create a classic he-man action figure using maya part 2 _ tuts+ premium

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    Project Overview:his tutorial series covers the creation of an awesome He-Man Action Figure using Maya. This unique se

    will walk you through the entire process of modeling your very own action figure inspired by the iconic 8haracter.

    Rather then relying on digital sculpting techniques, author Soni Kumari will show you how to create theharacter using traditional poly modeling techniques. The He-man figure poses a number of uniquehallenges not found in your typical character modeling tutorial, from inter-locking limb joints, to stylized

    natomy and plastic hair. Youll learn how to tackle each of these to achieve that classic action figure lo

    Step 1

    o lets start Maya and load the Complete Leg.mbfile , which was saved in the first part of the tutorial.ow, go to Create polygon Primitives and then click on Torus.

    ow draw a Torus shape on the grid with the Subdivision Axis set to 12, and the Subdivision Height set .

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    Step 2

    lace the Torus around the belt area according to the reference images.

    Step 3

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    ress the F11 key to jump into Face selection mode and then with half of the Torus selected, just press Delete key.

    ow, press the F8 key to jump into Object mode. Then go to the Edit menu and select the Duplicatepecial command.

    his creates a mirrored duplicated on the other side.

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    Step 4

    ow, while being in Face selection mode. Select two rows of faces as indicated in the image and then prhe Delete key to delete the selected faces.

    ress the F9 key to jump into Vertex selection mode and then arrange the vertices according to theeference images.

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    Step 5

    With the Torus selected, press Ctrl+D to make a duplicate copy of it and drag it down to the lower part he belt.

    While in Vertex selection mode, arrange the vertices to make the mesh flow according to the reference

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    mages.

    Step 6

    ow select both the upper and lower halves of the torus objects and then open the Mesh menu and clicn the Combine command, to combine the selected objects.

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    fter combining the torus objects together, we need to create their mirrored parts too. So, with theombined objects selected, go to the Edit menu and select the Duplicate Special command.

    Step 7

    ow select the indicated edge loops on both the upper and lower torus objects.

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    With both edge loops selected, go to the Edit Mesh menu and click on the Bridge option box.

    his opens the Bridge Options box. Here keep the Divisions value as3and then press the Bridge buttonpply the bridge command.

    fter bridging the mesh you will have something similar to the image below. By pressing 3 on the keyboou can see the object in Smooth Shade mode.

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    Step 8

    ow, press the F10 key to jump into Edge selection mode and select the bottom edge loop.

    With the edge loop selected, go to the Edit Mesh menu and select the Extrude command.

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    Step 9

    ow, Extrude the selected edge down and arrange it according to the reference images in both the Fronnd Side views.

    inally it should look like the image shown below.

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    Step 10

    ow we will extract the selected faces for cloth modeling. So, open the Mesh menu and then click on thextract command option box.

    his opens the Extract Options window. Here turn off the Separate extracted faces box, then press thextract button to apply the command.

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    Step 11

    ow, we need to add more edge loops to the extracted object to get more deformation. So, with the skelected, open the Edit Mesh menu and select the Insert Edge Loop Tool.

    nd insert several more edge loops to give more details to the skirt.

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    Step 12

    ow, select the alternative columns of horizontal faces and by using the Extrude command, pull them ound scale them down a bit as shown in the image below.

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    ow select the rest of the columns and Extrude them also. For now, this will be symmetrical. But later wwill convert it into an asymmetrical cloth object, so we could modify it asymmetrically.

    Step 13

    ow select and Extrude the last faces of every column and Scale them down to make a pointer shape ahe ends.

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    lso keep modifying the vertices to give the effect of wrinkles.

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    Step 14

    ow we will design the cups on the belt. So create a new Torus in the Front viewport with the Subdivisixis set to 16and the Subdivision Height set to 8. And position it according to the reference image.

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    lso create a new Poly Sphere with the Subdivision Axis set to 16 and the Subdivision Height set to 16, hen put it inside the torus object.

    Step 15

    ets isolate the sphere and torus objects. So, with these objects selected, open the Show menu from theanel menu bar and check on the View Selected option. This will hide all the unselected objects.

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    Step 16

    ow with the Sphere selected, press the F11 key to jump into Face selection mode, and then select theack faces and Delete them.

    ress the F10 key to jump into Edge selection mode and select the triangulated edges and Delete them

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    well.

    With the Torus object selected too, press the F11 key to jump into Face selection mode and then select ack faces and Delete them too.

    Step 17

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    ow with these objects selected, open the Show menu in the panel menu bar. And turn off the Viewelected option, and all unselected objects will become visible again.

