Description
Course info
Rating
(18)
Level
Intermediate
Updated
Feb 4, 2013
Duration
4h 55m
Description

When building computer generated models for games, film, or broadcast, characters provide a unique set of challenges. Character models must not only look like a particular character, but they must also be built in such a way that they are able to be readily animated. This means the topology, or edge flow, can be much more important on a character model than a prop or section of environment. In this Maya modeling tutorial, we will talk about some of the specific challenges facing artists as they build characters, using a simple character as a guide. You'll learn concepts like facial topology, working from reference, and keeping a clean scene. We'll also cover common modeling techniques from polygon box modeling, to edge modeling, to working with NURBS. In the end you'll have the knowledge and experience you need to begin creating your own custom CG characters. Software required: Maya 2013.

About the author
About the author

Justin thrives as a lead modeling author at Pluralsight. Growing up, Justin found a deep interest for the computer graphics industry after watching movies like Jurassic Park, Toy Story and The Abyss. His ambition would lead him to work at Sony Imageworks in Los Angeles on movies like Monster House and Surf's Up. Justin has also had numerous articles, tutorials and images published in 3D World and 3D Artist.

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Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
Hello. I'm Justin with Digital Tutors, an Autodesk authorized publisher. In this series of tutorials, we'll use a project-based approach to talk about the concepts, techniques, and tools involved in building characters. When building computer-generated models for games, film, or broadcast, characters provide a unique set of challenges. Character models must not only look like a particular character, but they must also be built in such a way that they're able to be readily rigged and animated. This means that topology, or edge flow, can be much more important on a character model than a prop or section of environment. In this course, we'll talk about some of the specific challenges facing artists as they build characters, using a simple character as a guide. You'll learn concepts like facial topology, working from reference, and keeping a clean scene. We'll also cover common modeling techniques, from polygon and box modeling to edge modeling to working with NURBS. In the end, you'll have the knowledge and experience you need to begin creating your own custom CG characters. So let's go ahead and get started by talking about working with reference images.