
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.
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.
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 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.
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.
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.
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.
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 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.
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.
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.
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.
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.
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.