
Introduction to modeling and rendering cute characters in Maya 2020, guiding newcomers through the basics of 3D character creation and essential workflows.
Learn to navigate the Maya camera by rotating with the left mouse, constraining with shift, panning with the middle mouse, and zooming with the right mouse around a central sphere.
Master Maya selection tools to move, rotate, and scale objects. Reset to origin with zero and manipulate axis-specific scaling for precise character modeling.
Explore how the heads up display in Maya reveals vertex, edge, and face counts and how to switch component modes, while understanding camera focal length and perspective distortion.
Learn how to configure Maya's modelling options in the viewport, switch to modelling tools, and create a custom shelf for quick access to tools.
Master the Maya extrude tool to pull selected faces and add detail. Compare object mode and world mode, then adjust thickness, offset, and divisions while keeping faces together.
Learn to use the multi-cut tool in Maya 2020 to place vertices, create and terminate edge loops, and shape curved surfaces with edge flow and extrude faces.
Learn to bevel edges with the Bevell tool for smoother corners, adjust segments and fractions, and mirror halves of a model in Maya 2020 to create a complete, clean cube.
Block out the body of a cute character in Maya by using a sphere as the base mesh, shaping with vertices and soft selection, then mirror the half-model.
Position the eyeballs, rotate 90 degrees to face us, set resolution to 16, group for pivot centering, mirror across the x axis, and freeze transformations to prevent negatives.
Learn to project curves onto a character's surface in Maya 2020 to shape nostrils and the mouth, using curve tools, front view projection, and history-safe edits.
Model the hand in Maya 2020 by turning a cube into a smooth, spherical form, then rotate and align it to the body and prepare a hand for later attachment.
Learn to model cute characters in maya 2020 by blocking the leg and halving the model using boolean cuts, extrusion, and selective deletion.
Block out and refine a character's topology in maya 2020 with the quad draw tool, creating four‑sided polygons that snap to the surface and relax for smooth detail.
Relax topology with quad draw in Maya 2020 by soft selecting, moving, and massaging the geometry to relax edges, clean up the model, and manage layers and visibility.
In this lecture, you learn to model the nostrils by extruding geometry in world space, refining vertices and edges, beveling, and adjusting loops for a tighter, raised nostril.
Refine the mouth geometry in Maya 2020 by moving and aligning vertices, extruding and beveling edges, and using snap to the center line and mirroring for a natural, centered lip.
Finish the eye in Maya 2020 by refining edge loops, extruding and pushing geometry to shape the eyeball and eyelid, tightening the fit for a natural look.
Attach the hand by combining two mesh pieces, snap and merge vertices for a perfect fit. Then pose the hand by rotating vertices in world mode to align the joints.
Refine a smooth Maya 2020 mesh by adding two subdivisions, shaping a stubby leg with vertex and edge adjustments, then bridge and mirror to complete the feet.
Finish the feet by merging vertices, bridging edges, and cleaning topology around the loops. Mirror the body, align vertices for symmetry, and soften edges for better edge flow.
Master Maya 2020 tooth modeling by refining a cube into teeth with bevels and edge flows, mirroring in object space from a center pivot, and polishing nostrils and lips geometry.
Fix and refine the character geometry in Maya 2020 by cleaning up loops, adjusting nostrils and bevels, and restoring clean edge flow while hiding teeth to assess changes.
Refine the geometry to finish the mouth by adjusting vertices, beveling, and extruding for cleaner edges. Then assign materials, tweak the shading, mirror the model, and add color before rendering.
Set up the camera and background in Maya 2020, adjust the camera via the attribute editor, set display options and a 960 by 540 render.
Texture a cute character by UV mapping the left eye in maya 2020, using the movie toolkit to cut and unfold the iris and the white area.
Mirror the left eye's UV map to the right eye by copying the eyeball group, opening the UV editor, and flipping along the appropriate axis to correct the mirror.
