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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
English [Auto],

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

    Create a no-face, low-poly character in Maya 2018 using a three-cylinder template, aiming for under 2000 polygons and an animation-ready setup.

  • 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

    Add a leg to the low polygon character in Maya by shaping a cylinder, deleting caps, and refining with lattice, then join it to the body and monitor poly count.

  • Modeling the Arm8:00

    Create a low-poly arm in Maya 2018 by adding a third shoulder cylinder, adjusting subdivisions, using lattice and mirror methods, and shaping a bendable elbow and forearm.

  • Attaching the Arm7:19

    Attach the arm by shaping shoulder geometry with extra edges and rotating vertices. Define the shoulder boundary to form the deltoid and join it to the body.

  • 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

    Learn a hexagonal optimization technique to reduce arm and leg polygons using lattice adjustments, edge slide, and vertex merge, creating knee and elbow joints while preserving volume for rigging.

  • Creating the Hand pt. 17:47

    Learn to block a low-poly hand in Maya 2018, starting from a subdivided cube, shaping hexagonal fingers, and using a cylinder and lattice while observing knuckle curves and finger lengths.

  • Creating the Hand pt. 27:32

    Model a low-polygon hand in Maya 2018 by freezing transformations, deleting history, and building knuckle joints with edge tools, then duplicate fingers and use lattice taper for shaping.

  • Attaching the Fingers7:22

    Attach the fingers to the low-poly hand in Maya by combining components, bridging edges, adjusting divisions, and using target weld to create webbing for a natural look.

  • Attaching the Hand to the Arm5:43

    Attach and position the hand to the arm in Maya 2018 by snapping to a vertex and aligning in top and front views, then refine with scaling and bridging edges.

  • Finishing the Body7:17

    Model a low polygon character by shaping the chest, refining the pectoralis and deltoid, and adjusting vertices with the multi-cut tool and bevels for animation-ready geometry.

  • 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

    Map a low polygon character in Maya using a planar projection on the Z axis, then unfold and stitch the head, arms, and legs for clean UV layout.

  • Finishing the UV Map8:28

    Finish the uv map by cutting and unfolding the leg, torso, and hand, then layout a 2048 by 2048, non-overlapping atlas with mirrored uvs and preserved 3d ratios.

  • Beginning the Skullcap for the Hair6:08

    Grasp the basics of modeling a low-polygon skullcap in Maya 2018 by building hair geometry with the quad tool, snapping to the live surface, and refining edges and points.

  • 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

    Fix sideburns, extrude hair tips with thickness, and collapse edges to reduce polygons; merge vertices and harden edges as you prepare the hair for uv mapping in the next lesson.

  • UV Mapping the Hair8:05

    Map the hair for a low polygon character by applying planar UV projections, unfolding, layout, and edge stitching to create a coherent texture map in Maya 2018.

  • Creating an aiStandardSurface for the Character8:50

    Create an aiStandardSurface shader for the character in Maya, adjust base color, subsurface color, radius, and weight, and use Arnold with discrete physical sky for test renders.

  • Surfacing the Hair5:40

    Explore surfacing the hair in Maya by balancing subsurface weight, radius, and color to control translucency and shadows, then switch to an AI standard surface for a brown clay look.

  • 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