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  1. 3D & Motion Graphics
  2. Maya

Creating a Realistic Teddy Bear in Maya—Part 2

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Final product imageFinal product imageFinal product image
What You'll Be Creating

1. Modeling Mouth and Nose

Step 1

Start Maya. Open the teddy bear file which was saved in the last part of the tutorial.

Start MayaStart MayaStart Maya
Start Maya

Step 2

In the front view, select the poly cone primitive in the shelf menu and draw it around the nose area as shown in the following image.

poly cone primitivepoly cone primitivepoly cone primitive
poly cone primitive

Step 3

Set the values of Subdivisions Axis to 12 and Subdivisions Height to 4.

SubdivisionsSubdivisionsSubdivisions
Subdivisions

Step 4

Being in the face selection mode, select the right half faces of the cone and delete them.

face selection modeface selection modeface selection mode
face selection mode

Step 5

Jump in the edge selection mode and select each alternate edge and delete all.

edge selection modeedge selection modeedge selection mode
edge selection mode

Step 6

With the half mesh selected, go to Edit > Duplicate Special and click on its option box. In the Duplicate Special Options window, turn on Instance radio button and set the Scale X value to -1.000. Click on Duplicate Special button.

Edit  Duplicate SpecialEdit  Duplicate SpecialEdit  Duplicate Special
Edit > Duplicate Special

Step 7

To adjust the shape of the mouth, jump in the side view. 

side viewside viewside view
side view

Step 8

Being in the vertex selection mode, edit and arrange the vertices of the nose mesh according to the reference image.

vertex selection modevertex selection modevertex selection mode
vertex selection mode

Step 9

Jump in the front view and arrange the vertices according to the front reference image.

front viewfront viewfront view
front view

Step 10

To add more details, insert three edge loops as shown in the following image.

insert three edge loopsinsert three edge loopsinsert three edge loops
insert three edge loops

Step 11

Adjust the vertices according to the side reference image.

Adjust the verticesAdjust the verticesAdjust the vertices
Adjust the vertices

Step 12

In this way, the mouth of the teddy bear is completed.

mouth of the teddy bearmouth of the teddy bearmouth of the teddy bear

Step 13

I have created one more poly cone shape and put it on the nose tip.

poly cone shapepoly cone shapepoly cone shape
poly cone shape

2. Ear Modeling

Step 1

To start creating the ear of the teddy bear, create a polygon cube shape mesh in the front view. Set the values of Subdivisions width to 2, Subdivisions Height to 1 and Subdivisions depth to 4.

Subdivisions Subdivisions Subdivisions
Subdivisions 

Step 2

Arrange the vertices of the ear model according to the reference image.

Arrange the vertices Arrange the vertices Arrange the vertices
Arrange the vertices 

Step 3

To add more details to the ear mesh, jump in the perspective view and adjust the vertices of the ear mesh as shown in the following image.

Jump in the perspective viewJump in the perspective viewJump in the perspective view
Jump in the perspective view

Step 4

For mirroring the right side ear, select the left side ear mesh and then press Ctrl-G key. Go to Edit > Duplicate Special Options box and follow the instructions as depicted in the following image. 

Ctrl-G keyCtrl-G keyCtrl-G key
Ctrl-G key

3. Eyes Modeling

Step 1

To begin with eye modeling, jump in the front view and create a sphere around the eye area as shown in the following image.  

create a spherecreate a spherecreate a sphere
create a sphere

Step 2

Make a duplicate copy of the eye ball for the opposite side. 

Make a duplicate copy of the eye ballMake a duplicate copy of the eye ballMake a duplicate copy of the eye ball
Make a duplicate copy of the eye ball

Step 3

In this way, the base body model is completed. Now it’s time to unwrap and texture the model.

the base body model is completedthe base body model is completedthe base body model is completed
the base body model is completed

4. Unwrapping Body Mesh

Step 1

First of all, you need to unfold and flatten the body mesh UVs for applying the proper and un-stretched texture map for fur placement. With the body mesh selected, go to Edit UVs > UV Texture Editor command to open the UV Texture Editor window.

UV Texture EditorUV Texture EditorUV Texture Editor
UV Texture Editor

Step 2

In the UV Texture Editor window, you can see the UVs are in a zigzag shape.

UV Texture EditorUV Texture EditorUV Texture Editor
UV Texture Editor

5. Creating Shells

Step 1

With the both leg edge loops selected, go to Edit UVs > Cut UV Edges command to divide UVs shell.

Edit UVs  Cut UV EdgesEdit UVs  Cut UV EdgesEdit UVs  Cut UV Edges
Edit UVs > Cut UV Edges

Step 2

You can see the created shells for applying planar projection mapping. Click on Display of Border Texture button in the UV Texture Editor window.

Display of Border Texture Display of Border Texture Display of Border Texture
Display of Border Texture 

Step 3

After clicking on Display of Border Texture button, you can see slightly thicker border edges as shown in the following image.