    Step 18

    ow, with both the torus and half sphere poly objects selected, open the Mesh menu and select theombine command, to combine the selected poly meshes together.

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    When you combine two poly objects together, the meshs pivot point shifts to the origin. So, with theombined object selected, open the Modify menu and select the Center Pivot command to keep the pivooint in the center of the combined object.

    Step 19

    ow adjust the belts cup object according to the reference images.

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    Step 20

    ow, with the cup selected, press Ctrl+D to make a duplicate of it and then Scale it down and place it nhe main cup.

    Step 21

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    se the reference images in both the Front and Side views for better placement of the small cup.

    ust like this, keep duplicating and arranging them according to the reference images.

    ollowing the same process, create the cups on the back side of the belt too.

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    Step 22

    ow for combining the cups with the belt. First select half of it and press the Delete key to Delete theelected faces.

    ow, follow the same procedure for the smaller cups also.

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    Step 23

    fter doing this, first select all the cups and armor objects, and then open the Mesh menu and select theombine command to combine the selected objects together.

    Step 24

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    fter combining, the mirrored part gets deleted. So we need to apply the Duplicate Special command ongain for all the combined poly objects. So, go to the Edit menu and click on Duplicate Special.

    Step 25

    his makes a mirrored object of the combined object. Now, press 3 on the keyboard to see the result inmooth Shaded mode.

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    Step 26

    ow, well start creating the characters torso. So, draw a Cylinder in the perspective viewport with theubdivision Axis set to 12.

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    hen place the cylinder just above the belt of the character. Well use this cylinder to make the torso par

    Step 27

    ow select the right half faces of the cylinder and simply Delete them.

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    lso Delete the bottom faces.

    ress F10 to jump into Edge selection mode and select all the top edges and Delete them. Here well addhe edges manually for better modification.

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    Step 28

    With the torso selected, go to Edit Mesh and select the Split Polygon Tool.

    hen split and create the edges as shown in the image below.

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    Step 29

    ow well create the mirrored torso part on the other side. So, with the existing torso selected, go to thedit menu and click on Duplicate Special.

    his creates the mirrored part on the opposite side. Now select both parts and go to the Show menu in anel menu bar and turn on the View Selected option. This will Hide the other items in the viewport exc

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    he torso.

    Step 30

    We need several more edge loops. So, go to Edit Mesh once again and select the Insert Edge Loop Tool

    ow insert some edges for better deformation, as shown in the image below.

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    Step 31

    ow select all the top faces of the half cylinder, and then using the Extrude command, pull those up a liit.

    xtrude once more and drag it up a little bit.

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    ress F9 to jump into Vertex mode and then arrange the vertices according to the reference images.

    Step 32

    ow jump into the perspective viewport and select the faces as shown in the image.

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    ump back into the Side and Front views, and then Extrude the selected faces twice more.

    Step 33

    fter extruding the selected faces, it should look like the image shown below.

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    Once again, being in the Side and Front viewports, press F9 to jump into Vertex selection mode andrrange the vertices according to the images.

    Step 34

    ow its time to add detailing to the abs. So, select the front four faces while in Face selection mode.

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    nd use the Extrude command to Extrude the selected faces outward a bit and then Scale them down attle bit too.

    Step 35

    gain select the top faces and Extrude those once more.

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    nd also Extrude the front faces as we did in Step 34.

    Step 36

    fter extruding three pack abs, maintain the edge loops properly.

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    ress F9 to jump into Vertex selection mode and adjust them properly.

    Step 37

    ow, we have to create the shape of the bellybutton for the character. So select a vertex around theellybutton area and go to the Edit Mesh menu, and select Chamfer Vertex.

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    Step 38

    fter chamfering the vertex, insert an edge loop around the chamfered vertex and then arrange themroperly as shown in the image below.

    Step 39

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    fter adjusting the vertices, the belly button looks like this.

    Step 40

    ow, for creating hard surface corners. We have to add several corner edges with the Split Polygon Toolhown in the image below.

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    fter smoothing, you can see the result.

    Step 41

    ow, well create the chest part of the character. So, jump into Face selection mode by pressing F11, andhen select the outer corner faces.

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    With the faces selected, go to the Edit Mesh menu and then apply the Duplicate Face command.

    fter duplicating the faces, drag upward a little bit on the Z-axis as shown in the image.

    Step 42

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    ow, press F10 to jump into Edge selection mode and then select the outer border edges.

    With the border edges selected, use the Extrude command to Extrude the edges upward a bit.

