
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.
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.
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.
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.
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.
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.
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.
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.