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.