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Creating Hulk Using Maya and ZBrush: Part 5

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5 min read
Final product imageFinal product imageFinal product image
What You'll Be Creating

1. Connecting the Ear to the Head

Step 1

Start Maya. Open the file which was saved in the previous part of the tutorial.

Start MayaStart MayaStart Maya
Start Maya

Step 2

Keep the ear mesh in isolation mode. Select all 25 border vertices of the ear mesh. 

isolation modeisolation modeisolation mode
isolation mode

Step 3

Unhide the head mesh. Select four faces around the ear area and delete them using Delete command.

Unhide the head meshUnhide the head meshUnhide the head mesh
Unhide the head mesh

Step 4

After deleting the faces, jump in the vertex selection mode to count the vertices. You get eight vertices while the ear mesh has 25 vertices. 

You need same number of vertices to merge these two meshed together.

Identical number of verticesIdentical number of verticesIdentical number of vertices
Identical number of vertices

Step 5

Split the edge in two parts. Delete the centre triangular edges as shown in the following image.

Split the edge in two partsSplit the edge in two partsSplit the edge in two parts
Split the edge in two parts

Step 6

Following the same way keep splitting edges. After that, insert a border edge loop. Now you get 16 border vertices as shown in the following image.

Split the edge in two partsSplit the edge in two partsSplit the edge in two parts
Split the edge in two parts

Step 7

In the ear mesh, I have reduced the border vertices by merging nine vertices together. 

I now have 16 vertices in the ear mesh also. It’s now easy to combine both the head and the ear meshes together because the vertex count is equal in both. 

Reduced border verticesReduced border verticesReduced border vertices
Reduced border vertices

Step 8

Merge parallel and corresponding vertices of both meshes together as shown in the following image. 

Merge parallel and corresponding verticesMerge parallel and corresponding verticesMerge parallel and corresponding vertices
Merge parallel and corresponding vertices

2. Connecting Head with Body

Step 1

Now, it’s time to connect body and head meshes together. Turn on the visibility of BodyMesh layer.

BodyMesh layerBodyMesh layerBodyMesh layer
BodyMesh layer

Step 2

Select and delete the right side’s mirrored head and body meshes. 

Delete mirrored partDelete mirrored partDelete mirrored part
Delete mirrored part

Step 3

With both meshes selected together, go to Mesh > Combine command.

Mesh  Combine commandMesh  Combine commandMesh  Combine command
Mesh > Combine command

Step 4

Insert an edge loop around the neck as shown in the following image.

Insert an edge loopInsert an edge loopInsert an edge loop
Insert an edge loop

Step 5

Keep merging parallel and corresponding vertices of both head and neck together as shown in the following image.

Keep merging parallel and corresponding verticesKeep merging parallel and corresponding verticesKeep merging parallel and corresponding vertices
Keep merging parallel and corresponding vertices

Step 6

Insert several edge loops as per the requirement to create quad mesh as shown in the following image. 

Insert several edge loopsInsert several edge loopsInsert several edge loops
Insert several edge loops

Step 7

After connecting head and body meshes together, it looks like this.

Final imageFinal imageFinal image
Final image

3. Basic Detailing of Chest

Step 1

Use Duplicate Special command to make a duplicate mirrored part of the body on the other side.

Use Duplicate Special commandUse Duplicate Special commandUse Duplicate Special command
Use Duplicate Special command

Step 2

To add details to the body, select the indicated chest area faces as shown in the following image.

Select the indicated chest areaSelect the indicated chest areaSelect the indicated chest area
Select the indicated chest area

Step 3

Select the indicated back area faces also. 

Select back facesSelect back facesSelect back faces
Select back faces

Step 4

With the faces selected, use Extrude command to extrude the faces a little up as shown in the following image. 

Extrude commandExtrude commandExtrude command
Extrude command

Step 5

After extruding the selected faces, adjust the vertices as per the basic shape of the Hulk body.

Extruded chestExtruded chestExtruded chest
Extruded chest

4. Basic Detailing of the Arm

Step 1

With the indicated front faces of the arm selected, use Extrude command to extrude the faces a little up.

