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Creating Hulk Using Maya and ZBrush: Part 1

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

1. Modeling Torso

Step 1

Start Maya and load the reference images of our character in the front and left views. To do that, first click on the View menu in the panel view menu and then click on Image Plane and then click on the Import Image option. 

Go to the reference file location and load the appropriate Hulk reference images for both the left and right profiles, which have been provided with the tutorial.

Start MayaStart MayaStart Maya
Start Maya

Step 2

After importing the images in both the views, front and right, it should look like the image shown below.

Load reference imagesLoad reference imagesLoad reference images
Load reference images

Step 3

In the perspective view, create a cylinder poly primitive with Subdivision Axis as 8.

Make cylinderMake cylinderMake cylinder
Make cylinder

Step 4

In the front view, go to Shading menu in the panel menu bar and turn on X Ray option to make the polygon object see-through.

X-Ray modeX-Ray modeX-Ray mode
X-Ray mode

Step 5

With the cube object selected, do a secondary-click on it and choose the Vertex command—alternatively you can press the F9 key. 

This action will bring you into the vertex component mode. Then, with the Move tool selected or by pressing the W key on the keyboard to activate the Move tool, adjust the vertices of the cylinder according to the image reference and as shown in the following image.

Vertex modeVertex modeVertex mode
Vertex mode

Step 6

Being in the perspective view, press F11 key for face selection mode and then select half part of the cylinder. Go to Edit > Delete command to delete the selected faces. 

Delete half partDelete half partDelete half part
Delete half part

Step 7

Following the same way, delete the top and bottom faces also.

Delete cap facesDelete cap facesDelete cap faces
Delete cap faces

Step 8

I'll create the mirrored torso part on the other side. So, with the existing torso selected, go to the Edit menu and click on Duplicate Special option box.

Duplicate specialDuplicate specialDuplicate special
Duplicate special

Step 9

In the Duplicate Special Option window, turn on Instance radio button. Keep the Scale X value as -1.00. Click on Duplicate Special button to duplicate the selected half polygon mesh.

Duplicate specialDuplicate specialDuplicate special
Duplicate special

Step 10

Go to Edit Mesh > Insert Edge Loop Tool.

Edit Mesh  Insert Edge Loop ToolEdit Mesh  Insert Edge Loop ToolEdit Mesh  Insert Edge Loop Tool
Edit Mesh > Insert Edge Loop Tool

Step 11

Insert three edge loops and edit the mesh according to the reference images. 

Insert edgesInsert edgesInsert edges
Insert edges

Step 12

With the help of Insert Edge Loop Tool, insert two more edge loops vertically as shown in the following image.

Insert Edge Loop ToolInsert Edge Loop ToolInsert Edge Loop Tool
Insert Edge Loop Tool

Step 13

You can see the mesh in smooth display mode by pressing 3 on the keyboard.

Smooth shaded viewSmooth shaded viewSmooth shaded view
Smooth shaded view

Step 14

For better deformation, insert two edge loops and edit it according to the reference images.

Insert two edge loopsInsert two edge loopsInsert two edge loops
Insert two edge loops

Step 15

In this way, the basic torso modeling is completed.

Basic torso Basic torso Basic torso
Basic torso 

Step 16

Insert two more vertical edge loops in the front and back sides as shown in the following image.

Two vertical edgesTwo vertical edgesTwo vertical edges
Two vertical edges

Step 17

Go to Edit Mesh > Append to Polygon Tool.

Edit Mesh  Append to Polygon ToolEdit Mesh  Append to Polygon ToolEdit Mesh  Append to Polygon Tool
Edit Mesh > Append to Polygon Tool

Step 18

With Append to Polygon Tool selected, first click on one edge and then click on its opposite edge and then press Enter key to apply the command. It creates a bridge polygon adjoining the two edges. 

Append to Polygon ToolAppend to Polygon ToolAppend to Polygon Tool
Append to Polygon Tool

Step 19

Go to Edit Mesh > Insert Edge Loop Tool and insert an edge on the appended face.

Edit Mesh  Insert Edge Loop ToolEdit Mesh  Insert Edge Loop ToolEdit Mesh  Insert Edge Loop Tool
Edit Mesh > Insert Edge Loop Tool

Step 20

Being in the vertex selection mode, arrange the bottom vertices in round shape as shown in the following image. 

