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Creating a Magnum Mecha Character in Maya: Part 1

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Final product imageFinal product imageFinal product image
What You'll Be Creating

In this new tutorial series, I'll show you how to create an awesome Magnum Mecha Character using Maya. This unique series will take you through the entire process of modelling, texturing and rigging the magnum mecha character.

1. Setting up Reference Images

Step 1

Open Maya.

Open MayaOpen MayaOpen Maya
Open Maya

Step 2

Go to View > Image Plane > Import Image as shown in the following image.

View  Image Plane  Import ImageView  Image Plane  Import ImageView  Image Plane  Import Image
View > Image Plane > Import Image

Step 3

In the Open window, selected Front.jpg file and click on Open button to import the image in the front view port. 

NB:- The reference images of the robot have been supplied with the tutorial.

The reference imagesThe reference imagesThe reference images
The reference images

Step 4

Jump in the side view port and once again go to View > Image Plane > Import Image

View  Image Plane  Import ImageView  Image Plane  Import ImageView  Image Plane  Import Image
View > Image Plane > Import Image

Step 5

In the Open window, selected Side.jpg file and click on Open button to import the image in the side view port. 

Open windowOpen windowOpen window
Open window

Step 6

In the perspective view port, you can see both reference images are intersecting each other. So, you need to place the images properly. 

In the perspective view portIn the perspective view portIn the perspective view port
In the perspective view port

Step 7

With both reference images selected, move upward and place them on the origin of the grid as shown in the following image. 

With both reference images selectedWith both reference images selectedWith both reference images selected
With both reference images selected

Step 8

With the front reference image selected, place it back in Z axis and with the side reference image selected, place it back in X axis as shown in the following image.

Place it back in Z axisPlace it back in Z axisPlace it back in Z axis
Place it back in Z axis

Step 9

With the first image plane selected, go to its attribute editor and then turn off Display radio button. Repeat the process with the second image plane also.

Display radio buttonDisplay radio buttonDisplay radio button
Display radio button

Step 10

In this way, the reference images setting process has been completed. You can see the reference images in their respective view ports as shown in the following image.

Image setting doneImage setting doneImage setting done
Image setting done

2. Starting Foot Modelling

Step 1

To begin with the foot modelling, go to Create > Polygon Primitives > Interactive Creation and turn on its check box. 

Create  Polygon Primitives  Interactive CreationCreate  Polygon Primitives  Interactive CreationCreate  Polygon Primitives  Interactive Creation
Create > Polygon Primitives > Interactive Creation

Step 2

Create a cylinder on the grid of the perspective view port as shown in the following image.

Create a cylinderCreate a cylinderCreate a cylinder
Create a cylinder

Step 3

With the cylinder mesh selected, set the values of Subdivisions Axis to 8 and Subdivisions Height to 2.

Subdivisions Axis to 8 and Subdivisions Height to 2Subdivisions Axis to 8 and Subdivisions Height to 2Subdivisions Axis to 8 and Subdivisions Height to 2
Subdivisions Axis to 8 and Subdivisions Height to 2

Step 4

Go to the Shading menu in the panel menu bar and turn on X-Ray option to see through as shown in the following image.

Go to the Shading menuGo to the Shading menuGo to the Shading menu
Go to the Shading menu

Step 5

With the cylinder selected, click on the right mouse button and select Vertex option to jump in the vertex selection mode. Alternatively, press the F9 key on the keyboard.

Vertex optionVertex optionVertex option
Vertex option

Step 6

With the necessary vertices selected, modify the shape of the cylinder mesh according to the front and side reference images as shown in the following image.

Modify the shape of the cylinderModify the shape of the cylinderModify the shape of the cylinder
Modify the shape of the cylinder

Step 7

With the cylinder selected, click on the right mouse button and select Face option to jump in the face selection mode. Alternatively, you can press F11 key on the keyboard.