    Step 43

    ow select only the 9 center edges and extrude them again.

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    xtrude it upward two times as shown in the image.

    Step 44

    ow select the two correspondence vertices and then go to Edit Mesh and then select the Merge commao merge the selected vertices together.

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    Step 45

    Merge the rest of the vertices like this, and then arrange them properly in both the Front and Side views

    Step 46

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    elect the rib cage border edges and Extrude once more.

    t should look like the image shown below.

    Step 47

    ow select the indicated vertices and then go to the Edit Mesh menu and click on the Merge command.

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    rrange the vertices both in the Front and Side views.

    ow it should look like this image.

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    Step 48

    ow, we will model the chest and back of the character. Select the top border edges and then use Extruo Extrude it upward.

    Watch in the front and side views, and drag the extruded edge loop up to the lower chest area.

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    Step 49

    fter Extruding, edit the vertices according to the reference images in both the Side and Front views. Yoan adjust the vertices in Perspective mode also.

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    Step 50

    ollowing the same process, keep Extruding up to the upper chest area and also keep adjusting the vertn all viewports (Front, Side, Back and Perspective.)

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    Step 51

    ow, select the six edges of the front chest area and Extrude them up.

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    xtrude the edges while looking at both the Front and Side views. This will help you go with the right meow. Extrude the edges up to the lower neck area.

    Step 52

    ollowing the same way, select the four edges from the back area and Extrude them twice to the back ohe neck.

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    nd edit the vertices in the Perspective view too.

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    Step 53

    ere we need to Delete some unwanted faces near the armpit. So, select the eight faces as indicated inmage and then press Delete, to delete the selected faces.

    Step 54

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    o make the body of the character more muscular, we need to add some more polygons to the mesh. Swith the Split Polygon Tool selected, start splitting the polygons.

    Step 55

    ollowing the same process, split the polygons as shown in the image below.

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    Step 56

    ow select one vertex around the nipple area and then go to the Edit Mesh menu and choose the Chamertex command.

    Step 57

    hamfer the selected vertex as shown in the image. Then go to the Edit Mesh menu and choose the Splolygon Tool.

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    plit the polygons as shown in the image.

    Step 58

    ow with the nipple face selected, Extrude it two times and then Scale down the last extruded face.

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    Step 59

    o add more details, add one more edge loop.

    Step 60

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    he indicated areas have a bad mesh flow, which we need to make correct to get the required shapes.

    Step 61

    o by using the Edge Loop Tool and the Split Edge Tool, we have completed the edge loops properly.

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    Step 62

    ow the mesh flow is properly set. You can see the result in Smooth Shade mode by pressing the 3 key.

    Step 63

    ext, we will add details to the rib cage area of the character. So, select the indicated faces around the

    age side and Extrude them once. Pull the faces a little bit on the Z-axis and finally Scale them downniformly.

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    lternatively, we can select the separate faces and then Extrude and Scale them down uniformly.

    Step 64

    ontinue to select faces and try to add more details to the surface geometry of the character.

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    Step 65

    elect and Extrude some more faces for the rib cage bones.

    Step 66

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    ow well work on covering the upper neck area. So, select the two correspondent edges of the shouldernd then open the Edit Mesh menu and select the Bridge command, to bridge the polygons together.

    Step 67

    fter bridging the polygon, adjust the vertices in the perspective view.

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    Step 68

    o complete the neck part, first select the upper border edges and Extrude them up to the neck area.

    djust the vertices according to the image reference both in the Front and Side views.

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    Step 69

    ow, lets add some more detail to the rib cage. Add some more edges with the Split Polygon Tool. Henreates several triangulate edges.

    o, select all the triangular edges and Delete them.

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    Step 70

    ress F9 and arrange the vertices to give the surface bumps like rib cage.

    Step 71

    ow, select several back side polygon faces as indicated in the image, and Extrude them out and Scale

    hem down a bit.

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    lso arrange the vertices.

    ontinue selecting other faces and Extruding them in the same way. Try to create surface bumps as shon the image.

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    Step 72

    ow, well add more details to the chest to show the pectorals. For this, well add more edges. So, with tplit Polygon Tool selected, we create two edge loops.

    ust like this, add a few more edges to show a couple of pectoral muscles across on the chest. And alsoeep adjusting the vertices as needed.

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    Step 73

    ow, finally select the arm edge loop (border.)

    ow Extrude the loop twice and then Scale it down. Well start modeling the arm and hand from this poi

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    Step 74

    o, here we have created the torso of the character. In the next part, well start working on the arm andand parts.

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