I opened up the Maya to start modelling my character as I finished drawing 2D turnaround. I have not done any human character modelling before so this will be a very challenging and complicate step I ever had. I am also worried about putting rigs on the character and take seven universal facial expressions because everything is new to me. As everything is new, I have to research a lot to find the tutorial videos on YouTube to learn to model and rigging a human character and create seven facial expressions so I can follow along.
However, as I am on the modelling step, I will focus on modelling and worry about the other steps after I finished the modelling.
^ Figure 1: Placed the turnaround images in the place
As always, I placed each turnaround images in the right position, so I can follow the turnaround and modelling my designed character.
^ Figure 2: Create a cube and extrude
I watched the YouTube video and follow along. The first step as always, I have to do is to create a basic mesh to start. In the first place, before watching the video, I thought I need to model the face and head first, but I need to start with the body. Therefore, I started with the cube mesh, and change its size to fit the reference image.
^ Figure 3: Add edge loops
After I arrange the size and place of the cube, I added the edge loops to the cube to change as the shape of the reference images. I select the vertexes to create the body shape in all different viewpoints. The reason to check the mesh in all different perspective is to check the mesh looking alright because when I move vertex, face or edges, sometimes I accidentally move the different part, which makes ugly looking.
^ Figure 4: Select faces and extrude
When I thought I did enough control to the body, I moved on to the legs. I selected the faces of where the legs need to be, and extrude the faces.
^ Figure 5: Select faces and extrude again
After I extrude the faces, it was not extruded with flat faces. so I select the faces again and used the move tool to make it flat faces as showing in Figure 5.
^ Figure 6: Repeat the step again
I repeat the same step to the arms. I selected the face, extruded the faces and move bit of its shape to fit into the reference images.
^ Figure 7: Add edge loops on the legs and change the shape
As I finished to create the arms and legs, but they have not had the detail and flow like the reference images. Therefore, I started to add the edge loops to the legs and move the vertex of the legs to create that flow and shape of the legs on the reference images.
^ Figure 8: Add edge loops on the flat sides of the legs
I added the extra edge loops on the legs. This was to change the mesh from the boxy shape to a more rounded shape, which is more natural. After I added the extra edge loops, I move them to create the rounded shape legs.
^ Figure 9: Add edge loops on the knees parts
I also added the edge loops on the knees part as well. This is to model the knees and for the animation character.
^ Figure 10: Delete the edge loops
After I added the edge loops, I deleted the edge loops behind the knees because this is the part that needs to be folded. I used the target weld tool to connect the vertex and deleted the other useless edges.
^ Figure 11: Add more edge loops on the body
As I added the extra edge loops on the flat sides of the legs, I also added the edge loops as legs to change the arms from boxy to a rounded shape, and I repeat the steps I have done to the legs.
^ Figure 12: Add edge loops on the arms
After the change, the shape of the arms, add more extra edge loops on the arms to change the size and shape of the arms.
^ Figure 13: Arrange the shape of the arms
I was moved on to modelling the fingers, but I realised that the end of the arms are not in the right position, so I moved up the faces to the wrist.
^ Figure 14: Add more edge loops to the flat side of the arms
As I added the edge loops, I grab the vertex to change the volume of the mesh as reference images.
^ Figure 15: Extrude the face to create the finger
Now I moved on to the most difficult modelling part in the body. Firstly, I grab and extrude the face to create a finger. After extruding the face, I add one more edge loops middle of the finger and control the shape of the finger as much as I can so it will look more closely to the finger looking.
^ Figure 16: Finished to create finger
This is the overall look after modelling the finger.
^ Figure 17: Add edge loops on the elbows
As I did in Figure 9 and 10, I add the extra edge loops on the elbows.
^ Figure 18: Delete the useless edge loops
After I added the edge loops, I connected the vertex and deleted the useless edge loops, where will be the arms folding.
^ Figure 19: Multi-cut to create neck
I basically finished with modelling the arms, body and legs, now I started to model the final part of the body modelling, which is the neck. I was thinking to extrude the faces, but in the tutorial video from YouTube, she was added the multi-cut, so I added the multi-cut as a tutorial video.
^ Figure 20: Delete the faces
After I added the multi-cut, I arrange the position of its’ vertex to create a more rounded shape, then I deleted the faces.
^ Figure 21: Extrude the edges
From deleted the faces, I grab the edges and extrude the edges. Now, this is started to looking like the neck.
^ Figure 22: Add edge loops in the middle
However, I did not want to finish the modelling neck because that neck showing in Figure 21 is too stiff, therefore, I add extra edge loops middle of the neck to shape it more smooth.
