
Explore the Maya workflow for 3d animation and modeling, covering the user interface, modeling tools, materials and shaders, animations, and rendering, and finish with a tiki hut game-ready project.
Explore the Maya interface, including the top menu bar, shelves, channel box, and display, render, and animation layers. Learn to navigate tools, time slider, scripting, and viewports.
Create basic primitives with the polygon tab, drag to size, and view their properties in the channel box, then learn selection, multi-selection, and deletion using the control and shift keys.
Navigate the 3-D space by rotating the viewport with left click, panning with middle drag, and zooming with right drag or the mouse wheel, then use F to frame selections.
Create and assign unique materials to scene objects using the material editor and Hypershade. Adjust colors, transparency, and specular shading to preview how materials affect each object in the scene.
Explore the material editor workspace by examining a basic material and its 2-D texture linked to a file, plus input/output connections for the shader.
Master the basics of uv mapping in Maya by using the uv texture editor to select polygons, adjust uv points, and rotate, move, or detach uvs for accurate texture mapping.
Explore Maya's animation basics by creating keyframes on objects, using the timeline and range slider, and adjusting playback speed while editing channels and keyframes.
Explore edit mesh techniques, including edge flow, connect components, merge components, chamfer, detach, extrude, edge divisions, bridge, collapse, and duplicate faces to form quads and triangles.
Master the mesh tools and modeling toolkit, selecting vertices, edges, and faces, then moving, rotating, and scaling them. Use bevel, extrude, bridge, edge loops, and weld to edit geometry.
Create a cartoony hut doorway by modeling a box, adding subdivisions, extruding edges, and bending the structure, then refine with texture mapping for a playful look.
Craft a low-poly 3d scene by modeling simple objects like beach ball, surfboards, rock, and calendar using polygon tools, subdivision, vertex edits, and basic uv unwrap to emphasize clear silhouettes.
Build the tiki hat roof by shaping a plane, bending, extruding, and beveling, then clone parts and prep for unwrap and texture mapping.
Apply a new material to the wall segment, unwrap UVs, and adjust tiling and scale using the texture editor to display the bamboo board texture correctly.
Create textured surfboards by building cylindrical and planar UV maps, unwrap and assign materials, and adjust scale to minimize stretching, aligning pieces for a clean texture space.
Texture bamboo by applying materials, unwrapping UVs, and arranging bamboo segments for realistic repetition. Learn to scale, position, copy pieces, and build a bamboo post and doorway.
Set up the animation, prep the scene, group the center object, and apply a negative 360° rotation on the y-axis with keyframes, then render via batch rendering.
Explore how to optimize 3d models by adjusting material layers, removing backface visibility, and reducing specular highlights, while organizing geometry into layers for safer modeling.
Begin by creating the spider guy's body from a cube, add geometry with subdivisions, assign a transparent material, and refine with single-view modeling using soft selection and symmetry.
Position the model in the top view by adjusting reference planes and moving parts to align with the concept image, using symmetry and the four-view setup.
Refine the body side view by adjusting vertical positions and symmetry, using a solid reference to guide perspective and shaping across front, top, and side views.
Learn to model spider armor plating through mesh cutting, extruding, and material assignment, using multi cut, duplicate, and mirror techniques to create cohesive armor and helmet details.
Model an armor head piece by using top, front, and side views to shape a mandala, then cut, extrude, and adjust geometry with edge loops.
Model a head armor piece by constructing plate armor sections, duplicating and extruding parts, aligning vertices to a reference, and refining edges with a multi-cut tool.
Model head armor by adjusting vertex positions, cutting and extruding sections with a multi-cut tool, duplicating and mirroring pieces, and refining geometry for a complete plate armor.
Model the spider's face fangs by building cylinders and rectangles, adding bevels, scaling, mirroring, and combining parts into a cohesive fang assembly.
Refine the face geometry by tweaking the mouthpiece and eyes, using cut and extrude tools to shape a space for the teeth while adjusting transparency for clean topology.
Set up reference planes for one spider leg, hide unnecessary geometry, create layers, and apply front, top, and side blend materials to guide leg modeling.
Model the leg from a reference, starting with circular joints and a rotation piece, bevel edges, adjust segments, and reproduce hydraulics and metal arms to complete the design.
Model a leg assembly by building hydraulic connections, cylinders, and arms, duplicating geometry, adjusting via vertex mode, edge loops, and scaling, all with shader-based materials.
