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  1. 3D & Motion Graphics
  2. Maya
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Creating Hulk Using Maya and ZBrush: Part 6

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Difficulty:IntermediateLength:MediumLanguages:
Final product image
What You'll Be Creating

1. Creating Edge Loops to Add Details

Step 1

Start Maya. Open the file which was saved in the previous part of the tutorial.

Start Maya
Start Maya

Step 2

To add more details, insert two edge loops around the upper arm as shown in the following image.

Insert edge loops
Insert edge loops

Step 3

Extrude and scale down the border edges of the eye inwards for proper thickness of the eye outline.

Extrude and scale down
Extrude and scale down

Step 4

Insert two more edge loops to add details in chest and back parts as shown in the following image.

Insert two more edge loops
Insert two more edge loops

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.

Press F11 key
Press F11 key

Step 2

With the required faces selected, go to Edit Mesh > Duplicate Face and click on its option box.

Edit Mesh  Duplicate Face
Edit Mesh > Duplicate Face

Step 3

It opens the Duplicate Face Options window. With the Separate duplicate faces check box turned on, click on Duplicate button.

Duplicate Face Options
Duplicate Face Options

Step 4

After applying the Duplicate command, move the duplicate faces a little bit out in Z axis for offsetting the duplicate poly mesh.

Duplicate command
Duplicate command

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.

Delete faces
Delete faces

Step 6

Use Duplicate Special command to make a duplicate mirrored part of the body on the other side.

Duplicate Special command
Duplicate Special command

Step 7

Isolate the pants poly mesh.

Isolate the pant poly mesh
Isolate the pant poly mesh

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. 

Extrude border edges
Extrude border edges

Step 9

Adjust the front vertices of the mesh to make the proper shape of pants.

Adjust the front vertices
Adjust the front vertices

Step 10

To give the thickness around the waist line, select the indicated border faces in loop and apply Extrude command.

Apply Extrude command
Apply Extrude command

Step 11

To make the frontal pant seam, insert an edge loop as shown in the following image.

Insert an edge loop
Insert an edge loop

Step 12

Following the same way, insert two edge loops for side cloth seam cloth.

Insert two edge loops
Insert two edge loops

Step 13

Press F9 to jump in the vertex selection mode and adjust the vertices to add details in the pants' seams. 

Vertex selection mode
Vertex selection mode

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.

Face selection mode
Face selection mode

Step 15

With the deleted border edges selected, extrude once inwards as shown in the following image.

Delete border edges
Delete border edges

Step 16

With the indicated border faces selected, extrude once to add details to the seams.

Extrude border faces
Extrude border faces

Step 17

Fill the empty space between the faces by using Append Polygon command.

Append Polygon
Append Polygon

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.

Face selection mode
Face selection mode

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.

Assign Favorite Material  Lambert
Assign Favorite Material > Lambert

Step 3

The basic modeling of pant mesh is done. It solely depends upon your creativity how you model and tear the pants.

Torn pant
Torn pant

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.

Mesh  Combine
Mesh > Combine

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.

Edit  Delete by Type  History
Edit > Delete by Type > History 

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.

Edit Mesh  Merge
Edit Mesh > Merge

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.

Mesh  Combine
Mesh > Combine

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.

Edit Mesh  Merge
Edit Mesh > Merge

Step 6

In this way, the basic body modeling of hulk is completed.  

Basic body done
Basic body done

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.

Face selection mode
Face selection mode

Step 2

With the faces selected, go to Edit Mesh > Duplicate Face command and click on its option box. 

Edit Mesh  Duplicate Face
Edit Mesh > Duplicate Face

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. 

Separate duplicate faces
Separate duplicate faces 

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. 

Duplicate Face command
Duplicate Face command

Step 5

Now you can see the base of the hair mesh as a separate entity. 

Base hair mesh
Base hair mesh

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.  

Assign Favorite Material  Lambert
Assign Favorite Material > Lambert 

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.

Common Material Attributes
Common Material Attributes

Step 8

Select some random edges and extrude them to make hair strands as shown in the following image.

Select some random edges
Select some random edges

Step 9

Keep extruding and adjusting the vertices and edges to make the hair strands like something as shown in the following image.

Keep extruding and adjusting the vertices
Keep extruding and adjusting the vertices

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.

Select  Select Edge Loop Tool
Select > Select Edge Loop Tool

Step 11

With the hair border edge loop selected, apply Extrude command as shown in the following image.

Extrude command
Extrude command

Step 12

Select the indicated faces selected, extrude them to create hair mesh wrinkles. 

Create hair mesh wrinkles
Create hair mesh wrinkles

Step 13

Adjust the edges and vertices to make the hair strands properly.

Make the hair strands
Make the hair strands

Step 14

Following the same way, keep extruding the hair faces to make the partings of the hair.

Make the partings of the hair
Make the partings of the hair

Step 15

After adding details to the hair, it finally looks like this.

Final Hair
Final Hair

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.

Edit Mesh  UV Texture Editor
Edit Mesh > UV Texture Editor 

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.  

UV Texture Editor window
UV Texture Editor window

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.

File  Export Selection
File > Export Selection

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. 

Export All Options window
Export All Options window

Step 3

Rename the file as Hulk01 and click on Export All button.

Export All
Export All 

Step 4

Following the same way, export the hair and pant in OBJ format. 

Export Pant and Hair
Export Pant and Hair

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.  

Final
Final

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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