extrude the thumb area, adjust vertices with soft select, and add resolution to shape the thumb and fingers to the reference image in the left hand part 2 lesson.
Continue blocking the left hand by tweaking vertices to match the reference image for a soft, curved topology. Add creases with the CV curve tool and refine edge loops.
Duplicate finger shapes in Maya, apply round caps, adjust topology with subdivision, and form creases and knuckles to resemble a realistic left hand before connecting it in the next video.
Refine the left hand by sculpting finger creases and bumps, adjust the palm and thumb curvature, and increase resolution for a form, then attach the fingers in the next video.
Connect the fingers to the left hand by adding geometry, adjusting vertices, and refining edge flow for a rounded, articulated hand in Maya, while polishing by smoothing and aligning pivots.
Attach the left hand's fingers by adding geometry and merging vertices. Use middle mouse snap, edge flow, and soft select to align before attaching to the arm.
Learn how to attach the left hand to the arm in Maya by adjusting edge loops, merging vertices, and adding wrist resolution to reduce pinches and create creases.
Mirror the left hand along the X to create the right hand, rotate 180 degrees, then bend the wrist and elbow into a V shape and block out the hand.
Refine the right hand model by improving wrist geometry with edge flow, increasing resolution, shaping muscle mass and skin folds, and preparing for finger bending in the next video.
Bend and refine the right hand in Maya by manipulating vertices, adjusting pivots, and adding geometry to create natural creases and proper edge flow.
Create and refine the right hand in Maya by selecting vertices, adjusting the pivot with D, snapping to edges, and bending fingers while controlling edge flow and soft selection.
Create the legs for a cute character in Maya using cylinders, edge loops, extrude, and soft select to shape feet, curvature, and pivots.
Duplicate the eyeball to create two eyelids, resize them, and position the eyelids over the eyes. Place the eyeballs on a separate layer to keep them organized.
Move the hand forward and tilt it, reposition the pivot, and angle the ears and horns for a less symmetrical, more dynamic side view.
learn to use quad draw to build clean topology on a Maya model by turning objects live, creating quads from four vertices, refining geometry, and mirroring for symmetry.
Build and refine topology for a cute character in maya using quad draw, increase resolution, convert triangles to quads, attach body parts, and relax geometry for smooth surfaces.
Clean up the topology with quad draw in Maya, using relax and soft select to even geometry, then snap and align vertices for a neat edge flow.
Execute eyelid finishing by extruding, beveling, and bulging geometry to add depth and curvature around the eyeballs, adjusting segments and flow for a more natural look.
Finish the ear by duplicating, adjusting edge loops, and merging vertices to create a connected, clean mesh, while trimming excess geometry and refining the surface.
Finish the arms, horns, and mouth by mirroring, bridging, beveling, and extruding to refine the connected geometry. Shape the lips and teeth and adjust vertices for a cohesive character.
Create and refine the character's teeth in Maya by modeling a mirrored half, adjusting vertices for curvature, beveling edges, and aligning the pivot at the edge for a goofy smile.
Pose the model in Maya to match the reference, adjusting the arm position and topology, refining vertices and edges, and grouping for a clean, reusable character rig.
Map the horns in Maya using UV editing, unfold and layout the textures, and prepare a shared 1K texture in Photoshop while hiding seams across both horns.
Master UV mapping the eyeballs for a cute character in Maya and Photoshop, duplicating spheres, isolating and unfolding UVs, and optimizing texture space for crisp pupil and iris.
Learn to uv map the teeth for a cute Maya character, adjust thickness and pivot, unfold and lay out camera-based uv maps, and prepare textures in Photoshop.
Master UV mapping of the arms and hands in Maya by creating temporary UVs, making wrist-to-back cuts, and unfolding textures for clean, accurate arm and hand maps.
Continue uv mapping the ears by cutting, unfolding, and patching two color-coded groups, checking the result, and preparing to map the body in the next video.
Learn to UV map the body in Maya, optimize texture space, lay out and pack texture pieces, stitch seams, and align arms and hands for coherent mapping.
Master UV mapping the legs in Maya by unfolding, layout, and flipping UVs, preserving texture size and orientation while grouping, labeling, and avoiding border crossing.
