Taking 2D Concepts through 3D Modelling

Once I was sure of how feasible my 2D Concept Art is, it was time to test out my model.

In this post I will be taking you roughly through my process of 3D character modelling via Autodesk Maya 2017. As previously discussed, my character has sophisticated, minimalistic features; the only necessary detail comes in later via texturing. What currently matters in the early stages of modelling is the overall shape of his head, face and body. References are crucial, and so for a start, I sketched fairly accurate orthographic front and side views of the character which are then respectively uploaded as image planes in Maya. From there I used a primitive cube polygon to mold the body as shown, in accordance with the reference images:


It is a given to use the T pose, because with this, every part of the body is moved apart from each other, giving me enough room to see what I am working on properly. I started modelling the shape of the torso and slowly made my way to extruding the shoulders to make the arms, down to extruding the hips for the feet.

I modelled the head separately using a low-poly counted sphere as a base to make the mold look more natural and thus efficient. Once I was happy with it, I’ve connected both objects by the neck.


YouTube offers a good amount of helpful tutorials in terms of making quick low poly characters, and I have another tab open for that as a guide.


Not only for the sake of efficiency and the minimalist art style, I decided to make my model symmetrical using this feature in Maya called ‘Duplicate Special’ which mirrors the changes I make live. This saved me quite a bit of time as I only needed to do one side. If you wish to get into more depth with this feature, I suggest watching this YouTube video.

As the model starts to take shape, I’ve added simple coloured textures to better visualise the character:



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