Learn a production workflow to creating 3D cartoon characters, look development, and a multitude of time-saving techniques for modeling, UV layout, texturing, and shader assembly. Contains over 7.5 hours of project-based training for artists learning the artistic processes of creating stylized cartoon characters as seen in animated feature films.
Lesson :

Introduction and project overview
In this lesson we will learn the topics and techniques included in the Creating Cartoon Characters in Maya training.
In this lesson we will learn the topics and techniques included in the Creating Cartoon Characters in Maya training.

Reference artwork / Blocking in the body
In this lesson we will combine NURBS geometry to create a base for the watchman's torso.
In this lesson we will combine NURBS geometry to create a base for the watchman's torso.

Adding a rough head shape
In this lesson we will build the watchman's head from primitive polygon geometry.
In this lesson we will build the watchman's head from primitive polygon geometry.

Constructing and placing the eye
In this lesson we will create the eye by modifying primitive NURBS geometry.
In this lesson we will create the eye by modifying primitive NURBS geometry.

Modeling the eye socket
In this lesson we will construct the eye socket from the existing head geometry.
In this lesson we will construct the eye socket from the existing head geometry.

Finishing the eye socket
In this lesson we will finish the eye socket and eye lids by adding resolution and shaping.
In this lesson we will finish the eye socket and eye lids by adding resolution and shaping.

Shaping the nose
In this lesson we will extrude out geometry for the nose of the watchman.
In this lesson we will extrude out geometry for the nose of the watchman.

Finishing the nose area
In this lesson we will add important details to the topology and shape of the nose.
In this lesson we will add important details to the topology and shape of the nose.

Adding topology for the mouth
In this lesson we will draw in edge loops for the mouth and begin to shape it.
In this lesson we will draw in edge loops for the mouth and begin to shape it.

Completing the mouth
In this lesson we will add resolution and refine the shape of the mouth.
In this lesson we will add resolution and refine the shape of the mouth.

Adding a chin with wrinkles
In this lesson we will use Extrude and the Split Polygon Tool to build the chin and associated wrinkles.
In this lesson we will use Extrude and the Split Polygon Tool to build the chin and associated wrinkles.

Modeling the ear
In this lesson we will build out the ear from the existing head geometry.
In this lesson we will build out the ear from the existing head geometry.

Working on brow / troubleshooting and finishing the head
In this lesson we will work on the brow and add wrinkles to the forehead.
In this lesson we will work on the brow and add wrinkles to the forehead.

Modeling the leg and pelvis
In this lesson we will build the leg and pelvis, adding detail like wrinkles behind the knee.
In this lesson we will build the leg and pelvis, adding detail like wrinkles behind the knee.

Building arm and shirt cuff
In this lesson we will reuse geometry we've built to create the shirt sleeve and cuff.
In this lesson we will reuse geometry we've built to create the shirt sleeve and cuff.

Modeling a base for the hand
In this lesson we will combine multiple pieces of geometry to build a good base for the hand.
In this lesson we will combine multiple pieces of geometry to build a good base for the hand.

Building a finger
In this lesson we will build a finger from primitive geometry.
In this lesson we will build a finger from primitive geometry.

Adding the fingers to the hand
In this lesson we will attach the fingers and thumb to the hand.
In this lesson we will attach the fingers and thumb to the hand.

Finishing the hand
In this lesson we will shape the hand and add fingernails.
In this lesson we will shape the hand and add fingernails.

Building a base for the shoe
In this lesson we will begin to build the dress shoes for the watchman character.
In this lesson we will begin to build the dress shoes for the watchman character.

Continuing to build the shoe
In this lesson we will add detail to the shoe and build the sock.
In this lesson we will add detail to the shoe and build the sock.

Adding the outer part of the shoe and laces
In this lesson we will build additional portions of the shoe and the laces.
In this lesson we will build additional portions of the shoe and the laces.

