Description
In this course, you will learn:
- Overview of the 3ds Max tools and techniques used in character modeling, and how human anatomy is represented using 3D geometry.
 - Step by step through the actual process used to model a simple human character from the ground up, including facial features, musculature, and details such as hair and clothing.
 - UV Mapping.
 
Syllabus:
1. Creating Skeletons
- Drawing the leg chain
 - Adding bone fins
 - Mirroring the leg chains with bone tools
 - Positioning the hip bone
 - Drawing the spine
 - Positioning arm bones
 - Creating hand skeletons
 - Mirroring arm skeletons
 
2. Creating Leg and Foot Controls
- Positioning the foot control splines
 - Setting up inverse kinematics (IK) chains
 - Rigging the heel and toe controls
 - Rigging the main foot control
 - Controlling knee direction
 
3. Creating Hip and Spine Controls
- Configuring the main control
 - Setting up the spine
 - Head and neck controls
 - Creating shoulder controls
 
4. Creating FK/IK Controls
- Creating control skeletons for the arm
 - Constraining the control skeletons
 - Setting up the forward kinematics (FK) skeleton controls
 - Setting up the IK skeleton controls
 - Wiring up the FK/IK switch
 - Making controls appear and disappear
 
5. Rigging Hands
- Setting up the wrist control
 - Setting up finger FK controls
 - Getting the fingers to curl
 - Creating a control pane using attributes
 - Controlling finger spread
 - Rigging the thumb
 
6. Skinning Characters
- Applying the Skin modifier
 - Adjusting envelopes
 - Fine-tuning vertex weights
 - Advanced weighting tools
 - Mirroring weights
 
7. Face Rigging
- Understanding morph targets
 - Setting up a single-axis slider
 - Wiring parameters to control blinks
 - Setting up multiple-axis controls
 - Connecting parameters using Reactor
 - Creating a jawbone
 - Skinning the head
 - Controlling the jawbone
 - Controlling eye direction
 - Finalizing the face rig
 









