Character Modelling in Maya
Modeling Theory
A course by Fer Aguilera Reyes , Illustrator and 3D Generalist
About the video: Modeling Theory
Overview
“In this lesson I will explain the most important points of a good topology in Maya, such as the flow of geometry and tensions. We will see the topology to avoid and why.”
In this video lesson Fer Aguilera Reyes addresses the topic: Modeling Theory, which is part of the Domestika online course: Character Modelling in Maya. Learn to conceptualize and illustrate characters in 3D.
Partial transcription of the video
“Before starting to model. i wanted to explain what is good and bad topology. The first thing we need to know is that we have three types of faces: quads. tris. and ngons. The name says it all. quads are faces with 4 sides. tris with 3. Quads have 4 sides. tris are 3-sided. and ngons have 5 or more sides. A face appearing square or triangular isn't necessarily a quad or tri. It's crucial to count the edges to determine the face type accurately. as To determine the type of face. we must always count its edges. If we look at the edges. we can see what it is. This shape looks like a square. but...”
This transcript is automatically generated, so it may contain mistakes.
Course summary for: Character Modelling in Maya
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Category
3D & Animation -
Software
Adobe Photoshop, Maya -
Areas
3D, 3D Modeling

Fer Aguilera Reyes
A course by Fer Aguilera Reyes
Fernando Aguilera is an illustrator and 3D artist. His works are characterized by his use of color and exaggerated figures.
Fernando is passionate about 3D illustration. He is fascinated by the freedom that modeling gives him when it comes to discovering new processes and tools. In fact, his work process differs depending on the project at hand, since he focuses more on the idea and how to carry it out than on continuously polishing the same technique.
Throughout his career as a 3D artist and illustrator, he has worked in different fields. At Rockstar VFX he collaborated with the advertising department, at Zebra Studio he developed his work as a 3D generalist, at Lienzo he modeled for video games, and at Huevo Cartoon he worked as a lightning artist.
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