In this Maya tutorial, we'll be modeling a generic male base mesh head.
We'll focus on advanced techniques for successfully modeling polygon forms by stressing anatomy and edge flow to get the correct geometry for deformations in polygon models.
Utilizing the tools we have available, we'll learn the thought processes of modeling the forms and modeling for the production pipeline.
By the end of this head modeling Maya training, you'll have a better understanding of the processes and modeling tools you need to use to build models that look and deform correctly while giving predictable results come render time.
Introduction and Project Overview [Autogenerated] everyone. My name is Paul Kohner. I'm the founder, instructor and industry relations lead at the Digital Animation Center at the University of Colorado. Since 1996 I've been a Maya certified trainer and freelancer for the entertainment industry's. Most recently, I was in AIPAC's fellow at Sony Pictures Imageworks, where I had the absolute privilege of working with assets from the Amazing Spiderman to Edge of Tomorrow. Smurfs two and cloudy with a chance of meatballs, too. In this course, we're gonna learn some key concepts from modeling the human head and polygons. Ultimately, we will be creating a generic male character that can be used for pretty much any purposes. Some of the key takeaways from watching this course will include how to use correct edge flow and geometry amount working within the production pipeline to make sure that the rigging department and the texture in departments get what they need, working with image planes and creating a finished pipeline ready asset. By the end of this training, you will have a firm understanding of modeling the human head with the correct amount of geometry and to make a production ready asset. I am totally excited to work with digital tutors and share these techniques with you. So sign in, sign up, strap yourselves in and let's get started.