Antony Ward shows how to create a base mesh head in Maya, focusing on proper topology.
Antony Ward (antCGi) posts a lot of rigging tutorials that cover the fundamentals for rigging and modeling characters with Autodesk Maya. This new series looks into creating a base mesh character, and the latest in that installment shows how to make a base mesh head.
The tutorial covers creating all the facial features focusing on proper topology for animation and rigging.
Some of the links on lesterbanks are "affiliate links", a link with a special tracking code. This means if you click on an affiliate link and purchase the item, we will receive an affiliate commission. The price of the item is the same whether it is an affiliate link or not. Regardless, we only recommend products or services we believe will add value to our readers. By using the affiliate links, you are helping support our Website, and we genuinely appreciate your support.