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Model a Low Polygon Character in Autodesk Maya 2018
Rating: 4.6 out of 5(73 ratings)
276 students

Model a Low Polygon Character in Autodesk Maya 2018

Creating a character using 2k poly or less
Created byEric Kunzendorf
Last updated 12/2017
English

What you'll learn

  • Set up a character schematic in the modeling workspace.
  • Model characters using simple cylinders and extrusions
  • Model hands using cubes and cylinders
  • Explore how this low poly modeling technique works with UV mapping
  • Map individual groups of polygons with different aiStandardSurface shaders
  • Make shaders that have different subsurface scattering effects
  • Use Skydome and studio lighting techniques to enhance surfacing effects

Course content

1 section24 lectures3h 0m total length
  • Inspiration and Template Setup9:38
  • Shaping the Body7:07

    Shape a low polygon body in Maya by modeling the torso from a cylinder, adjusting subdivisions and dimensions, and refining topology with cuts and vertex moves.

  • Adding the Leg8:38
  • Modeling the Arm8:00
  • Attaching the Arm7:19
  • Modeling the Foot8:03

    Model a low-polygon foot in Maya by extruding edges, moving and scaling for shape, and using snapping and target weld to align vertices and cap the bottom.

  • Hexagonal Optimization9:15
  • Creating the Hand pt. 17:47
  • Creating the Hand pt. 27:32
  • Attaching the Fingers7:22
  • Attaching the Hand to the Arm5:43
  • Finishing the Body7:17
  • Modeling the Head7:52

    Set up a two-view window and convert a platonic solid into a low-polygon head in Maya 2018. Extrude and refine faces and vertices to shape the jaw, nose, and cheeks.

  • Creating the Eyes and Neck5:19

    Model a low polygon humanoid head and neck with eyes in Maya, using platonic solids, quads, and bridges, then prep the geometry for UV mapping.

  • Starting the UV Map8:04
  • Finishing the UV Map8:28
  • Beginning the Skullcap for the Hair6:08
  • Finishing the Skullcap and Extruding the Hair8:54

    Finish the skullcap and extrude the hair to add thickness and offset with the local translate z, while keeping faces together and merging nearby vertices for a clean result.

  • Optimizing the Hair6:39
  • UV Mapping the Hair8:05
  • Creating an aiStandardSurface for the Character8:50
  • Surfacing the Hair5:40
  • Studio vs. Skydome Lighting Techniques6:02

    Explore studio vs. skydome lighting techniques in Maya by setting up a skydome, arranging lights and environment, adjusting exposure, and comparing shadow and bounce benefits for subsurface materials.

  • Creating Clothing for the Character6:58

    Create clothing for a low polygon character in Autodesk Maya 2018 by assigning standard surface materials (t-shirt, shorts, shoes) with Arnold shaders and adjusting color, specular, and roughness.

Requirements

  • You should have a basic familiarity with Maya's modeling interface.
  • This is a beginning to intermediate level course.
  • Ideally students should complete the Create and Render a Wooden Toy Car in Autodesk Maya 2018 if you are new to Maya or 3D in general.

Description

In this course, we are going to explore low polygon modeling techniques as they apply to a “simple” (and I use that term in quotes) character. Working in low polygon’s means we get to pare down the generally complex character modeling process into a sub-2000 polygon character. Many of these techniques can be "scaled up" to use on characters with higher polygon budgets, but in this era of smartphone games, having the ability to model in lower polygon counts is very relevant and useful.

Who this course is for:

  • Any 3D artist who is interested in character modeling from a low polygon standpoint.
  • Any 3D artist who wants to learn more about the Arnold aiStandardSurface material