
Model a sci-fi ship using Maya for shapes with edge extrusion and insert edge loops, subdivide for high resolution, then detail in ZBrush with poly groups and live boolean.
Block out a sci-fi spacecraft in Maya, focusing on big shapes and silhouette, then detail with ZBrush, adding paneling, bevels, and UV maps.
Master cockpit modeling for a complex sci-fi ship using extrudes, edge loops, and vertex snapping, while refining angles and multi-angle visibility.
Shape the main hull in Maya by extruding, beveling, and inserting edges, guiding edge flow and geometry while adjusting from the top view and welding vertices for ZBrush readiness.
Follow schematic lines in Maya and ZBrush to shape a sci-fi ship by extruding edges, snapping vertices, and welding seams for flat, aligned sections, then add variation with edge loops.
Finish the hull by sealing and welding geometry, then mirror sections with negative scaling to create a model, using extrusion and vertex tweaks for clean edges before detailing in ZBrush.
Master Maya ship modeling with top and side view templates, vertex edits, edge extrusions, and lattice adjustments to build the rear engine and refine wing arms.
Build ship wings in Maya by creating side wings and a back engine, using wireframes, extrusion, edge insertion, and a lattice to refine shape, then duplicate for opposite side.
Model the wing arm and rear engine of a sci-fi ship by sculpting the wing, adjusting angle and scale, and applying the Berlin material in Maya and ZBrush.
Create and refine the rear fin and nacelles of a sci-fi ship in Maya, using extrusion, edge loops, and vertex adjustments while iterating and saving frequently to preserve work.
Expand the nacelles by duplicating and scaling components, extruding edges, creating insert edge loops, and welding vertices to build separate yet integrated geometry in Maya and ZBrush.
Advance the nacelle wing design by correcting inverted faces, resizing and centering the wings, then adding edge loops, extruding, and smoothing to create a clean, supported sci fi ship wing.
Practice finishing a sci-fi spaceship by adding edge loops, scaling, and creating side piping; subdivide for a higher-resolution mesh, use poly groups and sub tools for symmetrical detailing.
Refine the nacelle hitch piece and rear using Maya and ZBrush by adding edge loops, adjusting curves, extruding faces, and shaping a dome top.
Refine the hull by shaping angled cuts, adding a dome, inserting edge loops, extruding and scaling panels, and shaping hoses and fins in Maya.
Model wing fins for a sci-fi ship by shaping a plane, extruding vertices, and aligning fins with the wing using insert multi mesh and weld to create a cohesive design.
Insert edge loops to preserve hard silhouette edges on a sci-fi ship, bevel and subdivide while welding vertices and combining pieces for a single, clean model ready for ZBrush touch-ups.
Add edge loops, fix inverted polygons, and subdivide the mesh to prepare a clean, export-ready model for ZBrush. Group and split mirrored parts into subtools to maintain symmetry during import.
Explore creating a sci-fi ship in Maya and ZBrush using the insert multi mesh brush, boolean operations, and gizmo 3d deformation; add poly groups and refine the hull.
Prepare a sci-fi ship by assembling a greeble pack in Maya, then use insert multi mesh brush and live boolean operations to create clean, reusable subtools.
Explore nacelle IMM brush work by inserting multi-mesh pieces to detail a symmetrical sci-fi ship. Duplicate parts, adjust scale, and use masking to refine wing details.
Model hull intakes and engine components for a sci-fi ship using Maya and ZBrush, applying transformations, symmetry, and subtool workflows to shape, mirror, and refine details.
Populate a sci-fi ship hull by inserting multi-mesh elements, shaping loops and topology, and refining placement with move, scale, rotate, and mirror weld in Maya and ZBrush.
Learn to populate the lower nacelle by inserting multi mesh pieces, adjusting position, rotation, and scale, and using mirroring and welding to build a cohesive sci fi ship paneling.
Learn advanced 3D sculpting with insert multi-mesh brushes, apply billions for nerve cells and wing details, and refine the hull edges using slice curve and panel loops.
Apply booleans to the nacelles using insert multi mesh and insert paneling to carve vents and panels. Preserve underside detail and manage subdivision for clean results.
Learn wing boolean modeling for a sci-fi ship in Maya and ZBrush, using grouping, split polygons, extruding, and mirror and weld to achieve clean intercuts.
Master hull panel loops for a complex sci-fi ship in maya and zbrush by applying curve stroke, frame mesh, and panel loops to create crisp edge seams.
Expand the ship design by applying extra hull booleans, using live boolean, defamation tools, and symmetry to sculpt panels, refine topology, and weld geometry for a polished sci-fi vessel.
Learn to sculpt a sci-fi ship in Maya and ZBrush by using live booleans, slice curves, and geometry cleanup to refine back and front details.
Apply final touches to a complex sci-fi ship in Maya and ZBrush by refining curved geometry, duplicating and rotating components, adding subtle details, and previewing with shaders and renders.
In the Scifi Ship Series, we'll sart by creating simple shapes via edge extrusion in Maya, as it's one of the easiest methods to create viable meshes. When creating meshes in Maya, the fewer tools you use, generally, is the better your end result because you end up focusing on the best aspects of the tools to create what you need. Edge loops for better subdivisions are paramount when working with models that are going to be more than just 'game ready' (low poly) and will help create cleaner beveling when the mesh smoothes as opposed to subdividing without edge loops. Once the mesh has been imported into ZBrush, proper usage of polygroups will assist in mirrored details and overall cleanliness. IMM (InsertMultiMesh) Brushes are vital to helping to add the 'greebles' and accessories to hard surfaces to add interest. LiveBoolean is a new tool that's paramount in creating inset cuts and booleaned shapes within the ZBrush subtools to add more futuristic details to parts of the sci-fi spaceship. When combining tools in ZBrush, like IMM brushes with LiveBooleans, the speed at which the model is populated with details is greatly decreased, which helps with tight deadlines in production. Add in using Slice Curves to add polygroups to a mesh with Curve Functions to create frame meshes that follow the seam of the polygroups precisely, and the end results are a model that looks thoroughly populated yet futuristically refined.
More about the Instructor:
Having 25 years of experience in the video game development/entertainment arenas, Stephen G. Wells is well versed in a variety of programs and production pipelines and strives to work as cleanly and efficiently as possible. Having done pretty much everything, he enjoys getting to share his knowledge and experience in the hopes that he can help students gain a better understanding and appreciation of what 3D computer art (in all its varying forms) has to offer.