
Learn Maya from scratch by modeling, texturing, rigging, and animating a character, culminating in a final render. The course delivers real-time demonstrations with Q&A and step-by-step guidance for beginners.
Explore the Maya beginner project folder, review front and side reference images, examine the scene files such as make actor and final render, and check textures from Substance Painter.
Explore the Maya 2018 user interface, including the workspace, menu bar, status line, and essential tools like the time slider and channel box.
Learn to navigate Maya viewports with alt+drag for pan, rotate, and zoom, maximize views, frame selections, and switch between display modes, textures, and lighting for practical modeling.
Learn to create objects in Maya using poly and n-primitives, using interactive drag or numeric inputs to adjust radius, height, and subdivisions, then modify translate, rotate, and scale.
Learn how to save and open Maya files, including save scene, save scene as, and managing binary versus ASCII formats for versioning.
Learn to select objects and components in maya using the select tool, lasso, and band selection, with shift and control to add or subtract from selections.
Learn to use move, rotate, and scale tools in Maya to position objects, constrain to axes, and scale from the center to preserve proportions while checking alignment in perspective views.
Learn to create and rename layers, assign objects to them, and control visibility and playback in Maya using color coding, freeze, and template options.
Master soft selection and symmetry in Maya to move vertices with soft falloff, adjust radius with the B key, and mirror edits using object or world symmetry.
Hide and show parts of a maya scene using layers, the display menu, and shortcuts like hide selection and last hidden to streamline modeling, including hiding lights and cameras.
Open the outline window in Maya to organize your scene: select and rename objects, create and manage groups, and use color coding (visible white, hidden dark gray) for efficient rigging.
Master using the pivot point in Maya to control where objects move, rotate, and scale, with d for pivot adjustment, grid snap, and center pivot.
Group objects to treat multiple pieces as a single unit, rotating from the group pivot. Use ctrl+g to create groups and the up-arrow to select them.
Learn to use maya's marking menu with the right mouse button, switch between object and component modes, and access context sensitive options for extrude and bevel on components.
Master Maya navigation with hotbox shortcuts, space bar, and region-based marking menus to quickly switch views, hide UI, adjust layouts, and streamline modeling workflows.
Create a Maya project folder by naming it and choosing its location, which automatically generates standard subfolders for assets like reference emails and textures.
Import front and side reference images in Maya, adjust the workspace, set grid to feet, scale to three feet, center on ground, and place in a layer named our friends.
Block out the torso in Maya using a cylinder primitive, adjust grid and subdivisions for a centered, symmetrical model, and shape with extrudes, loops, and careful vertex edits.
Block out the arm in Maya by refining the torso, matching square faces, and using soft selection with sculpting relax, then breeze to connect the arm with the body.
Block out the leg in Maya by creating a polygon cylinder, adjusting height and subdivisions, mirroring with duplicate special instance, and refining with loops and vertex-to-face edits.
Block out the hand in Maya from a cube, adjust height and depth, divide fingers, create knuckles with loops, extrude fingers separately, and shape the palm.
Block and refine the hand in Maya by adding palm volume, adjusting the thumb, merging edges, and deleting history to clean the scene for the next face work.
Block out the face by shaping the eye region with clean topology loops. Create the eyeball, eyelids, and surrounding skin, then extrude for thickness and adjust normals for animation readiness.
Create mouth topology with the polygon tool from the center, mirror to the other side, then extrude and refine edge loops to shape the upper and lower lips.
Block out the head topology by creating even edge loops, extruding, and aligning the neck to the skull for a safe, smooth mesh.
Model the ear in Maya from a pipe primitive, extrude and add edge loops, adjust thickness, then merge and align vertices for a smooth connection to the head.
Model the nose in Maya, shaping topology with vertices, extruding and refining nostril loops, deleting the center polygon, and refining with ring and loop edits.
Model the mouth bag to keep the inner mouth visible when opened, using loop selection, extrusion, moving, scaling, and hole filling to create clean polygons for rigging.
Distribute polygons evenly on the head by adding edge loops, using relax and sculpt tools to smooth vertices, and refine eyebrows for a natural expression.
Combine the head and body into a single object by matching edge counts and refining topology in Maya, then prepare for the mouth, teeth, and gun in the next lecture.
Model the gums for a complete Maya character by building an upper gum with polygon pipes, shaping arcs, and refining vertices to fit teeth.
