
Master Maya's user interface basics, including the menu bar, status line, toolbox, viewport, and time sliders, and learn how to customize and show or hide user interface elements.
Learn how to create objects with primitives and polygon tools, using interactive placement and polygon components: vertices, edges, and faces.
Master object and component selection in Maya using the select tool, pen selection, and grow, subtract, and inverse techniques to quickly select multiple items and loops.
Explore soft selection techniques and symmetry using lasso and pencil tools to accurately select complex mesh areas, control brush radius with the B key, and smoothly move or scale.
Master the rotate tool to turn a model along a single axis with precision, avoiding free rotation by mastering axis selection, camera angle, and exact 45°/90°/180° increments.
Learn how to use layers to organize your 3d models by grouping objects, hiding and revealing layers, creating and naming layers from selections, and using color coding for quick identification.
Define the pivot as the point in space from which an object or group moves, rotates, and scales, and place it at the object's origin or center of mass.
Learn practical duplicating techniques in Maya and Zbrush, including how to duplicate, transform, and align copies around the origin, create circle arrays, and distribute objects along a path.
Learn how to group objects in a 3D scene, distinguish grouping from combining, and manage group pivots via the outliner to scale and organize for rigging.
Learn to use freeze transformation to reset an object's transformation values, preserve symmetry, and return to loci or poses for clean, reusable game character sculptures in ZBrush and Maya.
Master snapping tools to position objects precisely by snapping to grid, points, and vertices, using the x key and middle mouse, and explore making live objects to sketch on surfaces.
Master Maya's hotbox to hide the interface, switch between front, perspective, and top views, and customize layouts; learn masking and polygon masking to isolate objects and manage panels.
I analyze the concept art before I start modeling.
The key take away from this lecture
Learn how to create and organize a Maya project folder, set its location, and structure subfolders for textures and references, then import and align reference images for modeling.
Model a torso from a polygon cylinder, adjust height on the y-axis, view with x-ray to refine proportions, and control divisions to shape the deltoid and hand.
Model a hand by setting divisions and scale, sculpt the palm from the elbow, then combine parts, smooth surfaces, and refine with bevels before the leg.
Model a leg base mesh using a cylinder, adjust divisions and poly counts, and refine by deleting top faces, aligning curvature, and combining pieces for a clean leg topology.
Model the palm and fingers using a box-based approach in Zbrush and Maya, add divisions, extrude fingers, and shape arches for a natural hand.
Model the eyeball by creating two layers—an outer transparent shell and an inner sphere—duplicate and rotate for correct orientation, then refine with selective growing and transparent material.
Model eyelid by starting with a cylinder or pif, adjust divisions, and shape skin in front and side views to fit the eyeball; align to the center line and duplicate.
Learn to sculpt the cheek in game character creation by merging vertices, refining loops, and smoothing topology, using x-ray view to compare geometry in ZBrush and Maya.
Model the nose by selecting faces, extruding and offsetting edges, and aligning from side and front views, refining with control-drag and scalpel tools in ZBrush and Maya for material assignments.
Model the neck of a game character using Zbrush and Maya, refine by adjusting and smoothing vertices, push edges inward for a rounded shape, and delete obsolete geometry.
Learn ear modeling for game characters by building and refining ear geometry, adjusting thickness, and using vertex and edge operations in ZBrush and Maya.
Attach the head to the body by selecting and aligning the components, adjusting scale along axes, snapping to the center, and refining polygons for a seamless connection.
Learn to sculpt the mouth interior by building inner geometry, selecting and moving vertices, and adjusting scale to fit the space, testing the inside of the mouth for realism.
Block a shoe base for a game character using side-view reference, merge and duplicate sections, adjust thickness, and mirror geometry in maya and zbrush to create a clean, believable sole.
Start from a cube and shape a cap base mesh for a game character by extruding, scaling, and smoothing vertices, using front and side views to refine mass and volume.
Model the spec using polygon and subdivision techniques in ZBrush and Maya, align thickness and edges with references, and use mirror geometry to achieve consistent form.
This lecture teaches beginners to model a skateboard base using reference images in ZBrush and Maya, focusing on wheel wells, centerline accuracy, and clean, symmetric topology.
Model skateboard wheels by using reference images, shaping with height adjustments, bevels, and controlled duplication, then refine thickness and edge loops for a clean, rounded form.
