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Creating Hulk Using Maya and ZBrush: Part 1

November 26, 2015 - Uncategorized

Final product image
What You’ll Be Creating

1. Modeling Torso

Step 1

Start Maya and load the reference images of our
character in the front and left views. To do that, first click on the View menu
in the panel view menu and then click on Image Plane and then click on the Import Image option. 

Go to the reference file location and load the
appropriate Hulk reference images for both the left and right profiles, which
have been provided with the tutorial.

Start Maya
Start Maya

Step 2

After importing the images in both the views, front and right,
it should look like the image shown below.

Load reference images
Load reference images

Step 3

In the
perspective view, create a cylinder poly primitive with Subdivision Axis as 8.

Make cylinder
Make cylinder

Step 4

In the front
view, go to Shading menu in the
panel menu bar and turn on X Ray
option to make the polygon object see-through.

X-Ray mode
X-Ray mode

Step 5

With the cube
object selected, do a secondary-click on it and choose the Vertex command—alternatively you can press the F9 key. 

This action will bring
you into the vertex component mode. Then, with the Move tool selected or
by pressing the W key on the keyboard to activate the Move tool, adjust
the vertices of the cylinder according to the image reference and as shown in
the following image.

Vertex mode
Vertex mode

Step 6

Being in the
perspective view, press F11 key for
face selection mode and then select half part of the cylinder. Go to Edit > Delete command to delete the selected faces. 

Delete half part
Delete half part

Step 7

Following
the same way, delete the top and bottom faces also.

Delete cap faces
Delete cap faces

Step 8

I’ll create the mirrored torso part on the other side.
So, with the existing torso selected, go to the Edit menu and click on Duplicate
Special
option box.

Duplicate special
Duplicate special

Step 9

In the Duplicate Special Option window, turn
on Instance radio button. Keep the Scale
X
value as -1.00. Click on Duplicate Special
button to duplicate the selected half polygon mesh.

Duplicate special
Duplicate special

Step 10

Go to Edit Mesh > Insert Edge Loop Tool.

Edit Mesh  Insert Edge Loop Tool
Edit Mesh > Insert Edge Loop Tool

Step 11

Insert three
edge loops and edit the mesh according to the reference images. 

Insert edges
Insert edges

Step 12

With the
help of Insert Edge Loop Tool, insert two more edge loops vertically as shown in
the following image.

Insert Edge Loop Tool
Insert Edge Loop Tool

Step 13

You can see
the mesh in smooth display mode by pressing 3 on the keyboard.

Smooth shaded view
Smooth shaded view

Step 14

For better
deformation, insert two edge loops and edit it according to the reference
images.

Insert two edge loops
Insert two edge loops

Step 15

In this way,
the basic torso modeling is completed.

Basic torso
Basic torso 

Step 16

Insert two
more vertical edge loops in the front and back sides as shown in the following
image.

Two vertical edges
Two vertical edges

Step 17

Go to Edit Mesh > Append to Polygon Tool.

Edit Mesh  Append to Polygon Tool
Edit Mesh > Append to Polygon Tool

Step 18

With Append
to Polygon Tool
selected, first click on one edge and then click on its opposite
edge and then press Enter key to apply the command. It creates a bridge
polygon adjoining the two edges. 

Append to Polygon Tool
Append to Polygon Tool

Step 19

Go to Edit Mesh > Insert Edge Loop Tool and insert an edge on the appended
face.

Edit Mesh  Insert Edge Loop Tool
Edit Mesh > Insert Edge Loop Tool

Step 20

Being in the
vertex selection mode, arrange the bottom vertices in round shape as shown in
the following image. 

Vertex selection mode
Vertex selection mode

Step 21

Arrange the
vertices according to the reference images in front and side views. In this way,
the basic body torso is completed.

Arrange the vertices
Arrange the vertices

2. Modeling Leg

Step 1

To start
with leg modeling, create a cylinder polygon primitive with Subdivision Axis
as 8 and place it under thigh area as shown in the following image. 

Create a cylinder
Create a cylinder

Step 2

Arrange the
vertices of the cylinder polygon according to the reference images in both
front and right views.

Arrange the vertices
Arrange the vertices

Step 3

Insert an edge
loop around the knee area.

Insert an edge loop
Insert an edge loop

Step 4

Select and
delete the cap faces of the cylinder.

Delete cap faces
Delete cap faces

Step 5

To add more
details, insert several edge loops and arrange them according to the reference images.

Insert edge loops
Insert edge loops

3. Adjoining Torso and Leg

Step 1

With the
torso and leg polygon meshes selected, go to Mesh > Combine tool
to attach them together.  

Mesh  Combine
Mesh > Combine

Step 2

After
attaching torso and leg polygon meshes, you will see the symmetry gets
vanished. You need to apply symmetry again. So, with the poly mesh selected, go
to Edit > Duplicate Special command.

Edit  Duplicate Special command
Edit > Duplicate Special command

Step 3

Now, you
need to merge the open and corresponding vertices together. With two adjacent
and correspondence vertices selected together, go to Edit Mesh > Merge
command.

Edit Mesh  Merge
Edit Mesh > Merge

Step 4

Following
the same way, merge all open vertices together as shown in the following image.

Merge all vertices
Merge all vertices

4. Modeling Arm

Step 1

Create a
cylinder polygon mesh in the side view with Subdivision Axis as 8.

Create a cylinder
Create a cylinder

Step 2

Being in the
face selection mode, select and delete the cap faces of the cylinder from both
ends.

Delete cap faces
Delete cap faces

Step 3

Being in the
vertex selection mode, arrange the vertices of the cylinder according to the
reference images. 

Arrange the vertices
Arrange the vertices

Step 4

Select six
indicated faces around the arm joint area as shown in the following image. With
the faces selected, go to Edit Mesh > Extrude command to
extrude the selected faces. 

Edit Mesh  Extrude
Edit Mesh > Extrude

Step 5

Extrude the
faces and move them up as shown in the following image.

Extrude the faces
Extrude the faces

Step 6

Arrange the
vertices of the extruded faces according to the reference image in front view.

Arrange the vertices
Arrange the vertices

Step 7

To connect
the arm with the hand mesh, we need equal vertices. But the arm mesh has only
six vertices while the hand mesh has eight vertices.

Make equal vertices
Make equal vertices

Step 8

Therefore, insert
one edge loop to get eight vertices on arm area as shown in the following image.   

Make an edge loop
Make an edge loop

Step 9

Insert two
edge loops on the hand mesh to add more details.

Make extra edge loops
Make extra edge loops

Step 10

Merge
hand and arm meshes together just like leg and torso had been merged
previously.

Merge hand and arm
Merge hand and arm

Step 11

After
connecting the meshes together, adjust the vertices to match it according to the
hulk reference image. Press 3 key on
the keyboard for smooth shaded preview in the viewport. 

Smooth shade mode
Smooth shade mode

Conclusion

In this part of the tutorial, I showed you how to create the basic structure of the body. In the next part of the tutorial, I will show you how to make the complete hand and foot of the character.


Source: Photoshop | Tuts