Learn to model a gum part in Maya by duplicating shapes, manipulating scales and normals, aligning and merging vertices, and extruding and refining geometry with precise snapping and global moves.
Learn to model teeth in Maya by extracting faces, extruding, scaling vertices, adjusting pivots, duplicating and flipping halves, then combining into a single object for clean symmetry.
Model a tongue in Maya starting from a cube. Shape with subdivisions, subselection and extrude tools, and apply smoothing, history management, and incremental saves.
Block the foot in Maya by starting with a cube, adding lattice and subdivisions, shaping and smoothing the mesh, and refining loops to establish a basic foot form.
Define the lip in Maya by adjusting vertices, smoothing, and refining the lip silhouette, using instance duplicates, a centered pivot, and snap to grid with x-ray references.
Define the nose in Maya by refining topology, shaping the nostril and lateral line, and using loops, relax, and multitool steps to create a natural, well-defined nose.
Define the eye topology in Maya by creating and aligning edge loops for eyelids, adjusting vertex flow, and preparing for animation with appropriate loops and smoothness.
Define the head by converting a square base into a rounded silhouette, refining the front view, nose, and neck with vertex moves, sub-selection, and the relax tool.
Define the body in Maya by adjusting the feet angle to a relaxed, natural position, then refine topology with extra polygons for smooth knee and elbow joints and rigging readiness.
Correct the pose for rigging by moving the hand away from the body, selecting the area with lasso, rotating into place, and relaxing the topology to avoid twisted loops.
Mirror the body in Maya to a single piece by aligning and snapping vertices to a central line, converting borders to vertices, using grid snapping, and freezing transforms.
Explore mirroring the eye in Maya by building iris highlights and saddle shading, duplicating and mirroring groups, and refining transparency and specular highlights for a realistic eye.
Model the cloth as a separate dynamic garment for cinematic characters, rig the body only, and apply topology, symmetry, and relax sculpting to ensure even, non-penetrating geometry.
Duplicate pant geometry from the body, align using symmetry and lasso selection, then refine with scale, edge loops, and smoothing to achieve even topology.
Block a simple shoe as part of the character in Maya, keeping the suit as a single mesh to simplify rigging, then add edge loops for a smooth, ready texture.
Learn to prepare a Maya head, check topology, and create hair curves on a life object using multi-cut and curve tools, then mirror and refine for rig compatibility.
Create hair curves in Maya with the CV curve tool and make live using references. Duplicate clumps, refine control vertices with soft select, and build hair flow across the head.
Create and duplicate hair curves in Maya, shape and layer hair clumps, adjust start and end points, and reverse curve direction for proper head hair; save frequently.
In Maya, generate geometry by extruding a profile along a curve to form a surface, adjust pivot and history, and refine width and taper for editable forms.
Learn to generate geometry from curves in Maya, duplicate and mirror mesh, delete history, group and duplicate, mask selection, and refine vertex placement to form a symmetric front hair clump.
Adjust hair clumps in Maya by refining pivots, cloning, and soft-selection to fill gaps, balance volume, and match the hairline while assessing silhouettes.
Convert surfaces to polygons in Maya, rebuild for even polygon distribution along the head, adjust u and v directions, and convert to quads with control points.
Learn to shape eyebrows in Maya by duplicating faces from the body, offsetting and extruding to add thickness, smoothing, deleting history, and freezing transforms for clean rigging.
Create a hair filler to blend head and body by matching polygon density, applying symmetry, adjusting vertices, duplicating filler, and texturing for a seamless outline.
Clean up the character model by deleting empty groups and history, renaming parts, and organizing the hierarchy before moving to unwrapping the character's model in the next chapter.
Learn the basics of UV unwrapping in Maya, including unfolding, creating six directional maps, and manually connecting seams to minimize stretching while checking texture with a checker.
Unwrap the sword's uvs in Maya using the uv toolkit and planar mapping. Project from front or top, set seams, unfold, and lay out 0-1 texture space for single texture.
Unwrap pant uvs using cylindrical mapping, create seams, unfold in uv space to relax the texture, and layout for efficient packing and proper texel density.
Unwrap and unfold the head UVs in Maya, adjust seams, and prepare separate textures for the head and body using a layout workflow.
Learn to unwrap the torso UVs in Maya using planner map from the front axis, apply symmetry, create seams, and unfold to check textures.
learn to unwrap the hand in Maya by selecting and creating seams, applying camera-based and cylindrical mapping, unfolding the UVs, and aligning textures for a symmetrical hand model.
