Release date:2020, April 8

Author:Nalini Kanta Jena

Skill level:Beginner

Language:English

Exercise files:Yes

I will start the course with Maya basics in case you have never used Maya before. Then I will model the character in Maya. After that I will unwrap UVs in Maya and then I will Switch to Substance painter and texture the character there. Then I will export textures into Maya and setup Lights, material and texture there. Then I will rig the character and then I will animate the character and create a walk cycle. After that I will work on the cloth so I will use ncloth for both the cloth and the hair simulation. at the end we are gonna render the animation sequence using Arnold.

Course Goal : At the end of this course, you will be able to Model, Texture, Rig, Animate, Simulate Cloth and Hair and Render Cartoon characters using Maya and Substance Painter.

Key Topics : In this course, you will be learning:

Character Modeling in Maya UV Unwrapping in Maya Texturing in Substance Painter Rigging Walk Cycle Animation Creating Cloth and Hair Using ncloth Rendering Animation

01. Introduction 001 – Introduction 002 – What are in project files folder

02. Maya Basics 003 – User inteface overview 004 – Viewpot navigation 005 – Creating objects 006 – Saving and opening files 007 – Selecting objects and components 008 – Using move rotate and scale tool 009 – Using layers 010 – Soft selection and symmetry 011 – Hide and show objects 012 – Intro to outliner 013 – Using pivot point 014 – Group objects 015 – Using marking menu 016 – Using hotbox and wrap up

03. Character modeling in Maya 017 – Creating a project folder 018 – Reference image setup in maya 019 – Block out the torso 020 – Block out the arm 021 – Block out the leg 022 – Block out the hand 023 – Define the hand 024 – Block out the face eye topology 025 – Block out the face mouth topology 026 – Block out the face head topology 027 – Modeling the ear 028 – Modeling the nose 029 – Modeling mouth bag 030 – Adjusting the head with even polygons 031 – Conecting the head with body 032 – Modeling gum part001 033 – Modeling gum part002 034 – Modeling teeth 035 – Modeling tounge 036 – Blocking the foot 037 – Defining the lip 038 – Defining the nose 039 – Defining the eye 040 – Defining the head 041 – Defining the body 042 – Correcting the pose for rigging 043 – Mirroring the character 044 – Mirroring the eye 045 – Modeling the t-shirt 046 – Modeling the pant 047 – Blocking the shoe 048 – Creating curves for hair part001 049 – Creating curves for hair part002 050 – Creating curves for hair part003 051 – Generating geometry from curves part001 052 – Generating geometry from curves part002 053 – Adjusting hair clumps 054 – Converting hair into polygons 055 – Making the eyebrows 056 – Creating the hair filler 057 – Final check

04. UV Unwrapping in Maya 059 – Uv unwrapping basics 060 – Unwrapping shirt Uvs 061 – Unwrapping pant Uvs 062 – Unwrapping the head Uvs 063 – Unwrapping the torso Uvs 064 – Unwrapping the hand Uvs 065 – Unwrapping the leg Uvs 066 – Unwrapping the eye Uvs 067 – Unwrapping the hair Uvs 068 – Unwrapping mouth Uvs 069 – Packing Uvs for the cloth texture 070 – Packing Uvs for the body texture 071 – Packing Uvs for the mouth texture 072 – Packing Uvs for the eye texture 073 – Packing Uvs for the hair texture 074 – Clean up and exporting the model

05. Character Texturing in Substance Painter 075 – Creating a project 076 – Interface overview 077 – Navigating viewport 078 – Adding base skin-color 079 – Adding base color 080 – Adding base skin color 081 – Adding skin flaws 082 – Eye texturing 083 – T shirt texturing 084 – Pant texturing 085 – Socks texturing 086 – Shoe texturing 087 – Adding dirt to the shoes 088 – Mouth texturing 089 – Hair texture painting 090 – Hair alpha painting 091 – Final touch on texturing 092 – Rendering in substance painter 093 – Exporting textures from substance painter 094 – Import and assign textures in maya 095 – Rendering setup using arnold

06. Character Rigging in Maya 096 – Organising the scene for rigging 097 – Creating leg joints 098 – Mirroring leg joints 099 – Creating spine joints 100 – Creating the head joints 101 – Creating arm joints 102 – Binding skin with the joints 103 – Fixing skin deformation on leg 104 – Fixing skin deformation on hand 105 – Fixing skin deformation on head 106 – Creating global control 107 – Creating torso controls 108 – Fixing torso skin deformation 109 – Creating head controls 110 – Creating eye controls 111 – Creating clavicle and wrist controls 112 – Elbow and knee control 113 – Creating foot Ik groups 114 – Creating the foot control with costum attributes 115 – Creating foot roll and toe roll 116 – Creating finger costume attributes 117 – Creating an eye close blendshape 118 – Creating-a smile blendshape 119 – Creating a surprise blendshape 120 – Connecting control curves with blendshapes 121 – Final tweak to all the controlers

07. Character Animation in Maya 122 – Animation basics 123 – Correcting the rig for animation 124 – Creating the contact pose 125 – Creating the middle contact pose 126 – Creating the down pose 127 – Creating the passing pose 128 – Creating the peak point pose 129 – Fine tuning the animation using graph editor 130 – Making the animation cycle

08. Cloth adn Hair Simulation 131 – Making a highpoly version of the pant 132 – Making the low poly pant a ncloth 133 – Transforing the ncloth simulation to the high poly 134 – Making a highpoly version of the Tshirt 135 – Making the low poly shirt a ncloth 136 – Transforing the ncloth simulation to the high poly 137 – Simulating hair with ncloth part01 138 – Simulating hair with ncloth par-02 139 – Transforing hair simulation to high poly 140 – Creating a clean scene with cache data

09. Rendering 141 – Setting up a backdrop and camera 142 – Adjusting render settings to get good quality 143 – Rendering sequence images

10. Conclusion 144 – Conclusion

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