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Maya Modeling: Body Blocking

By Jahirul Amin
Web: Open Site
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Date Added: 8th August 2013
Software used:
Maya

Step 3: Blocking the torso

Go into vertex mode and start pushing the points to roughly match the form of the torso from the naval to the line of the clavicles.

Next, use the Insert Edge Loop tool and add a loop just below the nipple line and then using the front, side and perspective views, move the vertices to sit nicely against the reference.

Select the face on the underside of the cube, use the Extrude tool to pull out the lower abdominal region and then extrude again for the pelvis region.

If you view the geometry from the inside, or hit F3 to smooth the model (I find this a great way to help reveal issues), you will notice some internal faces. This is not good so make sure to delete it.

Next, take the bottom outside edge and push it in to form the crotch region. Again, make sure to check all your pushing and pulling of points against the reference in every view.

1762_tid_fig_03.jpg
Extrude out the major forms of the torso

Step 4: Hips and Legs

To pull out the leg, select the bottom outside face as illustrated in the image and use the Extrude tool. Pull it downwards to the top of the patella and use the Scale tool to flatten off the face in the Y axis.

With that face still selected, perform another extrusion to the bottom of the patella followed by another to the ankle region and one more to the sole of the foot. Go in and rearrange all the points to better match the reference.

Next select the front face at the bottom of the leg and extrude outwards in the Z axis. Pull out to the ball of the foot and then perform another extrusion to the tip of the toes.

1762_tid_fig_05.jpg
Shaping the arms and adding twist to the forearm


Step 5: Shoulders and Arms

Select the face as illustrated in the image and once again use the Extrude tool to pull it out. This section will form the deltoid region.

Next select the underside face from that region and extrude downwards to the top of the elbow. Perform another extrusion and pull the resulting face down to the middle of the forearm.

To mimic the twisting of the muscles of the forearm, select the end face of the arm and rotate it around 45 degrees. Re-shape the geometry and then perform another extrusion to the base of the wrist. Rotate that face a further 45 degrees and again re-shape the area to better match your reference. A final extrude for the palm and we will leave the hand here for now.

Step 6: Neck and Head

Select the face at the top of the mesh and use the Extrude tool to pull out the neck, followed by another extrude to form the mass of the head. Then select the front face from the head and do one last extrude for the face.

Check for any internal faces and delete them if they exist and then make sure to use the front, side and perspective views to line up the model to the reference. Next time, we will break up the model, ready to work on each section individually.

1762_tid_fig_06.jpg
Pulling out the neck and head





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