
Source files for Section 1
Learn to customize Maya's user interface by creating shelves, adding tools, and editing shelf icons. Adjust preferences, hotkeys, and display settings to streamline your workflow.
Learn to customize Maya colors for selected and inactive objects, explore the panel editor and custom layouts, and use the hot box and marking menu to streamline modeling workflows.
Source files for Section 2
Master Maya component mode to edit polygon assets with vertex, edge, and face selections. Use object mode, polygon primitives, interactive creation, and freeze transforms for efficient modeling with wireframe aids.
Master Maya edge tools for precise modeling, including slide edge and slight edge. Extrude, cut faces, insert and offset edge loops, flip edges, collapse, merge, delete, and bevel.
Explore Maya face tools to extrude faces, extrude along curves, and control normals, then work with divisions, transform component, and bevels.
Explore Maya's mesh tools, including combine, separate, extract, fill hole, and smooth, then use proxy visualization, reduce options, cleanup, and triangulate or quadrangular workflows for game-ready models.
Source files for Section 3
Set up a Maya project with image planes, import reference images, adjust the grid, and model a tubular part using cylinders and extrude, then use Duplicate Special for circular pillars.
Model and refine a faucet spout and pump handle using cylinders and cubes in maya, applying extrude, scale, insert edge loop, pivot placement, and axis-constrained adjustments.
Source files for Section 4
Duplicate and refine a two-part Maya model, delete interior faces, and align the pivot. Extrude, scale, and weld vertices with the append polygon tool to connect top and bottom sections.
Begin with a primitive cylinder in Maya, extrude and scale to shape a tapered antenna, then use a NURBS curve extruded along path to form the wire and connectors.
Create and refine a Maya model of a telephone cable assembly, using extrude, scale, curve tools, boolean operations like union, and edge/vertex cleanup to connect cables and a y splitter.
Learn to model a cable-like curve in Maya by tracing a path, extruding along it, adjusting control vertices, and refining divisions while deleting history for a clean mesh.
Source files for Section 5
Learn how to unwrap a Maya object using cylindrical and planar mappings, align UVs in the UV editor, apply a checker texture, and assign a Lambert shader for texturing.
Unwraps UV maps in Maya using planar mappings and projections, aligns and tiles textures, isolates unwrapped faces, and manages texture space to prevent overlaps for a game-ready model.
Master cylindrical and planar UV mapping, adjust seams and edges, and align UVs in texture space to create a coherent diffuse texture for the antenna and cable.
Demonstrate selecting edges, marking seams, and applying planar and cylindrical UV maps, then adjust layouts on cables and phones while checking texture stretching.
Master Maya texturing workflows by baking ambient occlusion, painting diffuse textures in Photoshop, and refining with gradients, levels, and overlays to enhance a military radio prop.
In this Complete Beginner's course, we cover the absolute basics of getting you started using Maya with a focus on games, starting from the absolute first time opening the software - all the way through modeling, unwrapping, and texturing your first game asset! We'll start off with some basic introductions to the UI and software, and dive right in to many of the common tools you'll need for game asset modeling.
"Learn by doing" as we take you through the complete process of modeling our military style radio prop, unwrap the asset, and cover basic texturing techniques for the asset. If you've ever wanted to learn the important features of Maya for Games, but weren't sure where to go, this course has you covered!
About the Instructor:
Justin Harrison is a Character and Technical Animator with more than 7 years experience in the game development industry. Currently, he is working for Molten Games in Del Mar, CA on an unannounced title. Previously he has worked for for both Activision and Sony on titles such as The Bourne Conspiracy, Ghostbusters: The Game, as well as Transformers: War for Cybertron to name a few. Justin holds a BFA in Digital Art and Animation from the College for Creative Studies, and has a generalist skill set that ranges from artistic modeling and asset creation, to motion capture and keyframe animation, to technical rigging and character setup.