Tutorial Overview Watch Online

Learn production techniques from Jay Edwards, Lead Modeler at Framestore. Starting off in Maya, we build a low-res base mesh for the body. The base mesh is then brought to ZBrush for high detail sculpting to generate displacement maps. The UV maps are created in Maya, before going back to ZBrush using poly paint for texture maps. Two parts are dedicated to creating a cape in Marvelous Designer, which is then retopologized in Maya. By the end of this project, you'll have a good understanding of the character modeling workflow for film in Maya and ZBrush.

This tutorial combined with the first volume in the seies offers a look at a typical workflow in a film studio, where you might be given high-res biometric scan data but still need to build other parts of the model from scratch.

Other tutorials in this series

Creating characters In Maya and Zbrush
Creating character renders in Maya and Arnold

Downloads

If you've purchased a downloadable copy of this this tutorial you can download it using the links below. Links will be active for Lifetime Members and people with video credits
Parts Credits Length Size
Lesson Pack 1 4 137 Minutes 1100 Mb
Lesson Pack 2 4 92 Minutes 461 Mb
Lesson Pack 3 4 112 Minutes 546 Mb
Lesson Pack 4 4 122 Minutes 567 Mb
Lesson Pack 5 4 137 Minutes 618 Mb
Lesson Pack 6 4 92 Minutes 513 Mb
Lesson Pack 7 4 130 Minutes 405 Mb
Lesson Pack 8 2 60 Minutes 460 Mb
  • Length: 14 hours and 42 minutes
  • Software: Maya 2017 - 16
  • Format: 1080p HD
  • Download Price: 44.95
  • Video Credits: 30

Lesson Breakdown: You can watch this tutorial online

Intro Video Watch online now Part 1 - Setting up image planes and blocking out the body in Maya Part 2 - Modeling the gloves in Maya Part 3 - Continuing on the gloves and starting the boots Part 4 - Adding detail to the body in Maya Part 5 - Exporting the model to ZBrush Part 6 - Sculpting the body in ZBrush Part 7 - Creating UV's for the body in Maya Part 8 - Sculpting the back in ZBrush Part 9 - Sculpting the upper arms in ZBrush Part 10 - Sculpting the legs in ZBrush Part 11 - Modeling the utility belt and pouches in Maya Part 12 - Making the belt buckle in Maya Part 13 - Creating UV's for the belt and buckle in Maya Part 14 - Adding detail and creating UV's for the gloves in Maya Part 15 - Adding detail to the body and belt in ZBrush Part 16 - Adding detail to the gloves in ZBrush Part 17 - Detailing the gloves in ZBrush continues Part 18 - Finishing off the gloves and detailing the boots begins Part 19 - Sculpting the boots in ZBrush I Part 20 - Sculpting the boots in ZBrush II Part 21 - Creating UV's for the boots in Maya Part 22 - Bringing all the component parts together in Maya Part 23 - Getting the mesh from Maya into Marvelous Designer Part 24 - Creating the cape in Marvelous Designer Part 25 - Retopologizing the cape with the quad draw tool in Maya Part 26 - Poly paint and surface detailing of the body in ZBrush Part 27 - Poly paint and surface detailing of the gloves and boots in ZBrush Part 28 - Detailing the cape and the belt in ZBrush Part 29 - Exporting the mesh and the texture and displacement maps from ZBrush

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