Get a full overview of marvelous design by exploring the interface, the two main windows—predicament and patent window—plus the object browser, property editor, and import options to build avatars.
Learn how to display 3d garments, adjust navigation and view controls, and toggle seam lines, edge lines, textures, and garment visibility, with options for Maya and Max workflow.
Create and edit cloth patterns on a model by placing and adjusting pattern points, applying mirror past and symmetric past, and transforming in 3D view within Maya and ZBrush.
Learn to create a t-shirt pattern for a game character by importing and scaling a model, creating rectangle wrap patterns, aligning seams, duplicating for back, and applying fabric color.
Learn to model a t-shirt sleeve in a game character workflow using Zbrush and Maya by selecting lines, duplicating segments, and adjusting weights to shape a seamless sleeve.
Learn to shape pant patterns on a character using ZBrush by drawing band outlines, building symmetrical patterns, refining curves, and simulating wrinkles for realistic results.
Export all objects from the scene using file export, and export the character and skateboard separately into a folder; convert to polygons and export the pieces.
Explore the zbrush interface, including the light box, palettes, and canvas, and learn how to customize layout, hide UI elements, and use quick save.
Navigate the canvas by importing models, dragging with stylus or mouse, and using move, scale, and rotate tools. Master view controls, frame with f, and switch between perspective views.
Learn to show and hide subtool parts with visibility toggles, masking, and poly groups to isolate areas, then delete hidden geometry for cleaner sculpting.
Learn head blocking sculpting by shaping the facial forms, enabling symmetry, and refining proportions with the move tool and dividing the body, then compare to reference and apply basic materials.
Block the nose and lip in this ZBrush and Maya session by refining nostril thickness, adding volume, and shaping curves with Move and Standard brushes, guided by reference images.
Refine the eyes by adjusting the eye area, brow, and jawline through move and global up tools, iterating from broad forms toward smoother, more natural facial features.
Master sculpting the hand by shaping from rough forms in Zbrush and Maya. Use masking and the lasso tool to adjust volumes and achieve natural finger bends.
Refine the hand sculpting workflow by adding knuckles, nail details, and muscle hints using reference, masking, and division levels to balance smoothness and definition for a cartoon hand.
Block the leg muscles and basic forms with brushes, refine the knee and calf, and use move tools to align the leg from side and front views with reference images.
Learn to sculpt a cartoon ear for beginners using ZBrush and Maya, tightening form with the move tool, refining the face, and aligning features for a cohesive character look.
Refine the face using the clay builder and live clay tools to add volume, adjust features, and mirror or duplicate geometry with the move tool.
Refine the face by adjusting the eyes and eyelids, correct symmetry with move and X, and use topological brush to smooth areas from multiple angles to reduce blobbiness.
Sculpt the lip surface with a standard brush, build a layer, and add subtle wrinkles and crisscross lines to enhance realism while avoiding a dry, cheap look.
Learn manual skin detailing without using any alpha, using noise alphas and brush tricks to add pores and subtle texture with symmetry.
Learn to use polygroups to split meshes in ZBrush and Maya, create auto groups, assign distinct polygroups for the band and other parts, and prepare for group split workflows.
Learn to close holes in dynamesh by duplicating the mesh, turning one copy dynamic, and sealing holes, then project details back onto a clean, low-poly topology.
Project details back into the mesh across every subdivision level, divide geometry to reveal aligned details, and smooth to restore finer features.
Refine t-shirt folds by sculpting wrinkles on the body and adjusting hanging cloth with layered, symmetrical edits, subdivision levels, and precise moves to keep the mesh clean and smooth.
In this lesson, sculpt with Zbrush and Maya techniques: use masking, inversion, and symmetry to create sleeve holes, refine neck and bottom areas, and plan sleeve seam lines for color.
Mask the neck seam on a separate layer using a standard brush with lazy mouse and increased radius for smooth lines. Refine symmetrically across polygroups.
Learn to sculpt realistic pant front folds for game characters using ZBrush and Maya, building asymmetric wrinkles guided by reference, adjusting gravity and brush techniques to create weight and depth.
Master pocket creation by masking and extracting differences, adjust thickness and smoothing, and refine with move tools and polygon control to shape accurate pocket geometry.