Model the leg by assembling circles and pieces, then use an edge loop and extrusion to form the u-joint.
Reuse arm pieces and create multiple copies to build across sections, align components, add cylinders and connectors, and refine with color in object mode.
Learn to model a leg by creating polygon geometry, extruding for depth, duplicating parts, filling holes, and assembling cylinders and spheres with proper pivots and materials.
Replace the side and bottom views with reference images of the armor plating, apply the plane's material and color, and begin modeling each armor piece from side and top perspectives.
Model the leg armor from a basic u-shaped form, using extrusion and edge loops, refine with bevels, materials, and precise rotation and positioning to achieve a wrapped, clean metal piece.
Develop leg armor modeling skills by creating polygons and extruding shapes. Apply bevels and adjust scale and thickness to refine armor pieces.
Duplicate and align existing pieces, adjust scale, then use vertex, edge, and face tools to extrude, bridge, and merge into a complete spider leg armor.
Apply orange metal material to armor plates and spider body to establish the warm color, then blend dark metal and silver accents on bolts for contrast.
Create a spider model by placing legs around a reference image, using a plane and materials, adjusting pivots, duplicating legs, and preparing lighting and the scene.
Soften the spider model by smoothing its geometry and edges, set up directional and ambient lights, adjust shadows and specular highlights, and render from multiple angles in Maya.
Learn to build leg bones for a spider in a rigging workflow, place joints with x-ray visibility, manage parent-child hierarchies, and set up controllers for intuitive animation.
Set up a leg rig with control points and an IK controller to simplify spider leg motion, then use a parent constraint to connect controls to the body.
Learn how to parent leg skinning to bones in a 3d animation project, using selection, edit > parent, and keyboard shortcuts to verify with x-ray off.
Create a spider body rig by building a central controller and applying parent constraints to the legs and body joints, ensuring responsive foot controllers and cohesive movement for animation.
Set up a basic root node for the spider, create a central controller, and parent body, feet, and eyes to the main rig for unified skinning and animation.
Walk animation 3 teaches building a walking cycle with keyframes every 10 frames, pulling and returning limbs, and syncing opposite legs for a smooth, lifted motion.
Conclude by building bones, applying skin, and rigging the spider model for animation. Create idling and walking motions to showcase practical rigging and motion.
Learn to create 3ds Max primitives in 3ds Max using the Create tab's geometry panel, drag to size, and edit or delete objects in the Modify tab.
Master transforming objects with move, rotate, and scale using the transform gizmo; adjust along x, y, z axes, apply angle snapping, and use shortcuts e, r, s.
Navigate the 3-D space by panning with the middle mouse button, rotating with a middle-click and modifier key, and zooming with the wheel to explore perspective and orthographic viewports.
Master viewport shading and lighting to switch between wireframe, realistic shaded, edge facing, and clay modes, adjust shadows, ambient occlusion, and background colors.
Learn to use the material editor to assign materials and textures to scene objects. Adjust diffuse, ambient, and specular colors, toggle wireframe, two-sided rendering, opacity, and self illumination.
Learn to apply a textured image to a 3D object by loading a bitmap, adjusting material properties, and displaying texture in the viewport through drag and drop or browser import.
Master UVW mapping by placing textures on a model, then use the editor and modifiers to flatten, rotate, scale, and skew UVs for accurate texture placement.
Learn render basics by constructing a scene with primitives, applying materials and textures, arranging copies, and configuring render settings and output sizes to save final images.
Animate a spear and target within the scene by setting and copying keyframes, adjusting curves in the graph editor, and refining rotation to hit and stick.
Explore in-depth polygon editing by selecting vertices, edges, borders, polygons, or elements on a box, using the Poly modifier and transform gizmo to move, scale, delete, and reshape parts.
Master poly modifier basics for model and animate modes, precise polygon selection with hotkeys, ignore back facing, shrink/grow, and constraints, plus slicing, detaching/attaching, and subdivision for clean geometry.
Explore edge modes for advanced modeling, including insert vertex, remove edge, split, extrude, weld, and chamfer, then bridge edges, create shapes, and manage edge loops and segments.
Explore polygon mode tools for 3d modeling, including inserting vertices, extruding and beveling edges, insetting geometry, bridging two shapes, and capping borders to create new geometry.
Model the drone body from a single view, extruding and chamfering edges to add depth. Use the poly modifier, edge mode, and weld together motors with cylinders.
