Process

Step 1: Sketching and Blocking

In Procreate I sketch out my model in the t-pose stance, showing the front, side, and back. I also sketch out some more detailed aspects such as facial structure, accessories, props, etc. Finally, I color-coded the sketch based on the order of layers when modeling. This step helps with what to do first, as well as setting up parenting with the body mesh and rig. 

Step 2: Body Mesh

Using Adobe's Character Generator I create a basic body mesh. For this I am not looking for texturing, but instead, a basic humanoid mesh that I can work on top of. When importing this mesh into Autodesk Maya, I will end up replacing all of the textures, sculpting the mesh, and rigging it. 

Step 3: Modeling

In this step, I use Autodesk Maya's basic poly modeling, as well as sculpting, to model clothing and accessories onto my character. Using the color map from my sketch, I am able to more easily start from the body outward. In this step, I am also applying any external dynamics, for example, I applied NCloth to the shawl and skirt of this particular model. With this element, as the character moves in further animations, the cloth dynamic will adjust itself to move as well. I tend to keep modeling in greyscale, or in basic color blocking to keep my layering. 

Step 4: Texturing

I do texturing in both Autodesk Maya, as well as Procreate. After finishing the texture maps, and making sure they can be exported correctly, I decide where I want the texture to come from. 

For textures that are a flat color, or require little to no pattern or design, I stick to the Maya textures. 

For patterned textures, I export the texture map PNG into Procreate and draw the texture directly onto the 2D map. Then I am able to export this PNG back into Maya as a texture. 

For any type of brushwork, I export the OBJ of the object into Procreate's 3D painting function. From here, I am able to paint directly onto the object itself. Then, I have Procreate export the texture map PNG and I use that to create a texture in Maya.

Step 5: Auto-Rigging

Autodesk Maya has a fairly decent auto-rig function that has quite a bit of personalization. I am able to select my body mesh and create a human IK rig. With this basic rig, the character moves very well. From here, I can also add to the rig easily through this rigging software.