*This course has been updated to the latest version of Maya 2017
It can be hard feeling completely lost when you already know the fundamentals and the software is the only thing getting in your way. You may be pulling your hair out, because your speed and process have been thrown out the door. You may be knowing what you want to create but getting nowhere trying to accomplish it.
Most tutorials for learning Maya are fundamentals videos that are long and drawn out, covering topics that you already understand. You're just looking for the information on how to transfer the skills you already have from working in 3ds max. You may be spending large amounts of time scanning through tons of beginner videos only to find the videos overlook the advanced techniques you use. Sometimes the techniques you use aren't even available in Maya. This becomes irritating and wastes your time.
This video series is designed to get you up to speed inside of Maya and have you wondering why it ever seemed so hard to transfer between software in the first place. All of the main tools and techniques that are used in everyday video game art development (modeling, unwrapping, and baking) will be explained and cross referenced to what you would use inside of 3ds max. So if you're in need of getting up to speed inside of Maya for a new job position or are a student looking to improve your resume to become more attractive to employers this video series is perfect for you.
This section covers how to move the camera around inside of the viewports in maya.
How to select, verts, edges, faces, and other modes for editing or manipulation.
Adjusting the pivot of your model and also covers different snapping modes and options.
In this video we will be covering how to edit an objects pivot point. You will learn how to edit the pivot so that you can move it to where you need within a model.
How to use the marking menu's inside of Maya
Explaining the process for creating high poly models ready for baking inside of Maya.
In this video we will be covering how to combine and separate meshes from each other inside of Maya. At the end of this video you will be able to have the skills to understand how to do it at the object level and at the face level.
How to set up symmetry on your model for in viewport viewing.
How to assign and use smoothing groups inside of Maya.
Creating a custom shelf to speed up your modeling inside of Maya.
Setting up custom grid sizes and appreances.
In this video we go over how to deal with the history inside of Maya and how you can control it. By the end of this video you should have an understanding of how to work with history and manage it properly.
In this video we will be going over how to freeze the transforms on an object. By the end of this video you should have the skills to understand how to freeze the transforms on an object.
In this video we talk about the outliner and its usage inside of Maya. At the end of this video you should have a high level understanding of what the outliner does and how to use it when managing your scenes inside of Maya.
Locating and using the material editor inside of Maya.
The basics of using the UV editor inside of Maya.
How to use the different unwrapping modes and more advanced techniques for creating UV's.
How to set up a second light map channel for your mesh inside of Maya.
Creating a cage and baking out a normal map all from within Maya.
My name is Bradley Wascher, I am a 3D environment artist working in the video game industry. I've worked for some of the biggest names in the video games industry, from Liquid development, to High Moon Studios, which is owned and ran by Activision. I have several years of on the job experience creating 3D art for video games. I have even worked for a design company creating 3D products all the way down to 2D web graphics and print ads.
I've had the great pleasure in my many jobs to have learned a lot and met a lot of great people that had their own techniques and insight. I wanted to give back to the world of 3D by releasing classes and tutorials that would help others either get a grasp of how video games are actually built or help artists that are already working to advance their skills.
If you ever have any questions just let me know. -BW