1. Sculpting Hands
Start Z Brush and open the file which was saved in the last part of the tutorial. Insert a
cube from Subtool > Insert, and place and scale to the palm’s position as shown in the following image.
key to smooth the edges.
Go to Geometry and click on DynaMesh with Resolution as 64 to fix the uneven topology.
another cube as the index finger as shown in the following image.
4 for middle, ring and pinky finger.
to index finger and press Ctrl-D to subdivide. Then hold Ctrl button, draw a box to
mask the distal phalanx (fingertip segment) as shown in the following image.
Ctrl and click on the canvas out of the model to reverse the mask.
Press E for
rotate tool. Hold Alt button and move the pivot to finger’s joint position,
then rotate a little downward at Z axis. This step is to help you to determine the
finger’s segments more clearly.
Step 6-8 for middle phalanx.
lower subdivision from Geometry > Del Lower. Go to Geometry and click on DynaMesh at Resolution as 128.
Use Move brush (B-M-V) and Pinch brush (B-P-i) to shape the finger.
the index finger, then place and scale to middle, ring and pinky finger.
a cube, place and scale to thumb’s position.
Go to Geometry and click on DynaMesh at Resolution as 128, then hold Shift button to
smooth the edges.
Use Move brush (B-M-V) and Pinch brush (B-P-i) to shape the thumb.
all hand meshes into one.
Go to Geometry and click on DynaMesh at Resolution as 176.
Go to PolyGroups > Auto
Shift button to smooth the surface.
shaping the hand with Move brush (B-M-V) and ClayBuildUp brush (B-C-B).
Use DamStandard brush (B-D-S) to sculpt out the joint line, ClayBuildUp brush
(B-C-B) to sculpt the structure of palm.
Duplicate and mirror the hand to the opposite side then merge them together. That completes the sculpting.
2. Setting Up in Maya
moving to Maya, you need to export the meshes for re-topology. You should have four meshes which are body, ears,
eyeballs and hands. You may rename the meshes by clicking Rename.
all the meshes, if they have subdivision level, reduce to the lowest
subdivision by pressing Shift-D. This is to prevent laggy when you import the
meshes to Maya.
the right hand side, export your model one by one in
Obj file format by clicking the Export.
getting start, you’ll need to set a project. Open Maya > File > Project
Create a New_Project file as shown in the following image.
Go to Windows menu and click on Outliner to open it. Alternatively, you can click on its icon as shown in the following image.
Go to Display > Heads Up Display >
Poly Count. This is to
show the poly count of your objects, by default, it will appear on left in your
Go to File
> Import to import all the obj files which you exported from Z Brush just
now. (You can only import one by one in Maya).
you found the model is not one object, select the body parts and go to Mesh >
Combine. Repeat this step for the head as well.
Double-click the object in Outliner to rename it.
With all meshes selected, go to Edit > Group to group them together. Alternatively, press Ctrl-G.
you move closer, you’ll see that the model is not smooth but jagged.
With the model selected, go to Mesh Display > Soften Edge. Do the same for other meshes too.
convenient, create a shortcut by clicking the small icon from
Shelf Tabs > New Shelf.
the shelf’s name, then press OK.
you’ll have an empty shelf tab.
holding Shift-Ctrl, click on the tool that you want to add as shortcut. (E.g.:
soften edge, combine, smooth…)
on anti-aliasing for smoother view.
the model is not on top of the grid, press W for move tool, select the group and
move upward at Y-axis. Ensure the feet are on the grid.
the perspective camera from Outliner (named persp), set the focal length to 88,
this number is the closest focal length to human eyes.
you imported from Z Brush are very small. You need to scale the model to 1:1 ratio
compare to the real life ratio. Let say, this character is 165cm, create a cube as a
guide from Create > Polygon Primitives > Cube.
polyCube1, change the Height number to 165. (In Maya, 1 = 1cm by default)
the cube, hold D (for changing pivot) and V (for snapping to vertex), move
the pivot to the bottom of the cube.
the cube upward and snap it to the grid by holding X.
the model’s group, move the pivot to the centre of the grid, press R (for scale
tool) then scale bigger as the cube’s height.
cube. With the group selected, go to Modify > Freeze Transformations.