Tuesday, June 30, 2020

Creating Dragon Ball's Goku in Z Brush and Maya: Part 3

Final product image
What You'll Be Creating

1. Modelling Outfit in Maya

Step 1

Start Maya and open the file which was saved in the last part of the tutorial series. Create an iris for Goku. Create a cylinder and reduce the subdivision axis.

Step 2

Delete the unwanted faces. Go to Modify > Center Pivot and move the iris to the eye position. Then go to Modify > Freeze Transformation.

Step 3

Go to front view, press Ctrl-1 to isolate the selected object, hold D-X to snap the pivot point to the middle of grid.

Step 4

Press Ctrl-D to duplicate the iris, change the number of Scale X to -1 to mirror the iris to opposite side. Then freeze transformation again.

Step 5

Turn on Symmetry World X. Select the body mesh and make live. Use Quad Draw tool to create the clothes by adding the dot and faces like what we do for body re-topology.

Step 6

Turn off the Symmetry, as you can see Goku’s clothes is overlapping from left to right but not symmetry.

Step 7

Continue the modelling without Symmetry, overlap the faces first.

Step 8

Exit Quad Draw tool, deactivate the body mesh make live. Move the overlapped faces forward.

Step 9

Select all the faces, hold Shift and Right Mouse Button and then Extrude faces.

Step 10

Increase the number of Local Translate Z until it is not intersected with the body mesh.

Step 11

Delete the inner faces of the clothes.

Step 12

Create a torus as belt, reduce the number of Section Radius and Subdivisions Height.

Step 13

Adjust the clothes vertices to make it look like tied up with the belt.

Step 14

Extrude the bottom edges and adjust the shapes for the clothes.

Step 15

Repeat previous steps for the pants.

Step 16

Deactivate the body Make Live. Select all the faces and extrude like step 9-11 to prevent intersection.

Step 17

Select the bottom edge loop and Extrude.

Step 18

Insert some edge loops for the pants.

Step 19

Adjust the shapes and add divisions by using Multi Cut Tool for the pants.

Step 20

Create a plane as the shoe base, reduce the subdivisions number.

Step 21

Insert some edge loops and adjust the shapes.

Step 22

Extrude the border edge loop and move upward, adjust the shape according to shoes shapes.

Step 23

Extrude again and adjust the shape.

Step 24

With two edges selected, hold Shift and click with Right Mouse Button and select Bridge. Insert some edge loops in between the faces.

Step 25

Select the edge loop from the hole, hold Shift, Right Click and Fill Hole.

Step 26

Use Multi Cut Tool to connect the vertices. Then extrude the edges again to shape the shoes.

Step 27

Repeat step 3-4 to flip the shoes to the opposite side.

Step 28

Duplicate the body, delete all the faces except wrist part.

Step 29

Adjust the vertices to prevent intersection.

Step 30

Create a plane as the belt.

Step 31

Adjust the shape and duplicate to the opposite side. Do some adjustment so that it won’t look too symmetrical.

Step 32

Create a cube for belt knot. Add some subdivision and adjust the vertices.

Step 33

Create a cylinder as the tail. Reduce the number of subdivisions axis.

Step 34

Extrude the faces and adjust the shape into tails.

2. Unwrapping UVs

Step 1

Open the UV Editor under Windows > Modeling Editor. Select the body mesh, then click on Planar under Create tab.

Step 2

Select the edges from the bottom of neck, click on Cut under Cut and Sew tab.

Step 3

Cut out the eyes UV too.

Step 4

Select the ear edge loop, cut again the UV.

Step 5

Select the middle edges of the head and cut the UV.

Step 6

Select the head UV by holding Right Mouse Button in UV Editor and drag to UV shell.

Step 7

Click on Unfold to unwrap the UV.

Step 8

Repeat the previous steps for the other parts of body.

Step 9

Select all the UV shells, click on Get under Transform tab, then click on Set. This is to make sure all the UV has the same UV size. Then arrange the UVs into the UV space.

Step 10

You can click on Layout under Arrange and Layout tab to arrange the UVs automatically.

Step 11

Arrange the UVs side by side for easier to view.

Conclusion

In the next part of the tutorial series, I'll show you how to start baking the normal map and texturing.

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