
Master Maya's interface and navigation, from the top menu and create tools to shelves and panels, including polygon primitives, and use move, rotate, and scale with axis constraints and cloning.
Learn basic object editing in Maya by creating polygon primitives, switching between object, vertex, edge, and face modes, adjusting attributes like subdivisions, radius, and height, and double-clicking to select loops.
Customize your Maya interface by creating and editing shelves, using marking menus for quick access, and assigning hotkeys with the hotkey editor to optimize your workflow.
Explore the Maya modeling toolkit and essential tools for starting to model, using multi component selection to edit vertices, edges, and faces with symmetry, and applying mesh smoothing and scaling.
Block out the sword handle with the extrude tool. Refine with edge loops and symmetry, then use the multicut tool to add loops for a smooth blade.
Refine a sword model in Maya by adding details with the extrude and Multi-cut tools, shaping the handle with edge loops, indentation, and symmetry for a more realistic sword design.
Learn to detail a Maya sword by wrapping fabric around the blade with a guided extrusion. Then extrude separate faces to form small spikes and add thickness, refining with shading.
Insert edge loops to control sharp and round edges on the sword model, isolate components, and refine smoothing by adjusting vertex positions and edge loops for the handle and blade.
Learn how to organize a Maya sword project by renaming meshes with dash conventions, grouping parts, setting precise pivots, freezing transforms, and clearing history for a clean, ready-to-export scene.
Import a reference image as an image plane in Maya, align it to the x and y axes, and begin blade modeling with plane creation, extrusion, edge loops, and mirror.
Continue shaping the axe blade in Maya by aligning vertices, extruding and bridging edges, then mirror along the y and z axes and refine with soft selection.
Model the axe blade in Maya by extruding sides, adding edge loops, merging vertices, bridging gaps, and mirroring into a single object, preparing for the handle next.
Learn to model an axe handle in Maya by creating a cylinder, extruding and scaling edges, extracting a bottom panel, and refining the spike with edge cuts and perspective view.
Create a leather strap wrap for a Maya handle using deformers. Build and refine a cube, add edge loops, mirror geometry, center pivots, and form ribbons with bridging and extruding.
Master manual retopology in Maya with the Quadra tool, drawing vertices on a live surface to create clean quad-based topology, extruding, relaxing, and editing edge loops.
Retopologize the head with symmetry to build a low-resolution, loop-based mesh ideal for textures and animation, and create eye, nose, and mouth loops in quad mode.
Improve facial retopology in Maya by shaping the nose and mouth with strategic edge loops, fixing topology, and refining nostril and lip loops for cleaner, more accurate geometry.
Learn retopologizing the head in Maya by fixing messy polygons, adding edge loops, and distributing polygons for clean topology; reduce polygon density along the neck with extrusion and looping.
Retopologize the ear in Maya to increase density by adding topology with extra edge loops, extruding and relaxing vertices, and building the ear's inner structure with symmetry.
Analyze the concept art to break the post-apocalyptic tank into simple forms. Block out the shape in Maya, starting with wheels, body, and cabin, using reference measurements to keep proportions.
Model a post-apocalyptic tank wheel in Maya by extruding inwards to form the wheel hub and rim, adding bolts with edge loops, and revolving them around a centered pivot.
Shape and refine the main body of the post apocalyptic tank in Maya, detailing the front with headlights and grille, and adjust thickness with extrusion and edge loops.
Model the post-apocalyptic tank front by assembling windows and headlights in Maya, extruding faces to shape the grille, and refining the lens with a sphere and grouped components.
Model and duplicate the post apocalyptic tank front grille, align the pieces to the headlights, refine the indentation grid, then add a number plate and a slight damaged look.
Learn to model post-apocalyptic tank tracks in Maya using cubes, extrusions, pivots, and clones to create left and right track assemblies that fit the wheels.
Model and finalize a post-apocalyptic tank turret and exhaust in Maya by extruding, scaling, aligning parts, and adding edge loops for a crisp render-ready form.
In this final detail lecture, learn to refine a post-apocalyptic tank in Maya by smoothing, renaming objects, scene staging, mirroring components, and preparing basic materials for an object render.
Rename and clean up all post-apocalyptic tank parts, delete unnecessary groups and the reference cylinder, then freeze transformations, center pivot, and add subtle imperfections by moving pieces.
Stage a post-apocalyptic tank scene by creating and adjusting cameras in Maya, setting focal length and angle, and lighting with Arnold area lights.
Explore creating and applying materials in Maya with Hypershade and the Arnold standard surface, adjusting color, metalness, roughness, and transmission for walls, body, headlights, and windows.
Open Maya's Arnold render settings, choose image format and size, set a renderable camera, adjust lights and materials, preview renders, and save the final image.
Explore high poly modeling by analyzing the tram robot reference and setting up the scene in Maya, blocking out the body, arms, and legs, then detailing and cleaning up.
Block out a robot in maya using a human-sized reference, creating basic forms for body, arms, and legs, while adjusting camera clipping, shading, and hardened edges.
Detail a tram robot model in Maya by isolating the body, windows, and doors, adding bevels and edge loops, extruding thickness for frames and seals, and refining topology with symmetry.
Complete the tram robot project by detailing the rooftop, side panels, and bumper, then craft headlights with circular extrusions using edge loops and precise cuts in Maya.
Create and refine the tram robot legs in Maya using cylinders, bevels, extrudes, and edge loops to achieve quad geometry, with duplicates and texture-ready details.
Add detail to the tram robot by extruding and scaling parts, adding edge loops at corners, and fitting a cylinder to connect the leg to the body.