Face optionFace optionFace option
Face option

Step 8

Select the top faces and press Delete key to delete these faces.

Delete keyDelete keyDelete key
Delete key

Step 9

With the top border edges selected, go to Edit Mesh > Extrude. Alternatively, you can press Ctrl-E for extruding the selected edges.

Edit Mesh  ExtrudeEdit Mesh  ExtrudeEdit Mesh  Extrude
Edit Mesh > Extrude

Step 10

After applying Extrude command, you can see the extrude gizmo appears on the selected edges. Click on World/Local key button. 

Extrude commandExtrude commandExtrude command
Extrude command

Step 11

Click on any gizmo box and then drag it onto the center box to scale down as shown in the following image.

Click on any gizmo boxClick on any gizmo boxClick on any gizmo box
Click on any gizmo box

Step 12

To add more details to the foot, go to Mesh Tool > Insert Edge Loop.

Mesh Tool  Insert Edge LoopMesh Tool  Insert Edge LoopMesh Tool  Insert Edge Loop
Mesh Tool > Insert Edge Loop

Step 13

With the Insert Edge Loop selected, insert several indicated edge loops as shown in the following image.

With the Insert Edge Loop selectedWith the Insert Edge Loop selectedWith the Insert Edge Loop selected
With the Insert Edge Loop selected

Step 14

After editing and modifying the vertices, it looks like as shown in the following image. 

Editing and modifying the verticesEditing and modifying the verticesEditing and modifying the vertices
Editing and modifying the vertices
Smooth shaded previewSmooth shaded previewSmooth shaded preview
Smooth shaded preview

Step 15

Moving further, create a polygon cylinder with Subdivision Axis as 8 and Subdivision Height as 1.

Subdivision Axis as 8 and Subdivision Height as 1Subdivision Axis as 8 and Subdivision Height as 1Subdivision Axis as 8 and Subdivision Height as 1
Subdivision Axis as 8 and Subdivision Height as 1

Step 16

Jump in the front view and arrange its vertices according to the leg shape.

Jump in the front viewJump in the front viewJump in the front view
Jump in the front view
Another viewAnother viewAnother view
Another view

Step 17

Select the top faces and press Delete key to delete these faces.

Delete keyDelete keyDelete key
Delete key

Step 18

To add more details to the leg, go to Mesh Tool > Insert Edge Loop.

Mesh Tool  Insert Edge LoopMesh Tool  Insert Edge LoopMesh Tool  Insert Edge Loop
Mesh Tool > Insert Edge Loop

Step 19

With the help of Insert Edge Loop tool, insert three edge loops as shown in the following image.

Insert Edge LoopInsert Edge LoopInsert Edge Loop
Insert Edge Loop

Step 20

Press the F9 key for vertex selection mode and then edit the vertices according to the front and side reference images.

Press F9 keyPress F9 keyPress F9 key
Press F9 key

Step 21

Jump in the perspective view and with the top boarder edge loop selected and then go to Edit Mesh > Extrude. Alternatively, you can press Ctrl-E key on the keyboard.

Edit Mesh  ExtrudeEdit Mesh  ExtrudeEdit Mesh  Extrude
Edit Mesh > Extrude

Step 22

After applying Extrude command, you can see the extrude gizmo appears on the selected edges. Click on World/ Local key button. 

Extrude commandExtrude commandExtrude command
Extrude command

Step 23

With the help of Insert Edge loop command, insert an edge loop as shown in the following image.

Insert Edge loopInsert Edge loopInsert Edge loop
Insert Edge loop

Step 24

With the help of Insert Edge loop command, insert the indicated edge loops as shown in the following image.

Insert Edge loopInsert Edge loopInsert Edge loop
Insert Edge loop

Step 25

With the subdivided faces selected, use Extrude command to extrude the selected faces little bit inside the Z axis.

Extrude command Extrude command Extrude command
Extrude command 

Step 26

Delete some unwanted faces as shown in the following image. 

