Maya Character modeling tutorial, part 1 – The Body


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A short tutorial on how to model a character in Maya, that will be properly topologized and suitable for animation. (updated version)

When I begin my model in Maya, I start with 3 cylinder – 1 each for the arm, body, and leg.

The subdivisions for each cylinder play an important role: the body has 12 axis subdivisions, the leg has 8, and the arm has 6.

I’m James Taylor – I’ve worked on million-selling video games like Mortal Kombat and NBA Ballers; I’ve been a web designer, a cel animator, a visual effects artist, and everything in between. Currently I am a professor working in the Chicago area. This channel showcases the techniques I use in my professional work.

Keep up with me on FB : www.facebook.com/methodjtv/

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20 responses to “Maya Character modeling tutorial, part 1 – The Body”

  1. Wow, I'm trying to keep up step by step, you are inhumanely fast. I've thought about trying to somehow make your guide play in slow mo… it's insane how quick you are. It's very hard to keep up for a noob, but an amazing finished product so I'm going to keep trying until I can do all of your steps

  2. Haii.., James,
    I got a tiny problems with my Maya 2014 software.When selecting objects the selection Bounting border(or Box) is missing. So it's hard for me to select vertex's.So could you help me out ….

  3. I'm starting a class for this next year, and I want to practice beforehand. So basically I'm a noob.My question is, how do you get the reference photos? I've got maya 2017. I can pretty much figure the rest out, but it didn't show you adding the pictures and that's the part I need. Thanks ^^

  4. Wow! I've been struggling in my 3D modeling class for my modeling character assignment, for I wasn't understanding the tutorial my teacher had gave us. But watching this it makes so much sense in a way i understand! Thank you sooooo much!! This is a great help! ๐Ÿ™‚

  5. So, kind of basic question, but when I duplicate special in the case of the arms and legs, then select the a face from the original, my duplicate special selects the wrong face. For instance, selecting a face on the front of my original selects a face on the back of the arm on my duplicate. Any fix for this?

  6. great article, it makes a lot of sense and I like your version better. That being said, isn't the standard for the industry the t pose? So if someone was to follow your suggestion for the relaxed/natural pose in the standard pipeline, how much resistance would they face, or for that matter-how much resistance have you faced from riggers?
    I still love your tutorial and have recently become a subscriber, but it seems it goes against the industry standard practice.

  7. Great tutorials, man- but I have a question. Why are you using models with arms down instead of the standard T-pose normally used for animation? Is there a difference when it comes to rigging in this pose?

  8. Hello James Taylor. For modeling the first arm at the start of the tutorial, what did you use to add additional segments to create the shoulder? I'm currently trying to do this, with no success at all ๐Ÿ™

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