
1. Modelling Outfit in Maya
Step 1
Start Maya and open the file which was saved in the last part of the tutorial series. Create an iris for Goku. Create a cylinder and reduce the subdivision axis.

Step 2
Delete the unwanted faces. Go to Modify > Center
Pivot and move the iris to the eye position. Then go to Modify > Freeze
Transformation.

Step 3
Go to front view, press Ctrl-1 to isolate the selected
object, hold D-X to snap the pivot point to the middle of grid.

Step 4
Press Ctrl-D to duplicate the iris, change the number of
Scale X to -1 to mirror the iris to opposite side. Then freeze transformation
again.

Step 5
Turn on Symmetry World X. Select the body mesh and make live.
Use Quad Draw tool to create the clothes by adding the dot and faces like what
we do for body re-topology.

Step 6
Turn off the Symmetry, as you can
see Goku’s clothes is overlapping from left to right but not symmetry.

Step 7
Continue the modelling without Symmetry, overlap the
faces first.

Step 8
Exit Quad Draw tool, deactivate the body mesh make live. Move
the overlapped faces forward.

Step 9
Select all the faces, hold Shift and Right Mouse Button and then Extrude faces.

Step 10
Increase the number of Local Translate Z until it is not
intersected with the body mesh.

Step 11
Delete the inner faces of the clothes.

Step 12
Create a torus as belt, reduce the number of Section Radius
and Subdivisions Height.

Step 13
Adjust the clothes vertices to make it look like tied up with
the belt.

Step 14
Extrude the bottom edges and adjust the shapes for the
clothes.

Step 15
Repeat previous steps for the pants.

Step 16
Deactivate the body Make Live. Select all the faces and
extrude like step 9-11 to prevent intersection.

Step 17
Select the bottom edge loop and Extrude.

Step 18
Insert some edge loops for the pants.

Step 19
Adjust the shapes and add divisions by using Multi Cut Tool for
the pants.

Step 20
Create a plane as the shoe base, reduce the subdivisions
number.

Step 21
Insert some edge loops and adjust the shapes.

Step 22
Extrude the border edge loop and move upward, adjust the
shape according to shoes shapes.

Step 23
Extrude again and adjust the shape.

Step 24
With two edges selected, hold Shift and click with Right Mouse Button and select Bridge.
Insert some edge loops in between the faces.

Step 25
Select the edge loop from the hole, hold Shift, Right
Click and Fill Hole.

Step 26
Use Multi Cut Tool to connect the vertices. Then extrude the
edges again to shape the shoes.

Step 27
Repeat step 3-4 to flip the shoes to the opposite side.

Step 28
Duplicate the body, delete all the faces except wrist part.

Step 29
Adjust the vertices to prevent intersection.

Step 30
Create a plane as the belt.

Step 31
Adjust the shape and duplicate to the opposite side. Do some
adjustment so that it won’t look too symmetrical.

Step 32
Create a cube for belt knot. Add some subdivision and adjust
the vertices.

Step 33
Create a cylinder as the tail. Reduce the number of
subdivisions axis.

Step 34
Extrude the faces and adjust the shape into tails.

2. Unwrapping UVs
Step 1
Open the UV Editor under Windows > Modeling Editor. Select
the body mesh, then click on Planar under Create tab.

Step 2
Select the edges from the bottom of neck, click on Cut under
Cut and Sew tab.

Step 3
Cut out the eyes UV too.

Step 4
Select the ear edge loop, cut again the UV.

Step 5
Select the middle edges of the head and cut the UV.
Step 6
Select the head UV by holding Right Mouse Button in UV Editor
and drag to UV shell.

Step 7
Click on Unfold to unwrap the UV.

Step 8
Repeat the previous steps for the other parts of body.

Step 9
Select all the UV shells, click on Get under Transform tab,
then click on Set. This is to make sure all the UV has the same UV size. Then
arrange the UVs into the UV space.

Step 10
You can click on Layout under Arrange and Layout tab to arrange
the UVs automatically.

Step 11
Arrange the UVs side by side for easier to view.

Conclusion
In the next part of the tutorial series, I'll show you how to start baking the normal map and texturing.
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