Modeling human character tutorial


#1

Up until now my work has involved around creating mechanical models. I would like to move towards character modeling but I haven’t had too much success locating tutorials that teach full character modeling. Most focus on modeling the head and stop at the neck. There are other tutorials which are just basic, and I mean basic characters that lack any detail.
I would like to find a proper tutorial where the entire body is modeled from the head down to the feet. If somebody can point me in that direction I would really appreciate hearing from you.

My skill level is strong with technical modeling but organic and character modeling is new for me. I use Maya and would like to focus on Maya at this time without having to include new software such as Blender or Zbrush simply because I don’t have the time to commit with my current job. I plan to do so down the road but at this time I would like to remain focused on Maya.

Thanks.


#2

Modeling is modeling and building characters is, fundamentally, no different than building machines, props, or sets.

For example, if you wanted to model a handgun then you’d identify each component piece and build them one by one until, eventually, you had the complete weapon.

When tackling a character, you’re going to do much the same thing. Identify the key muscle groups. Block them in as primitives to form a raw, reusable base. Boolean add them. Refine. Retopo. Of course, there are numerous other ways to create a human figure, but this has become one of the most common these days. Just by adjusting the blocked out muscle bits early on, you can build characters that are tall, short, fat, skinny, muscular, and so on.

I know that you’re not keen on adding Blender or ZBrush to the mix. Asking you to learn the entirety of ZBrush or Blender WOULD be trying on you given your limited time. You’re right. However, consider the alternatives and why you may want to reevaluate your position. Without doing any sculpting, you’ve one of three (major) options: box Modeling, CSG, poly by poly.

Box modeling effectively revolves around you starting off with a solid primitive such as a cube or sphere, extruding it out to proportion, and cutting in new loops to add detail along the way. It’s an effective and proven method. However, it’s also a bit dated. Very 2005. Sculpting is often the preferred method since it is A) much quicker and B) more natural since you’re using traditional art techniques.

CSG is, as you might guess, all about the booleans. It’s that blocking in phase that I discussed above. The downsides are that, while the blocking in part is super quick, you do might end up with ugly geometry that doesn’t animate all that well and the existing geo you do get might need lots of tweaking to keep it looking soft and organic. This is why sculpting and retopo have their place. You can take that raw base, refine and soften the detail to desired effect, and create new geometry that is properly looped and respects deformation.

The final alternative method is, perhaps, the oldest: poly-by-poly. It is exactly just the way it sounds. You’re going to create that character one poly, poly strip, or vertex at a time. This is the way things were done in the old days. Poly-by-poly works in so far as you being able to get the exact results that you want with all of the proper topology. However, and I speak from practical experience, it is a PAINFULLY slow method. Poly-by-poly was a perfectly acceptable method back when no model really exceeded 1k or 2k polys. However, it’s unreasonable to ask an artist to poly-by-poly model a character with 1M polys worth of detail. Time is money and nobody wants to wait that long, or risk insanity trying.

Again, nobody’s asking you to master ZBrush or the entirety of Blender. You don’t have the time. I get it. HOWEVER, what if you focused only the aspects that you required? Block in the raw form using deformed primitives such as spheres. Stick to just a tiny subset of brushes to refine the booleaned base. Export back out to Maya. That’s it.

Adding and deforming primitives is easy. If you can do that in Maya then you can surely do it in ZBrush or Blender.

As far as brushes go, ask yourself what you need to do. What are your core operations? What is the least you can get away with? To that I say, you want brushes that can: add volume, subtract volume, pinch/crease a surface, smooth a surface, & flatten a surface. Of course, there are MANY other cool operations that you can perform with specialized brushes. However, if you can master just those 5 basic brush operations then you’re on your way to crafting your next masterpiece.

Even if you just focus on that tiny subset of functionality, sculpting in Blender and ZBrush have one major advantage. You can work with dynamic detail. Blender has Dyntopo Mode. ZBrush has Sculptris Pro mode.

When you model with SDS, for example, those areas most in need of detail get it. However, because the SDS algorithm is applied uniformly, areas which don’t see noticeable changes to the surface still get added poly detail anyway. Imagine a cube where one side has lots of engraved detail and the other 5 sides are totally flat. It’s a monumental waste of memory to add more polys to those flat sides, right? That’s where uniform subdivision fails. It’s also why the dynamic topology of Dyntopo (Blender) and Sculptris Pro (ZBrush) kick butt. Sculpt without worrying (much) about your poly budget. Just add detail where you need it most.

If you need an animatable model, of course, you can retopologize your sculpt back in Maya. The point is, working with dynamic topology means that you can focus on creating art instead of managing the more technical aspects of creating a model. Retopology back in Maya is where you get technical, tracing a new, final poly mesh over the sculpt. This mesh resulting from retoplogy is the one you’ll UV, paint on, animate, and so forth.

Retopo and sculpt may add to the complexity of your pipeline, but they also significantly speed up the process as a whole while allowing you to add more physical/apparent detail without driving you crazy. Again, you REALLY don’t want to model a 500k or 5M character one poly at a time. There are much, much faster and more efficient ways.

As you might imagine, working with characters can go far beyond basic anatomy. At some point, you’re going to want to clothe your character or add in hair. There are dedicated apps and plugins for those operations that can make your job faster and more efficient. However, what method you choose all depends on how you’re going to use the model. Creating hair for a game requires different techniques than creating it for a movie. Similarly, the techniques you use to create clothing for a game and movie might overlap, but your technical concerns will be different and that might result in different levels of detail and approaches to animation.