Delete some unwanted facesDelete some unwanted facesDelete some unwanted faces
Delete some unwanted faces

Step 27

Go to Mesh Tool > Append to Polygon tool to create polygon in the gap area.

Mesh Tool  Append to PolygonMesh Tool  Append to PolygonMesh Tool  Append to Polygon
Mesh Tool > Append to Polygon

Step 28

With the help of Append to Polygon tool, click on the parallel border edges one by one to create polygon in the opened border area as shown in the following image.

Append to PolygonAppend to PolygonAppend to Polygon
Append to Polygon

Step 29

With the help of Insert Edge loop command, insert edges around the corners to make hard edged surface.

Insert Edge loop Insert Edge loop Insert Edge loop
Insert Edge loop 

Step 30

In this way, the detailed hard surface modelling is completed.

Detailed hard surface modelingDetailed hard surface modelingDetailed hard surface modeling
Detailed hard surface modelling

Step 31

Following the same way, perform the hard surface detailing to the opposite side of the mesh also.

Perform the hard surface detailing to the opposite side of the mesh alsoPerform the hard surface detailing to the opposite side of the mesh alsoPerform the hard surface detailing to the opposite side of the mesh also
Perform the hard surface detailing to the opposite side of the mesh also

3. Creating Knee

Step 1

To begin with the knee of the robot, create a cylinder primitive and place it around the knee area as shown in the following image.

Knee of the robotKnee of the robotKnee of the robot
Knee of the robot

Step 2

Set the values of Subdivisions Axis to 12 and Subdivisions Height to 1.

Subdivisions Axis to 12 and Subdivisions Height to 1Subdivisions Axis to 12 and Subdivisions Height to 1Subdivisions Axis to 12 and Subdivisions Height to 1
Subdivisions Axis to 12 and Subdivisions Height to 1

Step 3

With the cylinder selected, go to Show > Isolate Select > View Selected and turn of its check box. Alternatively, you can press Ctrl-1 button to apply isolation command on the selected object.

Show  Isolate Select  View SelectedShow  Isolate Select  View SelectedShow  Isolate Select  View Selected
Show > Isolate Select > View Selected

Step 4

With the upper and lower faces selected, press Delete button to delete these faces.

Delete buttonDelete buttonDelete button
Delete button

Step 5

Create a sphere polygon object with Subdivisions Axis as 12 and Subdivisions Height as 12 and place it according to the reference images and as shown in the following image.

Subdivisions Axis as 12 and Subdivisions Height as 12Subdivisions Axis as 12 and Subdivisions Height as 12Subdivisions Axis as 12 and Subdivisions Height as 12
Subdivisions Axis as 12 and Subdivisions Height as 12

Step 6

Keep the values of Subdivisions Axis to 10 and Subdivisions Height to 8.

Subdivisions Axis to 10 and Subdivisions Height to 8Subdivisions Axis to 10 and Subdivisions Height to 8Subdivisions Axis to 10 and Subdivisions Height to 8
Subdivisions Axis to 10 and Subdivisions Height to 8

Step 7

With the sphere selected, press Ctrl-1 button to isolate it. Select the upper and lower faces and delete them as shown in the following image.

Ctrl1 buttonCtrl1 buttonCtrl1 button
Ctrl-1 button

Step 8

With the upper and lower border edges selected, apply Extrude command. With the help of Insert Edge Loop tool, insert edge loops as shown in the following image. 

 Extrude command Extrude command Extrude command
Extrude command

Step 9

Unhide all hidden objects. Go to Shading > Wireframe on Shaded and check on turn on its check box option.

Shading  Wireframe on ShadedShading  Wireframe on ShadedShading  Wireframe on Shaded
Shading > Wireframe on Shaded

Step 10

With the cylinder selected, insert edge loops. Select the faces and apply Extrude command to extrude the faces as shown in the following image.