Display of Border Texture Display of Border Texture Display of Border Texture
Display of Border Texture 

Step 4

With the nose mesh selected, go to Show menu in panel menu bar and turn on View Selected option to isolate the selected mesh. 

View SelectedView SelectedView Selected
View Selected

Step 5

With the center edge loop selected, go to Edit UVs > Cut UV Edges command.

Edit UVs  Cut UV EdgesEdit UVs  Cut UV EdgesEdit UVs  Cut UV Edges
Edit UVs > Cut UV Edges

Step 6

In this way, this has been divided in two parts for left and light projection. 

left and light projectionleft and light projectionleft and light projection
left and light projection

6. Applying Planar Maps

Step 1

For applying planar projection map, select any of the faces of the torso and then go to Select > Select Shell command.

Select  Select Shell Select  Select Shell Select  Select Shell
Select > Select Shell 

Step 2

The Select Shell command selects all shells of the torso.

Select Shell commandSelect Shell commandSelect Shell command
Select Shell command

Step 3

With the torso shells selected, go to Create UVs > Planar Mapping option box.

Create UVs  Planar Mapping Create UVs  Planar Mapping Create UVs  Planar Mapping
Create UVs > Planar Mapping 

Step 4

In the Planar Mapping Options window, turn on Fit projection to Best plane radio button and then click on Apply button to apply planar map command.

Planar Mapping Options Planar Mapping Options Planar Mapping Options
Planar Mapping Options 

Step 5

After using Planar Mapping command, move and rotate the UVs shape inside the UV Texture Editor window as shown in the following image.

UV Texture Editor UV Texture Editor UV Texture Editor
UV Texture Editor 

Step 6

With the unwrapped UVs shell selected, move it outside of the layout area.

layout arealayout arealayout area
layout area

Step 7

For applying planar projection map to the back side of the torso, select any of the back faces and then go to Select > Select Shell command.

Select  Select ShellSelect  Select ShellSelect  Select Shell
Select > Select Shell

Step 8

In this way, the front and back sides UVs are unwrapped as shown in the following image.

Unwrapped facesUnwrapped facesUnwrapped faces
Unwrapped faces

Step 9

For unfolding and relaxing UVs properly, make a right click on UVs inside the UV Texture Editor and select UV component as shown in the following image.

UV Texture EditorUV Texture EditorUV Texture Editor
UV Texture Editor

Step 10

With one UV shell selected, go to Tool menu in UV Texture Editor and then select Smooth UV Tool.

Smooth UV ToolSmooth UV ToolSmooth UV Tool
Smooth UV Tool

Step 11

Click on Unfold and Relax boxes as shown in the following image. 

Unfold and RelaxUnfold and RelaxUnfold and Relax
Unfold and Relax

Step 12

With the same UV shell selected, go to Polygon menu inside UV Texture Editor and then click on Relax option box to open Relax UVs Options setting window. 

In the Relax UVs Options setting window, turn on Pin UV border and set the Maximum Iterations value as 1. Click on Apply button.

Maximum IterationsMaximum IterationsMaximum Iterations
Maximum Iterations

Step 13

In this way, the torso UV shapes are unfolded and relaxed.

UV shapes are unfolded and relaxedUV shapes are unfolded and relaxedUV shapes are unfolded and relaxed
UV shapes are unfolded and relaxed

Step 14

Following the same procedure, select the leg face shell and apply planar map. 

apply planar mapapply planar mapapply planar map
apply planar map

Step 15

After applying the planar map on both legs, the upper and bottom shells look like this.

upper and bottom shellsupper and bottom shellsupper and bottom shells
upper and bottom shells

Step 16

Use Smooth UV tool and Relax command on legs UVs as shown in the following image.

Smooth UV tool and Relax commandSmooth UV tool and Relax commandSmooth UV tool and Relax command

Step 17

Finally, arrange the UV layout of all body parts as shown in the following image.

arrange the UV layoutarrange the UV layoutarrange the UV layout
arrange the UV layout

7. Unwrapping Mouth

Step 1

Apply planar map on half selected shell of mouth mesh and arrange the UVs.

Apply planar mapApply planar mapApply planar map
Apply planar map

Step 2

In this way, the complete UVs of nose mesh unwrapped and relaxed in the UV Texture Editor as shown in the following image.

UV Texture EditorUV Texture EditorUV Texture Editor
UV Texture Editor

8. Unwrapping Ears and Nose 

Step 1

Following the previous techniques, unwrap the ear mesh UVs also.

Unwrap the ear meshUnwrap the ear meshUnwrap the ear mesh
Unwrap the ear mesh

Step 2

Unwrap the nose tip mesh UVs as shown in the following image.

Unwrap the nose tipUnwrap the nose tipUnwrap the nose tip
Unwrap the nose tip

Step 3

In this way, all body parts of the teddy bear mesh have been unwrapped properly. 

All parts unwrappedAll parts unwrappedAll parts unwrapped
All parts unwrapped

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