Refine the pocket and surrounding area with symmetry and freehand sculpting in Zbrush and Maya for a realistic look.
Sculpt pocket seam lines by creating layers, adjusting brush stroke and offset, and refining lines around the pocket.
Creating pocket wrinkles teaches applying controlled band wrinkles with symmetry, layering sculpting strokes, and adjusting intensity to enhance the pocket area on game characters.
Learn to use the IMM brush to attach pre-modeled parts onto a base character, duplicate and scale pieces, adjust subdivisions, and mirror details to create pant buttons and seams.
Create a bottom pant seam in 3d sculpting by masking, moving, and refining to build a clean seam, then add wrinkles and symmetry-based refinements for a natural look.
Adjust the shoe laces by smoothing and aligning lace segments, maintaining consistent gaps, and refining positions with move and select tools to achieve a clean, connected lace detail.
Learn to sculpt lace holes on character anatomy using precise scaling, moving, and duplicating techniques, aligning topology and spacing for consistent thickness in ZBrush and Maya.
practice shoe lace knot detailing in ZBrush and Maya by using the move brush with symmetry on, adjusting positions, and refining curves to avoid gaps and distortions.
Add interior detailing and thickness to the inside area, ensure symmetry and believable depth from multiple angles, and refine lines to prevent floating seams.
Master creating sole details on game characters with ZBrush and Maya by refining textures, alpha maps, and symmetry to enhance sculpted details.
Learn to detail socks on a game character by sculpting fine lines and applying displacement, noise, and uv maps across layers in zbrush and maya.
Explore basic cap forms and sculpt the base in multiple levels, smoothing between passes to shape a deformable cloth object, with paneling techniques coming in the next lesson.
Learn to layer cap details by extracting side and center panels, adjusting thickness, smoothing surfaces, and applying symmetry with ZBrush and Maya for a believable cloth layered look.
Learn to add stitching to a cap by refining lines with extraction techniques, adjusting geometry and values, and using lazy mouse strokes and brush settings for a clean, consistent look.
Refine the locket in ZBrush and Maya by smoothing, moving pieces to prevent penetration, and subdividing while hiding areas, then plan scratches and hasp detailing for later steps.
Model a hair band for a game character in ZBrush and Maya by duplicating and transforming base geometry, reusing existing shapes, and forming a flower-like band with secondary effects.
Student reviews :
Jibak says : One of the best online teaching courses on Character modeling. The course is superb because of the step by step detailing, completeness and 'No skips'. It starts with the very basics of Maya/ Zbrush/ MD and ultimately ends up in great detailing. The transition is very smooth and well organised. It improved my modeling skills a lot and also introduced me to new software like Zbrush & MD . Though I have not completed the course yet but it is amazing and worth buying. Thanks to Udemy and Mr. N. K. Jena for providing such a tutorial.
Stevenf says : The instructor explains everything extremely well and detailed. I
recommend this class for anyone interested in learning modeling.
Edwin Gomez says : Great instruction! The material being delivered is top notch. I love the how the instructor takes the time to explain the tools and all of the little intricacies that are associated with that tool set. I am really enjoying his class and would highly recommend this course !
Description :
In this 12.5 hours of course Game artist Nalini Kanta Jena will teach you, how to create game character from scratch using Maya, Zbrush and Marvelous Designer.
He describes every steps he takes, so even if you are a totally beginner, you can easily follow him.This course not only shows you step by step guide but also shows you an up to date production pipeline.
He will start the course with Base mesh creation in Maya. then He will move to Marvelous Designer to model clothes then Zbrush to create sculpting details.
The goal of this course is to teach you the entire process of character sculpting and how different software such as Maya, Zbrush and Marvelous Designer work together to create your model.
The course will cover these topics
Maya Basics
Modeling methods in Maya
Marvelous Designer Basics
Modeling cloth in Marvelous Designer
Zbrush Basics
Character sculpting methods in Zbrush
Integration between Maya, Marvelous Designer and Zbrush
Many tips and tricks in every lecture
After completing this course you can model game characters with more confident and with clear knowledge of the pipeline. so if you want to be a Game artist then enroll to this class now and start learning today.
If you are not satisfied with the course then you can refund it. There is a 30 days money back guarantee. So there is no reason to hesitate Enroll to the course and learn production level character sculpting now.