^ Figure 23: Modelling the head
I finished with modelling the body, then this is time to modelling the head of the character, which is the most complicated and hardest modelling to me because I have not modelled the character head before. Therefore, I slowly follow the tutorial video. As the tutorial video did, I created new cube mesh, and smooth and position the head mesh as showing in Figure 23.
^ Figure 24: Scaling the size of the head
As I created the head mesh, I scaled up and down the head mesh to fit the reference images.
^ Figure 25: Create the shape of the head
I grab the vertex to shape the head mesh more detail and added the extra edge loops when I needed.
When I was finished working on the side view of the character, I have to move to other perspective views to find out and fix the mesh as reference images. I moved on to the front view and shape the head mesh again, and also when I was done with that as well, I moved to perspective view to checking all around the head.
^ Figure 27: Create eyes wholes
When I thought I was finished with modelling the head mesh, I moved on to modelling the eyes. First thing I have done was to research the tutorial video that I can look and reference the way to create the eyeballs and eyes wholes.
I found the tutorial video to follow and I started to modelling. The way I modelling the eyes wholes was to see the mesh from the side view and move the vertex to where the eyeballs need to be placed in. During the process, I add extra edge loops to create a more smooth shape. After I moved the vertex with a side view image, I moved to the front view to see is it also look similar in different viewpoints. As I thought, it was formed different shape when I look it with front view. Therefore, I started to move the vertex around with the front view image. I was not only looking at the front view. I changed my perspective as move the vertex, so I can check the mesh all different ways and helps me to position the vertex much better. After I was satisfied with the position and size of the eyes wholes, I deleted the faces so I can place the eyeballs.
^ Figure 28: Arrange the edge loops
During Figure 27 process, edge loops were a mess, so I moved them to clean the edge loops, and also add some extra edge loops between.
^ Figure 29: Add edge loops around the eyes wholes
As I was cleaning up the edge loops, I realised there is an example picture on the tutorial side. I found the slide and look it up to the image on the left side in Figure 29. By looking at this image, I remember that the face mesh needs to have those loops around each part to create facial expressions, which I have to do after modelling the character.
Therefore, as I was cleaning the edge loops, I also arrange the placement of the edge loops to create those connected things as the image showing on the left side of Figure 29.
^ Figure 30: Modelling the mouth
After I change the edge loops around the eyes, I moved on to modelling the mouth. I thought I just need to draw the mouth when I am texturing the character, but I actually need to model the mouth, therefore, I watched the tutorial video to see how they model the moth. I added the edge loops on the place where it needs to then extrude the faces inside of the mesh and I arrange the size of the extruded faces. I also added more extra edge loops to represent that w shape mouth as the reference image.
^ Figure 31: Arrange the edge loops
When I was finished and satisfied with mouth modelling, I also give it a ring faces around the mouth as I did in Figure 29 and follow the image from the tutorial slide.
^ Figure 32: Add extra edge loops
During Figure 31 process, I also add more edge loops around the mouth part to fill up the spaces.
^ Figure 33: Fix eyes wholes and place the eyeballs
I tried to place the eyeball to the place, but I had the problem. The problem I had was the size of the eyes wholes, therefore, I started to fix the position of the vertex to change the shape of the eye holes. I also extrude the edges bit inside to the eye holes so I can cover the place where eyeballs cannot cover. This also makes more smooth looking of eyes.
When I finished with placing the eyeballs, I cut the mesh into half, and I will mirror the mesh after to make the complete mesh.
^ Figure 34: Create a tail
As I finished with previous steps, I moved on to modelling the tail. I created a cube mesh and extrude its face to make the tail. I also changed the size and angle of the face as extruding the face. This was to model the tail as the reference image.
^ Figure 35: Give it volume
I also cut the tail in half so I can mirror the tail as well when I mirror the body mesh. I added extra edge loops on the flat sides of the tail and moved them out to make it more rounding shape, which was boxy tail before.
^ Figure 36: Modelling the ribbon
Again, I brought the cube mesh and started modelling the ribbon. I basically extrude the side face of the cube mesh. and changed its’ size and angle to fit in with the ribbon on the reference image.
^ Figure 37: Position the ribbon
When I was finished with creating the basic shape of the ribbon and wing, I placed it in the right position and started to add more detail.
I changed the angle and size of the wing. I added the edge loop on the bottom and extrude the face to create that ribbon tail. I moved the vertex to change a bit of its shape.
