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maya 3d character modeling tutorial for beginners
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This tutorial is for begginers :) Our final character will have facial rig and will be fully rigged!
If you have any questions, please, ask in comments!
In the last part, we will rig the character and create custom animations.
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After creating a body in Makehuman and importing it to maya in the previous part of the tutorial, we have some materials issues. Let’s fix them. Because we will work in Arnold renderer, lets convert our materials for this renderer. In order to see the preview in Arnold correctly, we have to add Arnold lights, and they have to be strong. As we can see, there are still some problems. Let’s fix them by changing the skin material to AI standard surface. Before you change it, be sure to copy the path to the file with your textures- Also, lets add the skydome light, which will be the best for us right now. As we can see, the skin Is looking exactly as it should.
Let’s convert other materials to AI standard surface the same way. Copy the texture file, change to AI standard surface and paste the texture path.
So far, we changed the clothes and it working now as it should. We can see it is reflecting lots of light, in order to make it look nicer, lets change the spectacular to a low number.
Now, let’s fix the face materials – it will be more complicated. Apart of eyes, eyelashes and eyebrows don’t forget at the tong and teeth. Here, the texture is different because it contains transparent parts and Arnold cannot read them – in order to change that, you have to make the transparent part black and the rest white – so called Opacity map. Let’s start with eyes- we can see it contains just a small circle of transparent texture. We can fix it in for example Photoshop. We will just make the transparent part black and the rest white. Do not forget to keep the original texture, which will be still used for color. Now, change the eye material to standard surface, the same way how we did with the clothes. Go to geometry – opacity – and import the texture we just created in Photoshop. The last thing we need to do – transmissions – weight – and just put there number bigger than 0.
We will have to do the same for eyelashes and eyebrows. This time I used Premiere pro for creating Opacity map using lumetri color.
With mouth, as we can see, it is not necessary to create opacity map. Just change to AI like we did before.
Now, the materials are fixed.
In the last part of this tutorial, we will focus on growing hairs.
Let’s make our character a smaller, it will be easier.
Click on the head, face, and select the faces for the hair growing. Try to have it symmetric and it is always better to choose more of the faces than less. Now, go to XGEN – CREATE XGEN DECRIPTION and use this setting:
Now, you can start with hair growing using primitives (you have to have at least 2 in order to see the preview)
You can find plenty of videos on YT how to make hair growing. I won’t focus on that in this tutorial, especially when everybody need different haircut. But just plant a few primitives to show you how it works.
In the upcoming part, we will rig the character and animate it.
#maya #3dcharacter #autodesk
