
Define the project output directory, set vertical axis to centimeters and degrees, enable autosaves with prompts, limit autosaves, and enable infinite undo for safe modeling.
Set up reference images in Maya by creating a cube for real size, snapping the pivot to the bottom vertex, and aligning front and side image planes to world origin.
Create a symmetric 2d face mask starting from one poly, align the reference image and center line, then build mouth, nose, and eye rings with extrusion and low-poly topology.
Transform a 2d mask into a 3d face using a split-screen workflow across left and right viewports, adjusting vertices along the z axis, and previewing with subdivision.
Apply hot fixes to the Maya character, adjusting the nose, lips, chin, and cheeks to achieve a rounder forehead and mouth using top view, vertex slide, and smooth previews.
Extrude the scalp to form a round forehead, align vertical-edge polygons, and rotate each extrusion. Check the mesh in perspective to avoid crests and leave a gap for the hairstyle.
Close scalp gaps in Maya by counting edges, extruding and bridging, then weld vertices and refine topology to shape a cartoon head for animation.
Create the neck by extruding from a circular opening, refine topology to define the jaw line, disable symmetry for pivots, and close gaps for a smooth neck.
Create two-part eyes in Maya by modeling inner and outer spheres, applying 16 by 16 subdivisions, extruding for depth, and shaping a glossy cornea for a realistic Disney character look.
In Maya, model the eyelids by aligning vertices to the eye surface, refining the brow-eye transition with edge loops and multicut, shaping eyelid thickness, and mirroring for symmetry.
Shape the nose in Maya by adding edge loops and extruding to form nostrils, adjust spacing, and experiment with topology to refine form from multiple angles.
Master lip creation in Maya by extruding and scaling edge loops, adjusting corners for a natural curve, and refining the inner mouth to accommodate teeth and tongue.
Extrude the inside of the mouth, shape it into a circular form with symmetry, adjust the pivot, and build gums, tongue, and teeth near the lips using extrusions and scaling.
Model gums and teeth in Maya by extruding a cube into a dental arch, duplicating and mirroring teeth, and fitting them to the mouth while keeping jaws separate for rigging.
Create a Disney character ear in Maya by aligning to reference, extruding to add thickness, adding edge loops and insets, and refining shape with vertex edits and pivot positioning.
This lecture demonstrates face fixes in maya for disney character creation, refining cheekbone, nose bridge, eyelid geometry, and brow to achieve a defined, more mature look.
Extrude and refine the torso in Maya, adding edges, removing symmetry, and aligning vertices to a neck circle to form clean quad topology and a defined chest and legs.
Extrude the legs from circular openings, maintain even quad topology, and adjust edges and scale to fit the reference. Add knee edges for bending.
Extrude the arms from the reference to form a circular forearm and biceps. Maintain the t pose, adjust shoulder geometry, and avoid intersections while shaping bends.
Refine the torso in Maya by beveling the neck edge for a smooth transition, defining Adam's apple, and improving edge flow for sharp shoulders and a cartoony chest.
Create the glow glove base in Maya by building a finger cylinder, beveling joints, duplicating fingers, and forming a palm with proper topology and thickness.
Remove the non-hand part, mirror the model, and merge vertices at 0.048 threshold to tighten the wrist-to-hand join; run mesh cleanup to fix ngons and zero-area faces.
Model a boot in Maya from a cube, using side-view reference, extrude, multi-cut, and edge loops to form ridges, openings, and a thick, rounded boot shape.
Separate the suit from the body in Maya by selecting the mesh, using extract faces to create a new object, then extrude and scale edges to seal gaps with symmetry.
Define neck edges, cut and connect vertices to shape the suit, bevel and extrude beveled sections, weld edges, and refine topology for smooth transitions around the chest, abs, and shoulders.
In Maya, detail glove geometry by extruding for thickness, adding support edge loops, closing gaps, and beveling. Bridge edges, mirror the glove, and position a connected sphere.
Create a bracelet around a torus by placing a sphere, set the radii, duplicate nine times at 36 degrees, then position on the leg and group as bracelets for texturing.
Master retopology in Maya to transfer highpoly details to a lowpoly, animation-ready mesh. Use the quadro tool, live surface, symmetry, snapping, extrusion, and relaxation to create clean edge loops.