Adding a shoelace bow
In this lesson we will model a bow using primitive NURBS geometry and a NURBS extrude.
In this lesson we will model a bow using primitive NURBS geometry and a NURBS extrude.

Working on the body / attaching the arm
In this lesson we will modify the NURBS body and convert it to polygons.
In this lesson we will modify the NURBS body and convert it to polygons.

Finishing the body
In this lesson we will add thickness to the shirt add the arms to both sides.
In this lesson we will add thickness to the shirt add the arms to both sides.

Adding buttons and an undershirt
In this lesson we will add details to the watchman like the undershirt and buttons.
In this lesson we will add details to the watchman like the undershirt and buttons.

Modeling the moustache
In this lesson we will build the moustache by adding resolution to primitive geometry.
In this lesson we will build the moustache by adding resolution to primitive geometry.

Adding the eyebrows
In this lesson we will create the eyebrows for the watchman.
In this lesson we will create the eyebrows for the watchman.

Building the hair
In this lesson we will extract geometry from the head to create the watchman's hair.
In this lesson we will extract geometry from the head to create the watchman's hair.

Adding a watchman's cap
In this lesson we will modify primitive geometry to great the watchman's cap.
In this lesson we will modify primitive geometry to great the watchman's cap.

Adding a badge and belt
In this lesson we will use a variety of types of geometry to build the belt and badge.
In this lesson we will use a variety of types of geometry to build the belt and badge.

Adding keys and a keychain
In this lesson we will combine a number of pieces of geometry to create the keys and keychain.
In this lesson we will combine a number of pieces of geometry to create the keys and keychain.

Building a flashlight
In this lesson we will model a cartoon-style flashlight from primitive geometry.
In this lesson we will model a cartoon-style flashlight from primitive geometry.

Laying out the UVs on the head
In this lesson we will create a UV layout for the watchman's head.
In this lesson we will create a UV layout for the watchman's head.

Creating the head texture
In this lesson we will paint a texture for the head in Photoshop using a UV Snapshot.
In this lesson we will paint a texture for the head in Photoshop using a UV Snapshot.

Saving out maps for the head
In this lesson we will export color, specular, and bump maps from Photoshop.
In this lesson we will export color, specular, and bump maps from Photoshop.

Setting up the head shader
In this lesson we will use the textures we created to set up a material for the head.
In this lesson we will use the textures we created to set up a material for the head.

Laying out the UVs on the hair
In this lesson we will create a UV layout for the hair of the watchman.
In this lesson we will create a UV layout for the hair of the watchman.

Creating the hair texture
In this lesson we will take the hair UV layout into Photoshop and quickly create cartoon styled hair.
In this lesson we will take the hair UV layout into Photoshop and quickly create cartoon styled hair.

Setting up the hair shader
In this lesson we will use the hair texture to set up an appropriate material.
In this lesson we will use the hair texture to set up an appropriate material.

Creating the eye texture
In this lesson we will use photographs in Photoshop to build a texture map for the eyes.
In this lesson we will use photographs in Photoshop to build a texture map for the eyes.

Setting up the eye shaders
In this lesson we will set up an eye material including a projection for the specular highlight.
In this lesson we will set up an eye material including a projection for the specular highlight.

Setting up shaders for accessories
In this lesson we will create materials for the rest of the pieces of the watchman.
In this lesson we will create materials for the rest of the pieces of the watchman.

Finishing shaders for accessories
In this lesson we will create the shaders for the shoes, clothing and other components.
In this lesson we will create the shaders for the shoes, clothing and other components.

Conclusion
In this lesson we will review the work we've done on the watchman.
In this lesson we will review the work we've done on the watchman.

Bonus Lesson: adding sub-surface scattering
In this lesson we will add the facial textures in conjunction with a fast skin shader to create a subsurface effect.
In this lesson we will add the facial textures in conjunction with a fast skin shader to create a subsurface effect.
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