This five and a half hour long project in organic modeling presents mainly a polygon - subdivision workflow with some NURBS surfaces being used to create the initial shapes. We go through some of the basic techniques used when editing NURBS which can be very useful when you're creating the initial base mesh for an organic character.
The mesh is then converted to polygons to add more detail using many of the different polygon modeling tools such as sculpt geometry to round out shapes and allow for smoother curves, extrude to add geometry in different areas and split polygon tool to allow for a nice topology maintaining quads throughout our model. The different body parts are connected through booleans operations which can sometimes cause problems when modeling, so in this video we take a look at how to prepare for and clean up after using booleans to get the best results. Converting some of the geometry into subdivisions allows us to work on a high-resolution mesh and add more detail to areas such as the hands and joints.
Polygon & Subdivision Workflow
Sculpting Techniques in Organic Modeling
Creating Body Armour
Creating Facial Characteristics
Clean Topology & Quaded Geometry
Defining Muscle Detail
We also create the armour with back plate, bracers and belt for the character. During this process you'll learn how to draw curves on live objects and use them to loft surfaces which can then be converted to polygons.
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Poly & Sub D Workflows - Creature Modeling
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SimplyMaya specialises in Maya tutorials. We offer over 1,000 individual Maya training videos, ranging from basic Maya tutorials through to
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