
1. Modelling the Eyes
Step 1
Start Maya and open the file which was saved in the last part of the tutorial.
Create
a sphere from Create > Polygon Primitives > Sphere. Move and scale to
eyeball size. Use the ZBrush eyeball mesh as a guide.

Step 2
Rotate
the eyeball model to 90 degree at X axis. Then go to Modify > Freeze Transformation.

Step 3
Every time you make some changes to the object, it'll leave the histories which increase the file size and may sometimes cause problems. To avoid this, delete the history by pressing Shift-Alt-D.

Step 4
Duplicate
the eye mesh by pressing Ctrl-D. Hide (Ctrl-H) one of the eyeballs.

Step 5
Hold Shift with right mouse button and drag to Insert Edge Loop Tool options box.

Step 6
In the tool settings, choose Multiple edge loops, and change the number to 1.This will help you to insert edge loop equally between two edges.

Step 7
Insert
an edge loop for iris.

Step 8
Select
the iris faces, go to side view, hold D-V to snap the pivot to the end of
iris.

Step 9
Press
R for Scale tool, scale at Z-axis until the iris is flat.

Step 10
Back
to the perspective view, insert another edge loop for pupil as shown in the following image.

Step 11
Select
the pupil faces.

Step 12
Extrude
the faces and move inward.

Step 13
Back
to Insert Edge Loop Tool, choose Equal distance from edge.

Step 14
Insert edge loops for iris and pupil as bevel.

Step 15
Unhide
the eye that we duplicated in Step 4. The aim is to create this mesh as the cornea. Select
the faces similar with iris size.

Step 16
Move
the faces to front and scale smaller. (Press 4 for wire frame)

Step 17
Hold
Shift and insert edge loop.

Step 18
Select
the eyeball, scale a little smaller than the cornea as shown in the following image.

Step 19
With both eyeballs and cornea selected, go to Mesh > Combine. Press Shift-Alt-D to delete the history.

Step 20
Go
to front view, hold D and X keys to snap the pivot to the centre of the grid.

Step 21
Press Ctrl-D to duplicate the eye. Then flip to the opposite side by changing the number of Scale X to -1. Freeze the transformation.
Don't forget to rename the
meshes.

2. Re-topology of the Body
Step 1
Select
the head, duplicate by pressing Ctrl-D and then flip to opposite side in the same way as
the previous step.

Step 2
With both head meshes selected, go to Mesh > Combine. Then press Shift-Alt-D to delete
history.

Step 3
The
head mesh is only combined, but the edges in the middle are not attached
together. To display the border edges, go to Display > Polygons > Border
Edges.

Step 4
The
thicker edges are border edges. Go to front view, select the vertices.

Step 5
Hold
Shift key with right mouse button and then click on Merge Vertices.

Step 6
Turn back on Symmetry World X. Select the ZBrush body mesh and click on Make Live. Select the head mesh and click on Quad Draw Tool.

Step 7
Continue
re-topology from the neck. Create topology like the image below for clavicles.

Step 8
Create
a loop for arm.

Step 9
Create
topology for back as shown in the following image.

Step 10
Create topology like the image below for breasts.

Step 11
And
the topology for hips.

Step 12
Topology
for front.

Step 13
Topology
for knees.

Step 14
Topology
for ankle.

Step 15
For
the base of the feet, I'll make it into the shoe base later.

Step 16
For the shoulder, create a topology like the image below on the shoulder’s joint
position.

Step 17
Same
step for elbow.

Step 18
Hide the ZBrush body mesh. Select ZBrush hand model and click on Make Live. Continue with hand re-topology.

Step 19
Create
a loop for thumb as shown in the following image.

Step 20
Create
a loop for index finger.

Step 21
Follow the same
step for middle, ring and little fingers as well.

Step 22
Connect
the fingers together.

Step 23
Because
of fingers’ poly count is higher than wrist’s poly count, this topology helps to increase the edges to connect to fingers without affecting the
surface of hands.

Step 24
Topology
of back of hand.

Step 25
Create
the topology for the thumb’s joint.

Step 26
Do
the same topology for the other fingers.

Step 27
Delete
all the ZBrush meshes. Select the body model and click on Soften Edge. Now, you have
completed the topology part successfully.

Conclusion
In the next tutorial, I'll be working on the outfit modelling.
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