1. Creating Edge Loops to Add Details
Step 1
Start Maya. Open the file which was saved in the previous part of the tutorial.

Step 2
To add more details, insert two edge loops around the upper arm as shown in the following image.
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Step 3
Extrude and scale down the border edges of the eye inwards for proper thickness of the eye outline.
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Step 4
Insert
two more edge loops to add details in chest and back parts as shown in the
following image.
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2. Creating Hulk's Pants
Step 1
To make the pants, press F11 key to jump in the face selection mode and select the indicated faces of thigh and hip as shown in the following image.
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Step 2
With the required faces selected, go to Edit Mesh > Duplicate Face and click on its option box.
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Step 3
It opens the Duplicate Face Options window. With the Separate duplicate faces check box turned on, click on Duplicate button.
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Step 4
After
applying the Duplicate command, move
the duplicate faces a little bit out in Z axis for offsetting the
duplicate poly mesh.
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Step 5
Jump in the face selection mode and select the half part of the body and the duplicated mesh. With the faces selected, press Delete button.
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Step 6
Use Duplicate Special command to make a duplicate mirrored part of the body on the other side.
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Step 7
Isolate the pants poly mesh.
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Step 8
With the upper border edges selected, extrude once as shown in the following image. Jump in vertex selection mode and adjust the vertices to make the waist line round.
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Step 9
Adjust the front vertices of the mesh to make the proper shape of pants.
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Step 10
To give the thickness around the waist line, select the indicated border faces in loop and apply Extrude command.
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Step 11
To make the frontal pant seam, insert an edge loop as shown in the following image.
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Step 12
Following the same way, insert two edge loops for side cloth seam cloth.
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Step 13
Press F9 to jump in the vertex selection mode and adjust the vertices to add details in the pants' seams.
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Step 14
To make the pocket of the pants, press F11 to jump in the face selection mode and select and delete the indicated faces of the pocket as shown in the following image.
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Step 15
With the deleted border edges selected, extrude once inwards as shown in the following image.
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Step 16
With
the indicated border faces selected, extrude once to add details to the seams.
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Step 17
Fill the empty space between the faces by using Append Polygon command.
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3. Making the Pant Torn
Step 1
To give the look of a torn pants, jump in the face selection mode and select and delete some faces around the side seams. Follow the same procedure wherever you want to tear the pant cloth.
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Step 2
Once the modeling of pant is done, select the pant and click the right mouse button. A fly out menu appears. Select Assign Favorite Material > Lambert command to apply the new material on the pant mesh.
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Step 3
The basic modeling of pant mesh is done. It solely depends upon your creativity how you model and tear the pants.
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4. Combining Left and Right Body Meshes
Step 1
It’s time to attach both sides’ body meshes together. With the both sides’ meshes selected, go to Mesh > Combine command to attach the selected meshes together.
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Step 2
With the body mesh selected, go to Edit > Delete by Type > History command to delete all edited history of the mesh. This process makes the file light and speeds up the calculation time.
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Step 3
The center border vertices of the body are still open, which you need to close by merging them together. Press F9 to jump in the vertex selection mode. With the center border vertices selected, go to Edit Mesh > Merge command to merge the selected vertices as shown in the following image.
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Step 4
Just like the body, it’s time to attach both sides’ pants meshes together also. With the both sides’ pants meshes selected, go to Mesh > Combine command to attach the selected meshes together.
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Step 5
The
center border vertices of the pants are still open, which you need to close by
merging them together. Press F9 to jump in the vertex selection mode.
With the center border vertices selected, go to Edit Mesh > Merge
command to merge the selected vertices as shown in the following image.
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Step 6
In
this way, the basic body modeling of hulk is completed.
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5. Creating Hair Mesh
Step 1
Press F11
key to jump into face selection mode. Select the indicated faces of the head as
shown in the following image.
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Step 2
With the faces selected, go to Edit Mesh > Duplicate Face command and click on its option box.
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Step 3
In the Duplicate Face Options window, turn on Separate duplicate faces check box. Click on Duplicate button to apply the command to the selected faces.
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Step 4
Duplicate Face command makes a separate mesh out of the selected mesh. The new mesh has a new transform gizmo. With the transform gizmo selected, drag it in Z axis for a little bit offset.
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Step 5
Now you can see the base of the hair mesh as a separate entity.
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Step 6
First
of all, apply a color shade to the hair mesh. With the hair mesh selected, do a
right-click on it. A fly out menu appears. Select Assign Favorite Material
> Lambert material shade.
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Step 7
Go to Material
Attribute panel and click on the Lambert Material tab. Open the Common Material Attributes drop down menu and select the black
color in the Color option.
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Step 8
Select
some random edges and extrude them to make hair strands as shown in the
following image.
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Step 9
Keep extruding and adjusting the vertices and edges to make the hair strands like something as shown in the following image.
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Step 10
Press F10
key for edge selection mode and select the border edge loop of the hair mesh.
With the border edge loop selected, go to Select
> Select Edge Loop Tool.
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Step 11
With the hair border edge loop selected, apply Extrude command as shown in the following image.
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Step 12
Select the indicated faces selected, extrude them to create hair mesh wrinkles.
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Step 13
Adjust the edges and vertices to make the hair strands properly.
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Step 14
Following
the same way, keep extruding the hair faces to make the partings of the hair.
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Step 15
After adding details to the hair, it finally looks like this.
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6. Unwrapping
Step 1
Before going to Z Brush for sculpting and texturing, the UV of the mesh needs to be unwrapped. So, with the body polygon mesh selected, go to Edit Mesh > UV Texture Editor as shown in the following image.
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Step 2
You can see the tangled UVs in the UV Texture Editor window. Generally you need to unwrap the UVs in Maya only before going to Z Brush. But in this tutorial, I'll show you a new technique to unwrap the UVs inside Z Brush.
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7. Exporting Mesh in OBJ Format
Step 1
Z Brush accepts OBJ file format. So, I need to convert the mesh in OBJ format. Therefore with the body polygon mesh selected, go to File > Export Selection and click on the option box.
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Step 2
It opens the Export All Options window. With the OBJexport file type selected, click on Export button as shown in the following image.
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Step 3
Rename the file as Hulk01 and click on Export All button.
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Step 4
Following the same way, export the hair and pant in OBJ format.
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Step 5
Now it’s time to work in Z Brush. Save the file in Maya so that it could be worked on later after coming back from Z Brush.
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Conclusion
In the next and final part of the series, I will show you how to do the detailed sculpting in Z Brush to make the final version of the Hulk.
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