Texture your character by saving UV snapshots from the UV editor, bringing them into Photoshop to paint, and reapplying the textures to the body, eyes, horns, and teeth.
Texture the eyeballs in Photoshop by importing the eye UV snapshot, pasting the blue eye texture, adjusting color with blend modes, and saving a 1K texture with a master file.
Create the eyeball material in Maya, plug a texture into the color channel of the standard surface, adjust the iris in Photoshop via the UV editor, then reload and pivot.
Apply the body texture using the Arnold standard surface and enable subsurface scattering for skin, then adjust subsurface color and transmission while noting bump maps for future renders.
Set up the left leg UVs, apply the body color as a texture in Photoshop, and create and save a black-and-white bump map for the final left leg texture.
Texturing the right leg in Maya and Photoshop by copying textures from the left leg, adjusting brightness, managing the UVs, and saving color and bump maps as JPEG source images.
Apply the left and right leg color textures with subsurface shading in Maya, toggling off opacity, then load the textures and save progress.
Texture the teeth for a cute character in Maya and Photoshop by mapping UV textures, shaping with liquify and warp, adjusting color and contrast, and saving as JPEG.
Create a teeth material in Maya with Hypershade and Arnold, assign a texture, refine color in Photoshop, and add randomness to avoid symmetry.
Texture horns in maya and photoshop by applying, blending, and adjusting textures with blending modes, refine edges, and save color and black-white maps for a polished horn look.
Plug the textures into the horns via the hype shade, assign material to the selection, and load the horns color texture to finish texturing the character for the next video.
Refine materials and textures with test renders using a skydome light in Arnold, then set up and frame a camera, adjust resolution, and lock the camera for consistent previews.
Create a simple background in Maya with a floor plane for characters and adjust the display options and camera. Apply an Arnold shader, tweak colors, and render to capture reflections.
Plug an HDRI into the skydome with the Arnold renderer to add lighting and definition, then tweak the background color and specular, preview with region renders, and save the scene.
Refine the body texture by adjusting subsurface roughness, radius, and color balance, align feet with the body, and iteratively render to preview texture maps and lighting effects.
Refine the leg textures by adjusting subsurface color, radius, and scale for both legs, plug into subsurface scattering, render previews, and save snapshots while removing older images.
Refine the teeth and horns textures in Maya, adjusting roughness, color and exposure, explore lighting and color variations, and use region renders to preview and finalize in Photoshop.
Learn to enhance a cute character scene in Maya by adding area lights, adjusting exposure and color temperature, and orchestrating front light and backlight to create depth and realistic shadows.
Apply bump maps to the body, teeth, horns, and eyes in Maya to add subtle elevation to textures, compare before and after, and adjust bump strength for realistic, low-noise renders.
Evaluate and improve the final render quality and create an ambient occlusion pass as a separate render. Then overlay the two renders in Photoshop to produce the final character piece.
Render an ambient occlusion pass from Maya using Arnold, save it as a separate layer, and overlay it in Photoshop on the final render to enhance shadows and depth.
In Photoshop, finalize the piece by refining layers, contrast, soft light blending, ambient occlusion, and subtle saturation and color balance to make the character pop.
Creating a Cute Character in Maya and Photoshop
Welcome!
This course dives deep into creating a character in Maya 2020.
First you will learn how to import an image plane, and how to set it up in preparation for modeling.
Then begins the modeling process. You will learn all the tips and tricks, as well as professional techniques, needed to create your 3D model.
We will look at what tools are used for the modeling process as well as learning how to use the options and shortcuts.
You will soon become familiar with the most common modeling tools in Maya, like the:
QUAD DRAW TOOL
MULTI-CUT TOOL
EXTRUDE TOOL
MIRROR TOOL
Then we will begin the process of UV Mapping. Maya has excellent UV tools, so the process is quick and painless. You will learn how to create the UVs, how to cut and sew the UVs, how to unfold the UVs, and finally, how to layout the UVs in the texture space to maximize your texture resolution.
Then we move on to some truly interesting stuff with texturing in Photoshop, and how to bring the textures into Maya, and plugging those textures into materials to be used on the 3D model.
Then we will set up the lighting and I will show you how to set up the render options in order to create a stunning render of the 3D model.
Let's get started!