Vertex selection modeVertex selection modeVertex selection mode
Vertex selection mode

Step 21

Arrange the vertices according to the reference images in front and side views. In this way, the basic body torso is completed.

Arrange the verticesArrange the verticesArrange the vertices
Arrange the vertices

2. Modeling Leg

Step 1

To start with leg modeling, create a cylinder polygon primitive with Subdivision Axis as 8 and place it under thigh area as shown in the following image. 

Create a cylinderCreate a cylinderCreate a cylinder
Create a cylinder

Step 2

Arrange the vertices of the cylinder polygon according to the reference images in both front and right views.

Arrange the verticesArrange the verticesArrange the vertices
Arrange the vertices

Step 3

Insert an edge loop around the knee area.

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

Step 4

Select and delete the cap faces of the cylinder.

Delete cap facesDelete cap facesDelete cap faces
Delete cap faces

Step 5

To add more details, insert several edge loops and arrange them according to the reference images.

Insert edge loopsInsert edge loopsInsert edge loops
Insert edge loops

3. Adjoining Torso and Leg

Step 1

With the torso and leg polygon meshes selected, go to Mesh > Combine tool to attach them together.  

Mesh  CombineMesh  CombineMesh  Combine
Mesh > Combine

Step 2

After attaching torso and leg polygon meshes, you will see the symmetry gets vanished. You need to apply symmetry again. So, with the poly mesh selected, go to Edit > Duplicate Special command.

Edit  Duplicate Special commandEdit  Duplicate Special commandEdit  Duplicate Special command
Edit > Duplicate Special command

Step 3

Now, you need to merge the open and corresponding vertices together. With two adjacent and correspondence vertices selected together, go to Edit Mesh > Merge command.

Edit Mesh  MergeEdit Mesh  MergeEdit Mesh  Merge
Edit Mesh > Merge

Step 4

Following the same way, merge all open vertices together as shown in the following image.

Merge all verticesMerge all verticesMerge all vertices
Merge all vertices

4. Modeling Arm

Step 1

Create a cylinder polygon mesh in the side view with Subdivision Axis as 8.

Create a cylinderCreate a cylinderCreate a cylinder
Create a cylinder

Step 2

Being in the face selection mode, select and delete the cap faces of the cylinder from both ends.

Delete cap facesDelete cap facesDelete cap faces
Delete cap faces

Step 3

Being in the vertex selection mode, arrange the vertices of the cylinder according to the reference images. 

Arrange the verticesArrange the verticesArrange the vertices
Arrange the vertices

Step 4

Select six indicated faces around the arm joint area as shown in the following image. With the faces selected, go to Edit Mesh > Extrude command to extrude the selected faces. 

Edit Mesh  ExtrudeEdit Mesh  ExtrudeEdit Mesh  Extrude
Edit Mesh > Extrude

Step 5

Extrude the faces and move them up as shown in the following image.

Extrude the facesExtrude the facesExtrude the faces
Extrude the faces

Step 6

Arrange the vertices of the extruded faces according to the reference image in front view.

Arrange the verticesArrange the verticesArrange the vertices
Arrange the vertices

Step 7

To connect the arm with the hand mesh, we need equal vertices. But the arm mesh has only six vertices while the hand mesh has eight vertices.

Make equal verticesMake equal verticesMake equal vertices
Make equal vertices

Step 8

Therefore, insert one edge loop to get eight vertices on arm area as shown in the following image.   

Make an edge loopMake an edge loopMake an edge loop
Make an edge loop

Step 9

Insert two edge loops on the hand mesh to add more details.

Make extra edge loopsMake extra edge loopsMake extra edge loops
Make extra edge loops

Step 10

Merge hand and arm meshes together just like leg and torso had been merged previously.

Merge hand and armMerge hand and armMerge hand and arm
Merge hand and arm

Step 11

After connecting the meshes together, adjust the vertices to match it according to the hulk reference image. Press 3 key on the keyboard for smooth shaded preview in the viewport. 

Smooth shade modeSmooth shade modeSmooth shade mode
Smooth shade mode

Conclusion

In this part of the tutorial, I showed you how to create the basic structure of the body. In the next part of the tutorial, I will show you how to make the complete hand and foot of the character.

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