Back to my original point, modeling a character is fundamentally no different than modeling a hard surface model. Work with references. Block out. Add detail incrementally. Prioritize your poly budget. The poly tools that you’re going to use are largely the same. I would only ask that you don’t dismiss ZBrush or Blender’s sculpt mode. You’re going to make you job a LOT harder if you ignore sculpting. Even if you only focus on the smallest number of brushes, you’re going to accomplish far more and in less time. Computers love vertices, edges, and polygons, but the human brain is more about volumes. Polygons are just a mathematical extraction. They’re a representative form. Digital sculpting is about workflow instead of representation. You’re “touching” in 3D. It’s more natural. It’s an extension of the play you first engaged in then the teacher handed you some clay as child. Sculpting is about making art. Polygons are about making the computer happy.

Character work in 2020 is more demanding than it was in 1995 or 2005. Like the old saying goes, always choose the right tool for the job. A wrench is good for working on your car, but you wouldn’t dare perform open heart surgery with it. It would then stand to reason that if sculpting makes a character artist’s job easier, using tools not designed to the task would only make it harder. Older methods have drawbacks and are more time consuming. Digital sculpting was introduced to allow you to apply the traditional art techniques you already know and learned as a kid.

Like I said, don’t master ZBrush or Blender if you don’t have the time. Instead, master just those very few features and brushes. That’s all you need to learn.


#3

I agree with Cookepuss. Working on 3d characters without Zbrush is pushing yourself 20 years back technically. If I’d be given only Maya, I’it would be hard for me to compete.
3d characters is a tough nut. It requires much more to know, and not only technically.
Technically it requires:
Organic modeling - Zbrush
Retopology - Topogun or a similar one
Clothes modeling - Marvelous or any similar cloth simulation program
Hair - depending on realtime or for rendering - both are comprehensive subjects. Some kind of a plugin

Knowledge of anatomy. Some basic garment sewing and tailoring knowledge.
It’s more demanding to concept design, and being a good artist, than modeling anything inorganic. When you model a car, it’s already existing. With characters, you have to come up with the idea from different sources, even if you have a concept design.

Preferrably, some basic skinning and rigging knowledge. As for characters, it’s much more important, as they will be animated, to the contrary to props. I believe, if someone didn’t test models himself for deformation and skinning, he\she doesn’t really know the topology.


#4

Hi.
Thanks for replying. I need to start by apologizing for the late reply. For some reason I did not receive an email about your reply. I’ll need to check my settings on cgtalk.

You are correct with what your shared and I agree. I suppose I didn’t reveal all the details for my decision to just rely on Maya for my modeling. I’ve been asked if I would consider modeling simple characters for some advertising companies which want to promote their products like soda and snacks etc.
I’ve seen numerous examples of characters (I’ve attached an example to illustrate) that are detailed but don’t go overboard.
I do intend to incorporate Zbrush and Blender in the near future but for now I want to use the time I have to keep it simple.

I have experience in modeling human heads but I’m still working on the hair generators. In the meantime I would like to improve my ability to take the head and ad the body. Connecting the neck to the body seems to be a challenge for me right now because of the geometry count. My personal preference in modeling a head is to create it by starting with the eyes and then shaping the rest of the face and completing the head. Box modeling the head just never felt comfortable for me. This brings me back to my initial question on how to best model a character. I would simply like to study a few examples on how to create the body using the geometry from the neck. I hope this makes sense to you?

I have no plans at this time to insert complex skeleton rigs but rather just enough to pose the models and to be able to change the clothing that may be required.

Thanks again.


#5

Hi Mister3d.

I wanted to say thanks for writing. My reply to Cookepuss was intended for you as well so I wanted to make sure you were included here.

Thanks again.


#6

That’s a nice character you’ve attached. It was published on Cgtalk around 10-15 years ago, but still looks good. I reminisce it as one of those distinguished works, it was on the Frontpage.
You seem to be worried about the polycount and connecting parts, but the form is what important 99% of the time with characters. Once it’s done, you can retopologize it, and get a perfect topology. For any further explanation, some screenshots of your endeavours would help.
I think for such characters you could create a typical body, and reuse it, with minor adjustments. I would create a very basic lowpoly mesh, so it has 5 fingers, and then work on in in Zbrush. After substantial adjustments of the forms, I would use dynamesh function in Zbrush to make the topology uniform for further sculpting.
Later I would use zremesher to create the final topology, or use Topogun for manual retopology.


#7

Hello.
Again, sorry for the delay in replying. My account on here is set to notify me of mail but it doesn’t seem to happen.

I would like to ask you a question if you’re familiar with character modeling. Once the model is complete, is there a method that I can apply to pose the model without a full rig?

Thanks


#8

One of the quickest ways to learn any modeling is to get your hands on actual models from 3d artist style your trying to mimic, look at the topology and replicate it . Do a sculpt on one pc monitor and have the 3d model from the artist on another so you can rotate it as you sculpt, then when you retopo, copy the topology from that 3d model you are referencing. All of your answers are in others work, I’ve applied this to learning photoshop, creating music etc. project files is where the ingredients are to making them, how you get there is the fun part on figuring out.

Never rely on photo references when you are starting out. First learn how a good model is suppose to look then start leaning how to do it on your own with others drawings , its kind of like removing the training wheels.


#9

I agree with you 100%. I’ve been a technical modeler for a few years now and simply want to include organic/human characters into my portfolio. Will it take time to model a clean character? Sure it will but I have the time and I’ve already started.

Thanks.