Create camera-based UVs for the teeth, selecting edges, cutting, and unfolding to expose three mapped teeth. Adjust layout and preserve aspect ratio to ensure texture sizes across the maps.
Learn to map UVs for character features in Maya 2020, including hands, mouth, and nostrils, by creating cuts, unfolding, and adjusting edges for clean textures.
Master UV mapping the body in Maya 2020 by unfolding shells from a front view, organizing hands and nostrils, and ensuring clean layout for textures and lighting.
Create a skydome light in Maya with Arnold, load an HDRI of Canary Wharf, and adjust intensity, exposure, and samples for a clean render.
Create and assign Arnold standard surface materials for the character’s body, eyes, and teeth, plus a background material in Maya 2020, then adjust roughness and color to reduce shininess.
Learn to use ambient occlusion to add contact shadows, plug ambient occlusion into materials, render a separate ambient occlusion layer for compositing, and apply subsurface scattering to skin, eyes, and teeth.
Texture the eyes in Maya 2020 by applying ambient occlusion to the eye color channel, then create circular ramps to shape the iris for both eyes.
Texture the teeth with ambien occlusion and a ramp, adjust colors from white to yellowish orange, and apply the same ramp to both big and small teeth before rendering.
Master painting the body with 3D paint in Maya 2020, using a temporary texture to flood a base color, and refine with brushes while respecting UV lines.
Apply the painted body texture to the Arnold material in Maya 2020 by plugging it into the ambient occlusion channel and adjust exposure, color balance, and radius.
Adjust area lights in Maya using Arnold to shape the character's skin shading, tweaking specular, roughness, and exposure for balanced front and sidelight, then render and compare.
Boost final render quality in Maya 2020 by increasing sky dome and light samples, adjusting subsurface and ambient occlusion, and using render regions to manage time.
Set up the image plane reference in Maya to guide character modeling, position the character on the ground with correct units and grid, and save the scene.
Select a sphere for the eyes and rotate it so the pupils face the viewer. Adjust image plane color for visibility, set resolution to 16, and duplicate the second eye.
Label eyeball pieces, duplicate, and use a boolean cut with the create polygon tool; move and extrude beyond geometry, reverse normals as needed, and ensure quads for clean geometry.
Finish the eyelids by cleaning up geometry, deleting bottom faces, and using MASH to tidy topology; extrude and bevel for natural thickness while keeping the eyeballs centered inside the eyelids.
Block out the stalks using CV curve extrusion along a guide cylinder, adjust divisions and taper, align pivots, and refine geometry in Maya 2020.
Select the stalk geometry, add edge loops with the edge loop tool, adjust vertices to fit the stalk, and use edge float to smooth the edge flow, then delete history.
Block out the body in Maya 2020 using a cube or cylinder, then shape with vertex mode and soft selection to form a rough base for tentacles and a mouth.
Use a guide curve to shape a mouth, then project the curve onto high-resolution geometry to generate mouth polygons, while controlling selection, history, and projection accuracy.
Create and position the tentacle curves in Maya 2020 using curve tools and CVs to shape and place each tentacle, noting ground contact and upcoming extrusion.
Create and position tentacle curves in Maya 2020 by centering pivots, bending sections, and extruding, then rebuild cvs and refine topology to keep the tentacles touching the ground.
Create and refine tentacle two in Maya 2020 by duplicating a base segment, refining vertices and curves, extruding and adding geometry, closing holes, and ensuring ground contact with clean history.
Master tentacle modeling in Maya 2020 by adjusting vertices, rebuilding curves, extruding sections, aligning pivots, and applying the flow tool for smoother, ground-touching geometry.
Create and refine tentacle geometry in Maya 2020 by duplicating cylinders, extruding along curves, rebuilding geometry, and smoothing with edge flow and soft select to achieve a curved, grounded tentacle.
Create tentacle 5 in Maya 2020 by extruding and tapering, adding divisions, aligning the center pivot, and refining curves with soft selection for smooth, natural taper.