Apply retopology in Maya by building base edge loops around the mouth, eyes, nose, ears, neck, and limbs to achieve clean topology and better animation.
Create brows with quad topology using the live workflow, then model lashes from a flat plane with extrusions along eyelid, adjust edges, subdivide, unwrap, and name objects in the outliner.
Create UV coordinates for the head and lashes in Maya using camera-based mapping, cuts, and seams; unfold UV islands in 0 to 1 space and mirror parts to save pixels.
Learn how to unwrap a Disney character in Maya using camera-based UVs, organize islands in 0–1 space or udims, and unfold, layout, and mirror for efficient texture work.
Learn to assign Arnold standard surface materials in Maya, adjust color and roughness for skin, and preview with Arnold render view using a SkyDome light and basic render settings.
Assign and adjust materials in maya to create a blue suit with roughness and sheen glow, cyan seams, and metallic accents; set an emissive gem with dual-color glow via hypershade.
Apply and refine Maya materials to create leather boots with metallic tips, use velvet presets, copper color, and separate bracelets into chrome rings and bone balls.
Create eyelash textures in Maya by mirroring and painting lashes in Krita, exporting an UV snapshot as PNG, and linking color and opacity textures in Hypershade for accurate eye mapping.
Model and texture a backpack for a Disney character in maya by duplicating faces, extruding, beveling edges, adjusting vertices, and assigning materials to match the suit style.
In this XGen preparation lecture for Maya, learn to verify UV maps, set the project folder, and prepare smooth geometry. Duplicate the head, assign Lambert, and manage visibility.
Create a new Xgen description and collection, then place and sculpt guides to form hair in the outliner. Adjust density, width, CV counts, and use normalize to redistribute CVs.
Explore hair creation in Maya using coil and noise modifiers, adjust CV counts, radius and graphs, apply anti-aliasing, and use cut modifiers with random expressions for natural, varied hair.
Explore the clumping modifier in Maya, set density to generate hair clumps, apply clumps to guides for complex hairstyles like braids or dreadlocks, and adjust curl, noise, and cut effects.
Develop the haircut by outlining on one side with guides, mirror across, and refine with Maya XGen, painting a density mask map to control hair placement.
Apply coil, noise, cut, and clumping modifiers in Maya to craft curly hair; adjust density, stray, and curl maps, and experiment with curl scale for a natural, varied hairstyle.
Preview hair in Maya by disabling viewport rendering and fine-tuning density with added guides. Check the render from multiple angles, adjust density masks, and prepare to refine hair materials next.
Assign a standard hair material in Maya using Hypershade, adjust melanin to vary hair color from silver gray to blonde, and increase roughness for a matte look while previewing renders.
Build the backdrop in Maya using a cube, delete faces, reverse normals, and bevel edges; assign a rough purple Arnold material for a diffuse, cartoony render.
Explore lighting a Maya scene with Arnold area lights, adjusting exposure and intensity, duplicating lights from behind and the opposite side, adding a top light, and applying fog for mood.
Set up two viewport renders with a render camera and adjust focal length and depth of field in Maya, then optimize Arnold render settings, image size, samples, and camera AA.
Render images in Maya by rotating the camera and backdrop to review hair and surface quality. Apply subdivision surfaces and adjust divisions while combining objects for rigging, keeping eyes separate.
Learn to easily build Disney-style characters in Maya with practical techniques, and share feedback to improve future courses.
The course is designed for individuals who want to learn character modeling for animation. The training is provided in video format. We will go through the stages of modeling, UV unwrapping, texturing, material application, and also learn to work with Xgen (a system for creating realistic hair in Maya). Finally, we will create a high-quality render of the model using Arnold.
On the modeling stage we will learn
-how to upload and install reference images on scene
-topology principles
-different body parts modeling techniques
UV unwrapping stage
-we will learn how to manually unwrap character models
Since i think that retopology is an integral part of working with characters , we will also dedicate time to exploring the tools for creating retopology in Maya, using a specific example.
We will learn to use complex materials in Maya and create textures to connect to them.
We will thoroughly examine and learn how to work with the Xgen system, and we will also create a hairstyle for our character using it.
After all of that, we will set up the scene for rendering. This includes creating a backdrop, setting up lights and cameras, adjusting their settings, adding atmospheric effects such as fog, and ultimately producing a stunning render for our portfolio.