Modeling Human Anatomy - Maya PDF
Modeling Human Anatomy - Maya PDF
Modeling Human Anatomy - Maya PDF
Chapter 02 | Eyes
Page 08
Chapter 03 | Hair
Page 12
Chapter 04 | Hands
Page 16
Chapter 05 | Feet
Page 20
Chapter 06 | Skin
Page 24
Chapter 01 EARS
Ears Chapter 01
Ears
Software used: Maya
basic curve using edge extrusion; this will be the off the antihelix inner rim and extruding the
foundation for the antihelix (Fig.03). edges inwards. I try to let the helix melt into the
canal as much as possible, leaving the hard
The next step is to fill in the canal section, edge more towards the helix as it comes out of
creating a rim which will eventually expand into the ear (Fig.04).
the antihelix and antihelical. Do this by closing
head, extending up to the helix which received canal, creating a ridge just before the theoretical Edge. This will make all of the edges smooth
the same treatment. This makes the ear look connection to the head. evenly when subdivided and can help avoid
as though it melts into the head. Also at this errors if exporting into other applications. Hard
point you should select the outer edge of the From here, I recommend making sure that none edges can be useful for retaining crisp edges
ear, extrude it inwards (towards where the of your edges are marked as hard edges to without adding a ton of geometry, but generally I
skull would be) and then fold the edges in to avoid display errors. Select all of the edges of reserve this for inorganic items (Fig.09).
create the back of the ear. From here continue your model while in Edge mode and press Shift
the process and create the reverse side of the + Right Click + Soften Harden Edge > Soften The last step is fairly straight forward. Select the
ear mesh and then navigate to Polygons > Edit
Mesh > Smooth (Options) and set the level of
Smooth to 2. This subdivides the mesh multiple
times, adding more geometry, and gives you a
better idea of what the ear will look like when
sculpting in ZBrush – or it could even be used
as a target for a Normal map (Fig.10).
Gavin Goulden
For more from this artist visit:
http://www.gavimage.com/
Or contact them at:
[email protected]
Eyes
Software used: Maya
Hair
Software used: Maya
it helps the render engine order them properly burden to the game engine, so be modest as it makes the entire process much quicker. If
as they now can be processed as individual (Fig.09). the mirrored look is way too obvious, it can also
be skewed in the end by adding a few accent
planes to throw off the eyes. Adding just a few
rogue strands of hair or taking a few strands
that you have already made and offsetting their
rotation or position can add to the hairstyle’s
realism (Fig.10).
Gavin Goulden
For more from this artist visit:
http://www.gavimage.com/
Or contact them at:
[email protected]
Hands
Software used: Maya
Gavin Goulden
For more from this artist visit:
http://www.gavimage.com/
Or contact them at:
[email protected]
Feet
Software used: Maya
to help retain shape when subdividing the mesh. an evenly distributed mesh for sculpting. Now
Feel free to add definition to the knuckles to that everything is in place, I refine the shape of
show how the toes would curl in this type of the foot more, pushing in the inner foot to define
pose. the arch more, squeezing the toes together for
a more feminine and less broad appearance.
I continue this process by creating the last two I also add edge loops where polygons may
toes (Fig.07). The tips of the toes become less have become too long and distorted, which will
apparent here as the toes will curl into the foot lead to an uneven mesh when subdividing and
more rather than being spread out for balance sculpting.
like the bigger ones. I also define the balls of the
feet at this stage, adding fatty mass to where the The second method would be to create separate toes. I keep the same general edge flow for
toes join the foot. This padding can really help toes that could move independently (Fig.09). both methods, including defining the knuckles
define the shape of the toes and helps build a I start the process much in the same way as and the curl of the toes. This means you handle
base for this particular character’s foot to rest before. Just instead of connecting all of the toes, each toe individually, which can be useful for in
on – rather than just having her stand straight you create the sides of each toe by connecting depth sculpts that will have the toes posed or
on her toes. the top and bottom surfaces. Using this method splayed for characters that have the budget for
I tend to fan out each toe as it will be easier to this sort of detail.
This is the completed foot using the “paddle” sculpt or rig for deformations. I also add some
foot method (Fig.08). I’m not overly concerned webbing in between the first and second toe as Of course, you can always add footwear to
about topology for deformation, but rather want there is usually larger spacing in between these your character instead of just having bare feet.
Gavin Goulden
For more from this artist visit:
http://www.gavimage.com/
Or contact them at:
[email protected]
Skin
Software used: Maya
properties in the actual Maya scene are ignored, becomes void, but you can then control the has lighting information baked into it). For this
so, if you want a strong blue light you will need actual specular intensity and how glossy the material, I use it at a low setting to brighten the
to specify that in the material, not on the actual surface is. If you have drastically different skin (Fig.08).
