Polygon Male in Maya
   
  Download finished male and female for observation.
   
 

 

1.

In the Front View:
Polygons>Create Polygon tool

Trace out the major places around the body.

 

 

Place the points as shown here:

2 edges up the neck
1 edge over the ear
3 edges over the top of the head

3 edges up the torso

Don't trace around the fingers.

 

2.

In the Front View:
Edit Polygons>Split Polygon Tool

Divide the sections up as shown.

Do not divide the face any more than the 3 edges shown.

 

3.

First check that:
Polygons>Tool Options>Keep Faces Together
has a check by it

 

 

4.

In the side view:
Select the object
Edit Polygons>Extrude Face

Click the Blue arrow and pull it forward.
(this will insure that the normals face out)

 

 

5.

In the side view:
Select vertices and move them into place

 

 

6.

In the perspective view: 
Select the faces in the center of the body and press delete.

Don't delete the face that runs under the crotch.

     

 

 

7.

To hide the faces and edges on the back of the model:
Display>Custom Polygon Display Option Box
Turn Backface Culling on. Click Apply.

Of the 3 edges that cross the face:

1. Bridge of the nose, under the eye, above the ear
2. Center of mouth,Under the ear
3. Base of the chin, aligned with jaw line

 

 

 

In the Front View:
Edit Polygons>Split Polygon tool

Add the edges as shown.

 

 

In the Front View:
Edit Polygons>Split Polygon tool

Add the edges as shown.

 

 

In the Front View:
Edit Polygons>Split Polygon tool

Add the edges as shown.

 

 

In the Front View:
Edit Polygons>Split Polygon tool

Add the edges as shown.

 

 

The polygon faces are colored to show where the points are repositioned to.

Here are instructions for coloring loops of polygon faces.

 

 

  Move the vertices into place.

 

In the Side View:

Move the vertices into place
Use Edit Polygons>Split Polygon tool   to add edges to the back section of the head.

The red stripe continues to go over the top of the arm.

 

 

Here are views in the perspective camera.


front

9.


back

 

     

 

 

10.

The face at this stage.

 

11.

In the Front View:
Add the edges as shown.

For the eye:
Edit Polygons>Extrude Face

 

For the Nose and Mouth:
Edit Polygons>Split Polygon tool

 

 

 

 

In the Front View:
Add the edges as shown.

For the Nose and Mouth:
Edit Polygons>Split Polygon tool

 

 

The new polygon faces are colored to show where the points are repositioned to.

 

 

Mouth Detail:
3 separate vertices in the corner of the mouth

 

 

13.

 Arrange the new vertices as shown.

 

 

 

 

 

 

 

In the Side View:

Extrude the face over the ear:
Edit Polygons>Extrude Face

Drag the corners of the new face around the Eardrum

 

14.  This is the view from the perspective view.

 

15.

In the Side View:
Readjust the vertices around the nostril.

Pull the edge in the middle of the lips back to form the inside of the mouth.

     

 

 

17. Select the faces that are at the palm of the hand.

 

18. Rotate them forwards 90 degrees to create the twist in the forearm. 

 

19. Move the vertices so that the palm is facing down and it matches as much as possible with the side view. 

 

20.

In the Top View:

Move the end vertices so they are just inside the index and pinky finger.


 

  Add the edges as shown:
Edit Polygons>Split Polygon tool

 

 

Add a loop around the wrist to give more detail to the area:

Edit Polygons>Split Polygon tool

 

 

Extrude the faces off of either side of the palm.

Edit Polygons>Extrude Face

 

  Move the new vertices into place.



 

Add a loop split through the middle of the palm.

Move the new vertices into place.

 

 

Extrude the faces off of each finger and the thumb.

Edit Polygons>Extrude Face

Move the new vertices into place after each extrude.
The fingers are usually flat but the thumb tends to twist slightly clockwise on the left hand.

 

Make an extrude for each knuckle and one behind each fingernail.

 

 

Use the side view to move the points into place.

Do this now because loops will be added to the hand soon and moving points in the side view is easier with less points.

Inspect the hand in the perspective view to make sure the fingers are in proportion after moving the points up and down in th side view.

The line across the knuckles is curved. Adjust the height of the knuckles on the pinky and middle finger. Then the others are easier to adjust.

 

 

 

  The foot at this stage.

 

 

Extrude the front face forward.

Edit Polygons>Extrude Face

Scale the face down to match the toe size.

 

 

In the top view:

Move the vertices so they are framed by the edge of the foot.

The front face should be behind second and third toe of the foot.

 

  Select these faces.

 

 

Extrude the faces outwards.

Turn Keep Faces Together on.

Edit Polygons>Extrude Face


 

  Move edges or vertices as shown.

 

 

Extrude the face off the side as shown.

 

Edit Polygons>Extrude Face

 

 

Add a split down the middle of these faces to create the division between the two remaining toes.

Edit Polygons>Split Polygon tool

 

  Now there are 5 faces to make toes from.

 

 

Extrude the faces off of each toe.

Turn Keep Faces Together off.

