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Disney character creation in MAYA
Rating: 4.7 out of 5(5 ratings)
30 students

Disney character creation in MAYA

We will be creating a character for animation, using reference images.
Last updated 6/2023
English

What you'll learn

  • Character modeling
  • UV unwraping
  • Texturing and materials
  • Hair creation with Xgen
  • Render in arnold

Course content

7 sections50 lectures9h 9m total length
  • Settings2:51

    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.

  • Reference installation4:37

    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.

  • 2d mask21:14

    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.

  • 3d mask10:18
  • Fixes6:13

    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.

  • Head5:28
  • Tamples5:37

    Close scalp gaps in Maya by counting edges, extruding and bridging, then weld vertices and refine topology to shape a cartoon head for animation.

  • Neck10:40
  • Eyes10:00

    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.

  • Eyelids8:16

    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.

  • Nose11:08
  • Lips8:01
  • Mouth7:04
  • Teeth13:15
  • Ears8:15
  • Face fixes9:07
  • Torso13:45

    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.

  • Legs12:51
  • Arms12:19
  • Torso fixes14:10

    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.

  • Gloves base28:50
  • Cleanup4:53
  • Boots22:07
  • Suit6:04

    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.

  • Suit-219:03
  • Glove details14:44
  • Braclet7:01

Requirements

  • Maya interface
  • Basic maya tools(Move,Rotate,Scale,Extrude,Bevel)

Description

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.


Who this course is for:

  • Beginner 3d artists