^ Figure 39: Add edge loops
I came back to the wing part and added edge loops to the top of the wing. This is where need to have the whole.
^ Figure 40: Cute the faces
Therefore, I cut the faces and it became like Figure 40. Now, I have an empty wing.
^ Figure 41: Extrude the edges and connect the vertex
I cannot leave this as empty inside, so I extrude the edges to fill the gaps. After I extruded the edges, I merge the vertex to make them as single mesh.
^ Figure 42: Position the ribbon with body mesh
During modelling the ribbon, I hidden the body mesh because it was made me confused when I was modelling the ribbon mesh. As I finished with modelling the ribbon mesh, I bring back the body mesh so I can place the ribbon in the right place. I changed its’ position and angle to put them in the closest place with the reference image.
^ Figure 43: Angle the line with body mesh
As you can see in Figure 43, the tail stays straight, which does not look right. Therefore, I add extra edge loops where I want to angle the tail, then change the angle of the tail, so it will drop down naturally with the body mesh.
^ Figure 44: Look of ribbon
After controlling the tail, I was looking at whole mesh, but the ribbon wing was not looking enough to me, so I started to give a few changes to the wing. I added more edge loops to the wing to give it more smooth and volume shape by pulling our the edges and vertex.
I was pretty much satisfaction with current modelling, except the eyes and face part because even how much I made a change, it does not look right to me, also I am not sure it will working well to take seven facial expressions, so I will go to ask the feedback to the tutor and give it change.
However, As I finished with modelling most of the body mesh, I am left with the ears, inside of mouth and hair modelling.
^ Figure 45: Modelling ear
I used the multi-cut tool to cut the faces and created special edge loops to modelling the ear. After multi-cut the faces, I grab the faces and extruded them. I have to watch carefully in all different perspective views to position the ear vertex in the place that looks right.
^ Figure 46: Modelling inside the mouth
As I have to take seven facial expressions, I thought I have to model the inside of the mouth as well if the character opens the mouth. Therefore, I started to model the inside of the mouth with the YouTube tutorial video.
^ Figure 47: Extrude the edges
Firstly, I deleted the face inside the mouth and extruded the edges. I also did change the size and angle of the edges as extruding them so I can shape them like the actual inside of the mouth.
^ Figure 48: Close the gab
When I reached the end, I used to append to polygon tool to connect them together. After I connected them, I selected some edges on the side and move their position. This was to make them wider and round look.
I added the tongue inside the mouth. This was easy processing. I just added a circle mesh, placed it inside the mouth and change its subdivision axis and height.
^ Figure 50: Creating hair
The last step I was left with was modelling the hair. I have not modelled the hair before as this was my first human modelling. I did some of the researches to found tutorial video, but I realised they used a bit of complicated process, which I thought I do not need to model with that complication steps, I decided to model the hair with base mesh.
I brought the cube mesh and started to shape it as hair by extruding the faces and change the angle and vertex. I tried to position and model it similar to the reference image as much as possible.
^ Figure 51: Extrude the faces
I extruded the faces more to cover the back head as well. I grab the vertex and faces to change the angle and position of the mesh, so it covers all head shape.
^ Figure 52: Extrude the edges and finish
When I was almost end of modelling the hair, I decided to extrude the edges rather than faces because I thought this way will be an easier way to control the mesh to cover the head.
I will keep this as a half until I receive the feedback from the tutor. This is because, through the tutor’s feedback and comment, I can fix the model and improve the model.
I said this before, this was my first time to modelling the human form character, so it was not easy compared to objects or creature modelling. However, I can solve out all the problems by doing various researches to found out the information. This was a much more complicated and difficult modelling, but it was also challenging and interesting experience to do. I still have the problem with the creating eyelids, eyeballs, faces and all other things, but it was a nice very interesting and challenging exercise.
- ARTV_Tutorials. (2016). Maya: Simple Character Part 01 - Modeling. Retrieved from https://www.youtube.com/watch?v=xzmg0grXHyE
- Bob Mcafee. (2016). Eva Green Head modeling in Maya 2016 14 Eyes, Teeth and Tongue. Retrieved from https://www.youtube.com/watch?v=bVr5YQLtaZ4
- Daniel Kreuter. (2017). 3D Anime Hair Modelling Tutorial - Blender (Commented Version). Retrieved from https://www.youtube.com/watch?v=QwUmjbhzm1M
- GGP_Animation. (2019). Autodesk Maya | Curve Warp Deformer for Toon Style Hair. Retrieved from https://www.youtube.com/watch?v=o1E3VtkkjCM
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