Edit Polygons>Extrude Face

 

 

 

Make an extrude for each knuckle and one behind each toenail.

Notice that the big toe and pinky only have 2 knuckles and the others all have 3 knuckles.(including the ones where the toes connect to the foot)

 

  Add a another loop around the middle of the foot to better define its slope.

 

 

 

Edit Polygons>Split Edge Ring Tool Option Box (same icon retarded)
(New in maya 7. Use regular split if on earlier version.)

 

 

 

 

In the options turn off Auto Complete.

This allows for determining the beginning and end of the split.

 

 

Create a split that starts at the clavacle edge and goes down to the knee.

 

 

  On the back start at the same corresponding edge and go down to the bottom of the heel.

 

 

Split the face on the shin and the bottom of the foot so the edges are continuous.

Edit Polygons>Split Polygon tool

 

 

Create a loop split that starts at the groing and stops one face below the ear X.

Edit Polygons>Split Edge Ring Tool

 

  Select these 4 faces and press delete on the keyboard.

 

 

Merge the edges back together.

Edit Polygons>Merge Edge Tool

Use the "First" mode in the tool options to make the edges snap up to the neck area.

Start from the beginning of the crack and move out to the edge of the polygon.

1.click the first edge
2.click the second edge
3.click in open space (the two edges will merge.)


 

 

Split the front of the arm stopping at the wrist.

Edit Polygons>Split Edge Ring Tool

 

 

Split the back of the arm stopping at the wrist.

Edit Polygons>Split Edge Ring Tool

 

 

Connect the edges at the wrist so they are continuous.

Edit Polygons>Split Polygon tool

     

 

 

  Select and delete this edge.

 

 

Add this edge.

 

 

Add these edges.

 

 

 

 

  Add these edges.

 

  Move the vertices into position.

 

 

Make the ear as a seperate piece and attach at the end.

Create an eight sided cylinder.

Delete all but one cap.

 

Extrude the face.

Scale inwards.

Extrude again.

Scale inwards.

Delete the big face in the back.

 

Select these faces.

Extrude them out in x about the same distance as the faces are wide.

Extrude them out in x again the same distance.

  Rotate the middle red face in y as shown.
  Use the split polygon tool to draw in thes 4 new edges.
  Use the split polygon tool to draw in thes 3 new edges.
 

Move the exhisting points around in the shape of the ear.

The purple loop was the first extrude out.

The orange loop was the second extrude and is deformed less to make the rim of the ear.

  Add the 3 new edges in the center.
  Delete these 2 circled edges.
  This is how the ear looks so far.
  Add the two edges up top in the purple loop.
 

From the remaining orange face on the rim, draw the peninsula into the center.

Add the edge through the middle of the blue face.

  Draw a second peninsula inside the first. The corners also connect to the corners of the orange rim face.
 

Pull he faces in the second peninsula out some in x as shown.

Respace the purple loop around the peninsula.

 

Select these two faces.

Extrude them with keep faces together off.

  Move the new faces as shown so they make the two knobs that are lower in the ear.
  On the back of the ear:

Merge these two vertices.

 

Delete the edge between the purple loop and the yellow knob and add this new one.

Scale your ear to the appropriate size.

Rotate it in y so it looks like the model refrence.

Delete the faces off the side of the head where the ear goes.

Combine polygons.

     

 

 

 

Once CPS is applied to the cage:

Notice areas where the smoothproxy has long rectangular polygons.

Loop splits will need to be added to the cage to create more square faces instead.

 

 

Loops to be added:

2 around Bicep
2 around Forearm

2 around Thigh
2 around Calf

1 through each mid section of the torso

 

 

Now the Smooth proxy is looking much more even in its topology.

Delete the history on the cage:

Edit>Delete By Type>History

(note: if using MJ poly tools, often deleting history leaves all the splits behind and this will take up lots of ram slowing down the computer.

To fix this:
Select the cage.
Window>Hypergraph

On the Hypergraph menu:
Graph>Input and Output Connections

Select ALL the nodes that dont turn the cage green and delete them with the delete key. I recomend deleting chunks at a time and then press "a" for fit all. But be sure not to delete the model.)

 

 

Now its time to move all those new points into place:

The point of the smooth proxy is to see in real time what the model looks like smoothed.

Therefore move the points on the cage so that the proxy geometry lines up with the image planes.

Begin in the front view by dragging sets of vertices to the edges of the body on the image planes

 

 

Once the outer edges are of the front view are in place:
Notice that the legs still need to be rounded more.

In the Front view:
Turn Back Face Culling on

Select the vertices on these selected loops and move them so they are contoured over the shading of the anatomy in the image.

 

 

 

 

 Repeat the same process on the side view:

1. Move all the vertices so they line up with the outer edges of the body in the image plane

2. Select the vertices on these selected loops and move them so they are contoured over the shading of the anatomy in the image.

3. Work on:

pelvis arc
pectoral definition
rib definition
quad definition
calf definition

 

 

This is the model so far.

Now return to the lowest level of subdivision and export the model as obj to be used in zbrush.