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Modeling Next-Gen Characters in Maya

Learn critical modeling techniques and a production workflow for creating clean topology, working within polygon restrictions, and building from reference art. Software required: Maya 2008 and up.

Justin Marshall - Pluralsight course - Modeling Next-Gen Characters in Maya
by Justin Marshall

What you'll learn

Learn critical modeling techniques and a production workflow for creating clean topology, working within polygon restrictions, and building from reference art. Contains over 5 hours of project-based training for artists learning the creative processes of modeling characters for next-generation games. Popular highlights include: Blocking-in Form; Primitive Modeling; Adding Muscle Definition; Modeling in Symmetry; Working within Polygon Budgets; Checking Silhouettes for Appeal; Critiquing Models with Paint-overs; Creating Efficient Geometry; Reducing Model Resolution Manually; Strategically Adding Detail; Creating the Illusion of Detail; Building to Reference Art; Checking Models at Multiple Scales; Creating Useful Topology; Simplifying Shapes; Working with Multiple Pieces; Extruding Geometry to Add Detail; Building Tubes and Pipes with Curves; Combining Vertices with Merge; Quickly Adding Geometry with Bridge Tool. Software required: Maya 2008 and up.

Table of contents

About the author

Justin Marshall - Pluralsight course - Modeling Next-Gen Characters in Maya
Justin Marshall

Justin thrives as a lead modeling author at Pluralsight. Growing up, Justin found a deep interest for the computer graphics industry after watching movies like Jurassic Park, Toy Story and The Abyss. His ambition would lead him to work at Sony Imageworks in Los Angeles on movies like Monster House and Surf's Up. Justin has also had numerous articles, tutorials and images published in 3D World and 3D Artist.

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