Build drone legs from a basic box, extrude and bevel, clone elements, punch out joints, and use the bridge tool to form a complete undercarriage for landing.
Create a complete drone camera model by constructing mounts, plates, a lens cylinder, and arms, then assemble and smooth parts, apply materials, and prepare for animation.
Render a multi-frame drone animation by setting an active time segment from frame 0 to 550, saving 640 by 4 avi frames to a file location, with lighting and shadows.
Explore creating a playful 3D robot character using 3D Studio Max 2015, deepen modeling knowledge, unwrap textures, apply materials, and build a rig to pose and animate.
Design and sculpt a robot head from a sphere, cut, extrude, and bevel edges to form plates and a lens, then apply materials for rigging and basic animations.
Create an upper arm around a ball-and-socket joint using cylinder and sphere shapes, extrude and adjust geometry, align parts, and build solid connections with bridges and openings.
Polish and tighten the object geometry by cleaning edges, adjusting edge loops, and controlling subdivision to prep for unwrap and material application.
Open the material editor to create a simple object material, adjust diffuse color and specular highlights, and enable reflections and refraction with map-based falloff.
Adjust lighting and materials in the scene by adding standard lights, tweaking intensity, color, and fall-off, and tuning shadows (including ray-traced options) and shader types (metal, anisotropic) for realistic reflections.
Create and refine a character stand using cylinder geometry, extrusion, and material assignments, then set up lighting, reflections, and camera to render a turntable animation.
Rotate the character on a turntable, enable autokey, keyframe from frame 0 to 60, render with configured output and save, and prepare the scene with reflective materials and lighting.
Master rigging in 3ds Max by creating bones, placing a bipedal character, and adjusting spine, limbs, and joints; copy, paste, and pose for animation.
Create a basic idle pose and looped animation by anchoring feet, setting a starting pose, keyframing all bones, and refining subtle motion across frames to define your character's attitude.
Download and install Moneybox from Autodesk, sign up or sign in, and choose the free trial or student version to start Moneybox 2015 for 3D modeling and painting.
Explore the Moneybox user interface for sculpting, texturing, and rendering high-poly 3D models, with layers, tools, view cube, and community resources.
Create and arrange objects in a 3d scene by using mesh tools, adding a cube, and applying translate, rotate, and scale to position and shape them.
Explore how polygons and subdivision affect a 3d model by subdividing a plane to increase polygons, boost detail, and improve resolution for modeling projects.
Explore painting textures on a 3D model using paint tools, brushes, channels, and stamp or stencil projections, with diffuse color, normals, and UV mapping insights.
Create and manage paint layers to build detailed textures, using diffuse and specular maps, multiple layers, and brush tools; control stacking, transparency, and lighting to refine the look.
Sculpt a creature from a basic mudbox head, applying basic sculpting tools, layers, and mirrored sculpting to block muscles and define topology for a finished alien character.
Learn to sculpt structure by laying in basic shapes, refining edges, and strengthening features like the nose and jaw, while layering details and textures.
Learn advanced techniques for sculpting detailed alien armor figures, shaping semi-organic forms, refining eye sockets and facial wrinkles, and layering geometry and color for crisp, expressive 3D models.
Add a painting layer to your character, block basic diffuse tones using symmetry, then explore colors, stamps, and war paint to refine shading and prepare for rendering.
Explore viewport filters and rendering settings to fine-tune depth of field, ambient occlusion, cavity maps, tone mapping, and lighting presets, then render and save high-resolution images or turntable movies.
The entire team here at the School of Game Design would like to thank you for purchasing and learning from this course.
Be a 3D animation superstar armed with in-depth knowledge of Maya, 3DSMax, and Mudbox!
This course was designed to be the ultimate boot-camp for any one who wants to master Maya, 3DSMax, and Mudbox, the film and game industries most powerful modeling, animation, and visual effects tools.
This Master Class covers everything from the core fundamentals of these award winning programs all the way up to advanced techniques in 3D modeling and sculpting.
Through each section of this course you will complete fun and simple projects that make learning these complex programs simple!
By the end of this course you will have a deep understanding of animation, rigging, modeling, texturing, lighting, rendering, and projects workflow in MAYA, 3DSMax, and Mudbox!
Our team here at the School of Game Design is incredibly proud to present such a complete series on 3D modeling and animation.
Whether you are looking to do some 3D printing, or be a rockstar at a game studio, this Master Class is guaranteed to get you there!