Extrude commandExtrude commandExtrude command
Extrude command

Step 11

After extruding the faces, insert edge loops around the corners for creating hard edged surface. 

Insert edge loopsInsert edge loopsInsert edge loops
Insert edge loops

Step 12

In this way, details have been added to the object. Press 3 key on the keyboard for smooth looking hard surface as shown in the following image.

Details have been addedDetails have been addedDetails have been added
Details have been added

Step 13

Jump in the side view and create a sphere polygon with Subdivisions Axis as 16 and Subdivisions Height as 12.

Create a sphere polygonCreate a sphere polygonCreate a sphere polygon
Create a sphere polygon

Step 14

Jump in the perspective view port. Select the indicated upper and lower faces as shown in the following image.

Select the indicated upper and lower facesSelect the indicated upper and lower facesSelect the indicated upper and lower faces
Select the indicated upper and lower faces

Step 15

With the indicated faces selected, press Delete key to delete them. After deleting the faces, it should look like as shown in the following image.

Delete keyDelete keyDelete key
Delete key

Step 16

With all upper and lower border edges selected, apply Extrude command and extrude the edges as shown in the following image.

Extrude commandExtrude commandExtrude command
Extrude command

Step 17

Insert several edge loops for creating hard edged surface using Insert Edge Loop and Multi Cut tool as shown in the following image.

Insert Edge LoopInsert Edge LoopInsert Edge Loop
Insert Edge Loop

Step 18

Insert three more edge loops as shown in the following image.

Insert three more edge loopsInsert three more edge loopsInsert three more edge loops
Insert three more edge loops

Step 19

Jump in the face selection mode and select the faces in loop and extrude them out a little bit as shown in the following image.

Face selection mode Face selection mode Face selection mode
Face selection mode 

Step 20

Keep inserting edge loops and offsetting them a little bit for various corners for creating hard edged surfaces.  

Keep inserting edge loopsKeep inserting edge loopsKeep inserting edge loops
Keep inserting edge loops

Step 21

After pressing 3 on the keyboard, you can see the smooth shaded preview in the view port. 

Smooth shaded previewSmooth shaded previewSmooth shaded preview
Smooth shaded preview

4. Mirroring Object

Step 1

Being in the face selection mode, select the half faces in X axis and delete them. With the rest half mesh selected, go to Edit > Duplicate Special and click on its option box.

Edit  Duplicate Special Edit  Duplicate Special Edit  Duplicate Special
Edit > Duplicate Special 

Step 2

In the Duplicate Special Options window, set the value of Scale X to -1 and then click on Duplicate Special button.

Duplicate Special Options windowDuplicate Special Options windowDuplicate Special Options window
Duplicate Special Options window

Step 3

It creates a mirrored mesh on the other side. With both meshes selected, go to Mesh > Combine command to combining selected.

Mesh  Combine command tMesh  Combine command tMesh  Combine command t
Mesh > Combine command t

Step 4

Jump in the vertex selection mode and with the center vertices selected, go to Edit Mesh > Merge and click on its option button.

Edit Mesh  Merge Edit Mesh  Merge Edit Mesh  Merge
Edit Mesh > Merge 

Step 5

In the Merge Vertices Options window, keep the Threshold value as 0.0001, turn on Always merge for two vertices and then click on Merge button.

Merge Vertices OptionsMerge Vertices OptionsMerge Vertices Options
Merge Vertices Options

Step 6

After mirroring and combining the ball mesh, place it according to the reference images.

After mirroring and combining the ball meshAfter mirroring and combining the ball meshAfter mirroring and combining the ball mesh
After mirroring and combining the ball mesh

Step 7

In this way, the foot modelling is completed. 

Foot modeling is completedFoot modeling is completedFoot modeling is completed
Foot modelling is completed

Conclusion

In the next part of the tutorial, I’ll show how to model pelvis and adding more details to the leg.

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