# Creating a Super Girl Character: Part 3

## 1. Sculpting Hands

### Step 1

Start Z Brush and open the file which was saved in the last part of the tutorial. Insert a cube from Subtool > Insert, and place and scale to the palm’s position as shown in the following image.

### Step 2

Hold Shift key to smooth the edges.

### Step 3

Go to Geometry and click on DynaMesh with Resolution as 64 to fix the uneven topology.

### Step 4

Insert another cube as the index finger as shown in the following image.

### Step 5

Repeat Step 4 for middle, ring and pinky finger.

### Step 6

Back to index finger and press Ctrl-D to subdivide. Then hold Ctrl button, draw a box to mask the distal phalanx (fingertip segment) as shown in the following image.

### Step 7

Hold Ctrl and click on the canvas out of the model to reverse the mask.

### Step 8

Press E for rotate tool. Hold Alt button and move the pivot to finger’s joint position, then rotate a little downward at Z axis. This step is to help you to determine the finger’s segments more clearly.

### Step 9

Repeat Step 6-8 for middle phalanx.

### Step 10

Delete lower subdivision from Geometry > Del Lower. Go to Geometry and click on DynaMesh at Resolution as 128.

### Step 11

Use Move brush (B-M-V) and Pinch brush (B-P-i) to shape the finger.

### Step 12

Duplicate the index finger, then place and scale to middle, ring and pinky finger.

### Step 13

Insert a cube, place and scale to thumb’s position.

### Step 14

Go to Geometry and click on DynaMesh at Resolution as 128, then hold Shift button to smooth the edges.

### Step 15

Use Move brush (B-M-V) and Pinch brush (B-P-i) to shape the thumb.

### Step 16

Merge all hand meshes into one.

### Step 17

Go to Geometry and click on DynaMesh at Resolution as 176.

### Step 18

Go to PolyGroups > Auto Groups.

### Step 19

Hold Shift button to smooth the surface.

### Step 20

Continue shaping the hand with Move brush (B-M-V) and ClayBuildUp brush (B-C-B).

### Step 21

Use DamStandard brush (B-D-S) to sculpt out the joint line, ClayBuildUp brush (B-C-B) to sculpt the structure of palm.

### Step 22

Duplicate and mirror the hand to the opposite side then merge them together. That completes the sculpting.

## 2. Setting Up in Maya

### Step 1

Before moving to Maya, you need to export the meshes for re-topology. You should have four meshes which are body, ears, eyeballs and hands. You may rename the meshes by clicking Rename.

### Step 2

Check all the meshes, if they have subdivision level, reduce to the lowest subdivision by pressing Shift-D. This is to prevent laggy when you import the meshes to Maya.

### Step 3

From the right hand side, export your model one by one in Obj file format by clicking the Export.

### Step 4

Before getting start, you'll need to set a project. Open Maya > File > Project Window.

### Step 5

Create a New_Project file as shown in the following image.

### Step 6

Go to Windows menu and click on Outliner to open it. Alternatively, you can click on its icon as shown in the following image.

### Step 7

Go to Display > Heads Up Display > Poly Count. This is to show the poly count of your objects, by default, it will appear on left in your scene.

### Step 8

Go to File > Import to import all the obj files which you exported from Z Brush just now. (You can only import one by one in Maya).

### Step 9

If you found the model is not one object, select the body parts and go to Mesh > Combine. Repeat this step for the head as well.

### Step 10

Double-click the object in Outliner to rename it.

### Step 11

With all meshes selected, go to Edit > Group to group them together. Alternatively, press Ctrl-G.

### Step 12

When you move closer, you'll see that the model is not smooth but jagged.

### Step 13

With the model selected, go to Mesh Display > Soften Edge. Do the same for other meshes too.

### Step 14

For more convenient, create a shortcut by clicking the small icon from Shelf Tabs > New Shelf.

### Step 15

Enter the shelf’s name, then press OK.

### Step 16

Now you'll have an empty shelf tab.

### Step 17

By holding Shift-Ctrl, click on the tool that you want to add as shortcut. (E.g.: soften edge, combine, smooth…)

### Step 18

Turn on anti-aliasing for smoother view.

### Step 19

Since the model is not on top of the grid, press W for move tool, select the group and move upward at Y-axis. Ensure the feet are on the grid.

### Step 20

Select the perspective camera from Outliner (named persp), set the focal length to 88, this number is the closest focal length to human eyes.

### Step 21

What you imported from Z Brush are very small. You need to scale the model to 1:1 ratio compare to the real life ratio. Let say, this character is 165cm, create a cube as a guide from Create > Polygon Primitives > Cube.

### Step 22

Expand polyCube1, change the Height number to 165. (In Maya, 1 = 1cm by default)

### Step 23

Select the cube, hold D (for changing pivot) and V (for snapping to vertex), move the pivot to the bottom of the cube.

### Step 24

Move the cube upward and snap it to the grid by holding X.

### Step 25

Select the model’s group, move the pivot to the centre of the grid, press R (for scale tool) then scale bigger as the cube’s height.

### Step 26

Delete the cube. With the group selected, go to Modify > Freeze Transformations.

## Conclusion

In this tutorial you have completed the setting up in Maya. In the next tutorial, I'll be working on the head re-topology.