Reposition and rotate the tentacles to create a more interesting silhouette, adjust pivots with the d key, move geometry in world mode, and refine the body and mouth.
Use quad draw to attach tentacles to the body by creating polygons on a live surface, adjusting with slide edge, magnet make live, and combining geometry into a single piece.
Learn to build clean quad-based topology in Maya using quad draw part 2, filling gaps, connecting geometry, and relaxing topology for smooth tentacles and mouth.
Attach the stalks to the body in Maya by merging vertices and deleting faces, then adjust edge flow for a seamless transition and verify the single, combined shell.
Learn to attach tentacles to a cute character in Maya 2020 by constructing clean edge flow, managing triangles vs. quads, and smoothing transitions for a seamless tentacle integration.
Learn to attach tentacles by snapping vertices, deleting unnecessary faces, and combining geometry, ensuring proper vertex connections and increased resolution for a smooth Maya 2020 tentacle mesh.
Attach the tentacle in maya 2020 using vertex selection and middle mouse snap in shaded view, then combine objects, delete history, and refine the edge loop.
Refine mouth and body in Maya 2020 by smoothing edges, extruding depth, and using soft select to push lips and add skin folds and a potbelly.
Create eyelashes in Maya by using the polygon tool, ensure four-sided topology, extrude for depth, refine edge loops, and bend with non-linear deformers while controlling flow.
Map the character in Maya 2020 by creating UVs, separating geometry into shells, unfolding, and painting textures to manage multiple colors on the model.
Follow step-by-step uv mapping techniques for tentacles in Maya, including edge selection, cutting, unfolding, and folding around the model to prepare textures.
Learn to finish UV mapping for a Maya 2020 character by unfolding, laying out textures in a single square, preserving aspect ratios, and checking for overlaps before texturing.
Set up the camera in Maya 2020 to frame your character, adjust perspective and focal length for realistic distortion, and establish a background plane for quick test renders.
Set up the Arnold skydome light, apply an hdr image to add color and texture variation, then note how the snowy forest environment influences lighting for the character.
Apply Arnold shaders to a Maya 2020 character by texturing the background and eyelashes, adjust ambient occlusion, color channels, and roughness, then render region tests to refine lighting.
Texture and shade the eyeballs in Maya 2020 using ambient occlusion, ramp, and hyper shade to achieve realistic iris coloring and proper placement for both left and right eyes.
Texture the character's body in Maya 2020 using the 3D paint tool, sampling colors from an image plane and saving a temporary texture for the Arnold standard surface shader.
Finish texturing a Maya character by creating a material, enabling ambient occlusion and subsurface scattering, wiring textures into ambient occlusion and radius, then tune color and exposure.
Adjust area lights to create cinematic eyeball highlights and a backlit look, then render a final Arnold scene with sky dome lighting and ambient occlusion.
Modeling and Rendering Cute Characters in Maya 2020
In this tutorial, I will show you how to create TWO FUN, CUTE, CARTOON CHARACTERS in Maya 2020.
But first I begin by showing you some of the basic tools in Maya, like how to navigate the camera, how to set up your viewport in preparation to do some modeling, and how to use some of Maya's most common modelling tools, like the:
EXTRUDE TOOL
MULTI-CUT TOOL
MIRROR TOOL
BEVEL TOOL
Then we move on to do some modeling.
Firstly, we block out the character shapes, then complete the process by adding details and learning how to use correct geometry so your models look clean and professional.
The next step is to use the UV Editor to create nice, clean UV maps for the characters. Having great UVs are important for when it comes to texturing.
I will show you how to texture in Maya using a variety of ways, mainly using various nodes inside the HYPERSHADE, and using the 3D Paint Tool.
Finally, I will show you how to set up the lighting, and how to create nice, clean, gorgeous renders of your models.
You will find this tutorial very informative, and packed with professional tips and tricks that will allow you to create your own characters in Maya.