
Explore the two Maya polygon modeling methods: start from primitives or build polygons from scratch with the polygon tool. Use client guidance and reference apps to choose and organize workflow.
Maintain clean topology by using quad and triangle faces, fix duplicate faces and flipped normals, and ensure proper vertex deletion. Build good loops for animation and rigging.
Compare hard surface modeling and organic modeling, then explain when to apply high and low resolution workflows, topology, loops, and retopology for rigging and uvs.
Start with simple ship shapes, use boxes, cylinders, and spheres, then extrude and assemble to build complex models; emphasize symmetry and proper scale to make ships fit together.
Set up a Maya project by creating the budget window, selecting a location, naming the project, and organizing scenes and source images to keep the project ready for the team.
Learn to set up reference images in Maya by preparing front and side planes in Photoshop, aligning facial features, adjusting image size, and exporting textures to support accurate modeling.
Set up reference images in Maya and use X-ray to guide the model. Build symmetry by modeling one side and mirroring with object X.
Bevel operation teaches how to add realistic, rounded corners to hard-surface models in Maya, adjust segments, and maintain quad topology for clean, believable geometry.
Master border edge control, fix and flip normals outward, and manage smooth and sharp edges by merging vertices, extracting faces, and splitting or combining objects into a single mesh.
Master soft selection to smoothly deform complex ship models and use lattice points to adjust deformation, with subdivision to refine resolution for precise, efficient modeling.
Advance Maya Modeling teaches nonlinear workflows using lattice and subdivision, manages history and pivot points, and applies deform, twist, squash, and wave effects for editable meshes.
Develop core Maya modeling skills through hands-on practice, mastering extrusion of edges, soft selection, pivot orientation, and bridging and connecting geometry to build ship models.
Practice creating low-poly ships in maya by using smooth and soft selection, duplicating for backtracking, and applying curve and lattice tools to refine from low to high resolution.
Develop practical Maya ship modeling by creating sharp edges, applying a pivot, connecting edges, extruding faces, and applying soft and hard edges while refining normals for a clean low-poly look.
Refine a Maya crown by smoothing edges, managing hard and soft edges, and testing combined versus separate parts. Balance low and high resolution, bevels, symmetry, and texture readiness.
Explore hard surface modeling through time-consuming steps, decide whether to build one object or many, and use straight lines, rounded corners, and soft selection for complex ships.
Start with a basic ship from a box and a cylinder, refine with extrude operations, cuts, and hard edges, and use boolean difference to connect parts in hard surface modeling.
Explore hard surface modeling practice in Maya, mastering cutting, duplicating, mirroring, and merging meshes with vertex snapping and border matching for game and film workflows.
Practice hard surface modeling by extruding faces, using cuts and edge selections to shape a ship, adjust vertices, and build topology from scratch with the create polygon tool.
Master hard surface ship modeling in Maya by shaping topology, extruding edges, performing boolean differences, and ensuring connected geometry with clean quad or tri edge flow.
Master hard surface modeling in Maya using topology, booleans, extrude, and precise edge control to create clean ship models.
Master hard surface modeling in maya by building from a subdivided box, using lattice and soft selection, and applying division techniques and boolean differences to create clean edges and holes.
Explore organic modeling in Maya through sculpting workflows, using move and grab tools, brushes, stamps, and the relax tool; learn to add divisions, manage performance, and generate normal maps.
Master organic modeling workflows by cutting and separating meshes into parts, building topology from base forms, and manually bridging objects to ensure clean topology and smooth results.
Learn how to create a hole inside a slender organic mesh using cutting, union, or intersect operations, and refine topology with edge loops, smooth shading, and correct normals.
Master organic modeling in Maya by using Zip Brush and ZBrush to fix topology, build clean edge loops, and export optimized low and high resolution geometry.
Develop efficient topology by using loops to reduce faces and convert high- to low-resolution meshes for normal maps, retopology, and rigging in Maya.
Learn to build a ship by connecting pieces, deleting history, splitting the mesh, adding loops, smoothing topology, and preparing high to low resolution with sculpting and normal maps for UVs.
Advance Maya modeling by mastering sculpting with the zip brush, featuring two zip brush courses including a crash course for advanced sculpting.
3d modeling world in huge we cover the most important technique form mid-level to advance level by live practice, so you will get a full benefit from all, I wish luck and happy modeling.
Note: you can take the Maya beginner course also there are useful tips and tricks not just for beginners.
another Note: to be really a professional modeling artist you cant scape that you have to learn Zbrush, guys its very powerful application it will help you a lot, believe me, I'm a 3d team leader so I ask you to check also my page after finish this course, done that's it.
best regards
wael meslh