Extrude commandExtrude commandExtrude command
Extrude command

Step 2

Following the same way, select and extrude the indicated faces of the back side of the arm also. 

Extrude the back arm facesExtrude the back arm facesExtrude the back arm faces
Extrude the back arm faces

Step 3

Adjust the vertices of the extruded faces to form the detailed structure of the arm as depicted below.

Edit the arm verticesEdit the arm verticesEdit the arm vertices
Edit the arm vertices

5. Basic Detailing of the Abdomen

Step 1

It’s time to add details to the abdominal area of the character. Being in the face selection mode, select the indicated faces of the abdomen.  

Select Abs facesSelect Abs facesSelect Abs faces
Select Abs faces

Step 2

With the indicated faces selected, extrude once and scale down a little bit as shown in the following image.

Extrude the faces Extrude the faces Extrude the faces
Extrude the faces 

Step 3

Select and delete the centre border faces as shown in the following image. 

Delete the center facesDelete the center facesDelete the center faces
Delete the center faces

Step 4

After deleting the faces, adjust the vertices to make the mesh flow in order. With a vertex selected around the navel area, go to Edit Mesh > Chamfer Vertex command.

Edit Mesh  Chamfer VertexEdit Mesh  Chamfer VertexEdit Mesh  Chamfer Vertex
Edit Mesh > Chamfer Vertex

Step 5

After chamfering the vertex, split two edges as shown in the following image.

Split two edgesSplit two edgesSplit two edges
Split two edges

Step 6

To add details, insert one more edge loop around the rib area.

Insert an edge loopInsert an edge loopInsert an edge loop
Insert an edge loop

Step 7

Split two edges around the navel area and make its shape round.

Split two edgesSplit two edgesSplit two edges
Split two edges

Step 8

Insert one more edge loop around the navel area to add details. 

Insert an edge loopInsert an edge loopInsert an edge loop
Insert an edge loop

Step 9

With the centre face selected, extrude it down a little bit. It makes the basic navel shape.

Extrude down a little bitExtrude down a little bitExtrude down a little bit
Extrude down a little bit

Step 10

After adjusting the vertices and edges a little bit, you get the basic shape of abdominal and obliques.

Adjustment of verticesAdjustment of verticesAdjustment of vertices
Adjustment of vertices

6. Basic Detailing of the Thigh

Step 1

With the six indicated faces around the front thigh mesh selected, extrude them for muscle sculpting as shown in the following image.

Thigh faces selectedThigh faces selectedThigh faces selected
Thigh faces selected

Step 2

After extrusion, adjust the vertices and edges to build the proper thigh muscle of the character.

Adjust the vertices of thighAdjust the vertices of thighAdjust the vertices of thigh
Adjust the vertices of thigh

7. Basic Detailing of the Lower Leg and Ankle

Step 1

Jump in the face selection mode and select the indicated faces around the ankle of the character. With the ankle faces selected, apply Extrude command to extrude the faces a little up.

Select the ankle facesSelect the ankle facesSelect the ankle faces
Select the ankle faces

Step 2

Jump in the vertex selection mode and adjust the vertices of the ankle as per the leg anatomy of Hulk.

Adjust the vertices of the ankleAdjust the vertices of the ankleAdjust the vertices of the ankle
Adjust the vertices of the ankle

8. Editing Edge Loop Topology

Step 1

Apply Split Edge Loop where you have extruded the faces for detailing. It creates crosses triangular edges which you need to delete for the proper quad flow of the mesh. 

Split Edge LoopSplit Edge LoopSplit Edge Loop
Split Edge Loop

Step 2

Jump in the edge selection mode and delete the triangular edges.

Delete the triangular edgesDelete the triangular edgesDelete the triangular edges
Delete the triangular edges

Step 3

Following the same way, edit the topology of the mesh for the proper mesh flow of the character.

Edit the topology Edit the topology Edit the topology
Edit the topology 

Step 4

In this way, the basic body sculpting of the Hulk is done.

Basic sculpting doneBasic sculpting doneBasic sculpting done
Basic sculpting done

Conclusion

In the next part of the tutorial, I will show how to make hair, eye balls and pants of Hulk. 

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