Next I add a diffuse map. This is basically just surfaces are (Fig.06). required to pack the Light map, Specular map
the color of the skin and, in this case, heavily and Gloss into one texture. This is as simple as
photo-sourced from well-lit images (Fig.05). For Next, I enable HalfLambert, which will fill out copying each texture into a specific channel (for
current generation games, good diffuse textures the model and make the shading less harsh. example: Green = Spec, Blue= Gloss, Red =
will have a very limited amount of lighting This technique became popular in Valve’s Light map).
information baked into them and, for skin, will Team Fortress 2. With too strong settings it can
have very little pore detail as that information lead to cartoon-like results. I also increase the Next add a fresnel, sometimes referred to as
is handled in the normal and specular maps. HueAdjust values to fill out the skin with nice red a rim shader, to your skin. This can add a lot
Like the normal map application, scroll down to tones (Fig.07). to your character as it will pop the model off of
bUseDiffuseMap and navigate to your diffuse the environment. Some game engines will use
texture. You also have the ability to color tint From here I add a light map. This doesn’t have a a dominant light to drive the color of the fresnel
your skin texture with the ColorDiffuse option. flag but instead just needs a texture plugged in. as well as control its intensity based on lighting
You can also specify if the diffuse map has an Light maps are usually the same as an Ambient conditions. In this case, I use a near white color
Gavin Goulden
For more from this artist visit:
http://www.gavimage.com/
Or contact him at:
[email protected]
The aim of this 198 page eBook is to provide both an efficient and methodical approach to creating characters
that can encompass both organic and mechanical components and equip artists with the knowledge to learn
techniques used by industry professionals. The series provides an in depth account of creating a character from
the concept and base mesh stages through to the final detailing and high poly sculpt. It will as its subject adopt
the theme of an alien humanoid in battle dress, partly clad in armor and carrying weapons.
Original Author: 3DTotal.com Ltd | Platform: ZBrush | Format: DOWNLOAD ONLY PDF | Pages: 198
Images from 3ds Max + Vray version of this eBook
3DTOTAL.COM
Visit 3DTotal.com to see our full range of training products
This five part series will focus on the topic of setting up a variety of lighting rigs that reflect natural lighting at
different times of the day and manmade interior lighting. Each of the chapters will use the same base scene as
a starting point, and will show a step by step guide to finding a lighting and rendering solution that best reflects
the desired lighting situation. The tutorials will explain the type of lights used and how to set up the parameters
along with talking about the different methods of tackling the subject. The manipulation of textures may also be
covered in order to turn a daylight scene into night scene for example.
Original Author: 3DTotal.com Ltd | Original Scene by: Viktor Fretyán | Format: DOWNLOAD ONLY PDF
3DTOTAL.COM
Visit 3DTotal.com to see our full range of training products
Using 3ds Max and Photoshop this eBook teaches you how to create a fantasy scene inspired by real world
architecture, and how to correctly and effectively use reference photos of your chosen source of inspiration to
get stunning effects quickly and easily.
This eBook provides and instructs a great system to creating 3DStills in the quickest way whilst still getting great
results!
Original Author: 3DTotal.com Ltd | Platform: Suitable for all 3D software | Format: DOWNLOAD ONLY PDF
3DTOTAL.COM
Visit 3DTotal.com to see our full range of training products
The aim of this eBook is to show and explain how you might tackle rigging your 3D character for animation. The
six chapters within this eBook will give help and advice to novices and experts who are looking to build on their
rigging skills or approach rigging for the first time. The series gives a detailed step by step guide as to how to
approach rigging but also shows us how to tackle common problems and issues that regularly occur even in a
professional environment. The artists will be reflecting on working in the industry as well as talking us through
their individual approaches to creating the best rigs possible.
Original Author: 3DTotal.com Ltd | Platform: 3dsmax and Maya | Format: DOWNLOAD ONLY PDF
3DTOTAL.COM
Visit 3DTotal.com to see our full range of training products
This e-book provides a detailed account of building, texturing and lighting the interior of a Gothic Church based
upon a concept painting. The ebook is available in five different platforms. Chapter two however is dedicated to
creating a gargoyle in Zbrush – the focal point in our scene. Here the author will start by creating a rough body
form using ZSpheres and move through the numerous sculpting phases and modeling the details for each part
of the character, highlighting the various brushes and tools used throughout.
Original Author: 3DTotal.com Ltd | Platforms: 3ds max, Cinema 4d, LightWave, Maya and Modo.
Format: DOWNLOAD ONLY PDF | Pages: 47+