
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.
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.
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 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.
Learn ear modeling for game characters by building and refining ear geometry, adjusting thickness, and using vertex and edge operations in ZBrush and Maya.
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.
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.
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.
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.
Explore the zbrush interface, including the light box, palettes, and canvas, and learn how to customize layout, hide UI elements, and use quick save.
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.
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.
Project details back into the mesh across every subdivision level, divide geometry to reveal aligned details, and smooth to restore finer features.
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.
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.
Creating pocket wrinkles teaches applying controlled band wrinkles with symmetry, layering sculpting strokes, and adjusting intensity to enhance the pocket area on game characters.
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 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.
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.