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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
English [Auto],

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

    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.

  • 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

    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.

  • 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

    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.

  • 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

    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.

  • Lips8:01

    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.

  • Mouth7:04

    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.

  • Teeth13:15

    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.

  • Ears8:15

    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.

  • Face fixes9:07

    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.

  • 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

    Extrude the legs from circular openings, maintain even quad topology, and adjust edges and scale to fit the reference. Add knee edges for bending.

  • Arms12:19

    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.

  • 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

    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.

  • Cleanup4:53

    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.

  • Boots22:07

    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.

  • 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

    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.

  • Glove details14:44

    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.

  • Braclet7:01

    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.

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