Character Modelling in Maya
Camera and Process of Posed
A course by Fer Aguilera Reyes , Illustrator and 3D Generalist
About the video: Camera and Process of Posed
Overview
“Here we will create the camera, we will see how to pose the character and we will import the different scenes that we have worked so that there is only one.”
In this video lesson Fer Aguilera Reyes addresses the topic: Camera and Process of Posed, 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
“Now that we have our rig set up. it's time to start creating our camera. defining our frame. and importing the various objects and rigs from other scenes into this one. I'll walk you through some tips and tricks to help manage multiple rigs efficiently without feeling overwhelmed. Let’s dive right in. You can see that I’ve already imported the feathers and separated them by color to view the composition. As you can see. seeing everything in black and white is a bit challenging. I set my camera. defined my framing. and placed my image plane which I’m basing off. It doesn’t need to be 100% pe...”
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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