Learn to build the tram robot arm in Maya by modeling the shoulder and elbow with extrusion, scaling, and cuts, add indentation and a shock absorber detail, then mirror.
Learn to mirror and assemble tram robot parts in Maya by modeling a screen and frame, extruding, bridging, and duplicating components to create a monitor and antennas.
Finish the tram robot pantograph by modeling the antenna from cylinders, mirroring parts, and using edge loops, scale, rotate, clone, and extrude to add grille, headlights, and windshield wiper details.
Master the tram robot front grill in maya by isolating faces, extruding and scaling, duplicating and bridging edges, and refining to clean quad geometry.
Explore Maya-based 3D modeling for beginners by building a tram robot project and applying fast forward detailing to accelerate refinement.
Learn to add imperfections to a tram robot model in Maya by extruding, making cuts, refining topology with soft selection and multicut, to create realistic dents and damage.
Explore advanced modelling techniques in Maya by adding metal plates and paper-like details to a tram robot, using deformers, non-linear bend, extrusion, and precise placement.
Learn to build a tram robot in Maya by blocking out a basic body, detailing and extruding faces, bending shapes, making cuts and grills, and refining through repetitive practice.
Optimize the tram robot by converting from high poly to low poly, fixing topology with the multi-cut tool, and ensuring quads and proper normals to prepare for texturing.
Duplicate the tram robot, create a high poly version by smoothing parts, and rename all components with high or low suffixes to achieve clean topology for game engines.
Transform a high-poly tram robot into a low-poly version by reducing polygons, smoothing edges, and cleaning topology. Practice selective edge deletion, isolation, and normal-map readiness for efficient rendering.
Reduce polygon count to create a game-ready tram robot asset by using mesh tools, checking poly and triangle counts, and preserving details for a reliable normal map.
Learn how to create high poly and low poly versions, adjust smoothing and polygon count, and apply hard edges for accurate texturing, normal maps, and UV mapping in Maya.
Explore UV maps as two dimensional texture coordinates that attach an image to 3D geometry, using Maya's UV editor and UV toolkit to view, move, rotate, and scale UV tiles.
Learn how Maya generates different UV maps for cube, cylinder, cone, and sphere; edit and lay out UV maps neatly to avoid seams and texture distortions.
Open a Maya project to explore uv shells on a t-shirt model, learn how seams affect texture placement and distortion in normal maps, and keep map resolution consistent across shells.
Master Maya polygon cleanup by using mesh clean up on selected objects to fix double edges, non-manifold geometry, zero-length edges, and zero-area faces, remove inside wall, then merge and bridge.
Edit uv maps in Maya using the uv editor, move, rotate, and scale shells with transform tools, and match resolution across uv shells by double-clicking and pressing set.
Cut and sew UV maps in Maya with the UV toolkit, using edge and cut tools and stitch together to align textures and resize pieces.
Create and project UV maps in Maya by exploring camera-based, planar, cylindrical projections, and manual unfolding; learn when to use automatic projection and how to cut shells.
Learn how to unfold UV maps in Maya by cutting seams, creating shells from a t-shirt model, and using unfold 3D to lay out textures for easy painting.
Learn how to distribute and pack UV shells using unfold 3D, adjusting packing resolution (4K/2K/1080), padding, and rotation to efficiently arrange textures in one or multiple tiles.
Learn final preparations for UV mapping and UVW maps in Maya, analyzing topology, smoothing edges, and optimizing for games while planning unwraps and cylindrical textures for a tram robot.
Apply UV mapping on the front panel by isolating the front piece, creating a camera-based map, cutting and unfolding geometry, and fixing distortions with unfold and layout.
Learn to optimize uvs for a bumper and rooftop by using camera-based projection, cutting and unfolding, correcting checker patterns, and adjusting layout and resolution for a clean, efficient uv map.
Learn quick and practical UV unwrapping techniques in Maya, including cylinder and bar projections, unfolding and straightening UVs, and mirroring or transferring UV maps across parts.
Create and optimize uv maps for a robot by separating back, front, and side panels, unfolding, straightening, and stitching seams for better texture resolution.
Learn to unwrap a robot leg in Maya by applying cylindrical projections and normal-based maps, then unfold and lay out UV maps for a clean texture.
Master UV mapping basics for Maya beginners, quickly focusing on arms, legs, and other details to streamline 3D modeling workflow.
Finish UV layout in Maya by tiling UV maps for texture resolution, clean history and non-manifold geometry, and prepare a robot model with a single material for Substance Painter texturing.
Start your 3D modeling journey with CGBLAST and take your first steps towards a career in the film and games industry!
If you’re curious about the 3D world and would like to learn how to build 3D models yourself, but don’t know where to start, this 3D modeling course for beginners will teach you how to create 3D models from scratch. No prior knowledge is needed.
In these classes you will learn how to use Autodesk Maya software and how to set up a professional workflow for modeling. Our main objective is to introduce you to 3D modeling techniques and practices through different tasks and projects which will help you build a solid foundation in 3D modeling.
How is the course structured?
Our 3d modeling course has been divided into 9 bigger sections, and each of them you should be able to complete within one week.
At the beginning of the course we are focusing on simple object creation which will help you get familiarized with the Maya software and its toolset.
As you move forward with each section we go over some new aspects of theory and use it in practice by gradually creating more complex objects, adding more detail and realism.
Once you’ve covered the majority of the modeling tools and techniques, and feel comfortable within the Maya scene, we move onto our biggest project of the course and create a 3D model full of intricate details. While building this model you will also learn about high poly and low poly modeling techniques for games.
Finally, you will finish the course having the knowledge and skills of how to create UV maps and prepare your model for texturing.