Walk through unwrapping the leg UVs in Maya by setting seams, using planar and cylindrical mapping, unfolding to minimize stretching, and aligning texture density for body and sock regions.
Unwrap the eye uv shells in Maya by isolating inner and outer eye geometry, texturing the iris and eyeball, and duplicating the group to create two separate, animatable eyes.
Learn to unwrap hair UVs in Maya by unfolding along the U and V directions, straightening seams, and addressing stretching for consistent hair textures across multiple hairstyles.
Isolate the mouth geometry, unwrap the UVs, and use unfold and layout tools in Maya to create straight, non-overlapping UVs with proper density for clean texturing.
Pack the UVs for the cloth texture by creating a single texture for the T-shirt and pants and assigning a Lambert material. Arrange UVs to maximize space and avoid overlap.
Learn to pack the body UVs in Maya, create an efficient layout, unfold shells, adjust seams, and set cell and tile padding for proper gaps.
Finalize the mouth texture and assign a central Lambert material for a single texture map; adjust the UV layout with padding, noting a total of five textures for the character.
Master packing UVs for the eye texture in Maya by laying out, hiding non-visible parts, and unwrapping to maximize space, then assign a Lambert material and save.
Pack hair uvs by unwrapping all hair clumps, then layout them into a single texture with gaps. Apply five textures—hair, body, clothes, eyebrows, and mouth—via existing materials.
clean up the scene by grouping objects, deleting unused materials, and renaming assets, then export the model as an abx and import into the substance workflow to review texture sets.
Begin in substance painter, create a new project, use the PBR metallic roughness template, assign the mesh, set the resolution to 2k, and open the bx file in the viewport.
Explore the Substance Painter interface, including the 3D viewport, 2D texture view, left toolbar, properties, and texture set list with independent layers. Learn how to reset the UI to default.
Navigate the Maya viewport with ease by mastering rotate, pan, and zoom using the mouse, switch between 3D and split views, and preview materials and textures.
Select the body texture set and delete layers, then apply a flat base skin color with a filter; use white masks to isolate areas or adjust with a color picker.
Apply base color to a Maya character using the color picker, color layers, and masks organized in folders. Adjust roughness and disable height and metal to refine the finish.
Add skin tone by layering yellow on the forehead, red on cheeks and nose, and blue on the lower face, using fill layers, masks, and symmetry for a lifelike result.
Paint skin flaws by adding a red tone and subtle dirt with a new normal commercial layer, applying symmetry and low flow brushes to refine texture.
Texture the eye in Maya by applying a dye texture set, painting the white base, building color and roughness layers, and using masks, symmetry, and gradients for detail.
Texture a t shirt in Maya by laying a base color, painting stripes with masks and brushes on a 3D model using symmetry. Finish with fabric textures and multiply blending.
Apply a pan texture to the band, adjust roughness and color layers, and blend a fabric material with multiply, using masks to localize effects, then add subtle dirt for realism.
Texture the socks in Maya by applying a fabric scarf material, masking the group, and adjusting color, roughness, and texture scale to reveal lines.
Texture a shoe in Maya using Substance Painter workflows: create color, height, normal, and roughness maps; paint with masks and symmetry; add logos via alpha textures from Photoshop.
Apply dirt to a character in Maya by painting color, roughness, and masking on the suit and shoes, using dirt brushes, symmetry, and layer workflows to create realistic wear.
this lecture covers mouth texturing in Maya, fixing flipped normals by freezing transforms, and re-importing to preserve texture projection while detailing gums and teeth with color, gloss, and masks.
Paint a stylized Maya hair texture with a dark brown base and light brown strands. Create a new layer to adjust roughness and color, then refine with opacity and strokes.
Create an opacity map for hair by configuring the positive channel in the texture set, painting white for visible areas and black for hair lines, then refine clumps before rendering.
Finish the nails and complete the texturing by painting color and roughness on masked layers, using symmetry, then render and export textures from substance printer into Maya.
Render final beauty images in Substance Painter, adjusting samples, max time, and environment lighting. Save as JPEG at a resolution and explore exporting textures to Maya in the next lecture.
Export textures from Substance Painter for Maya using document channel plus normal with alpha preset, select a folder, choose PNG 16-bit, and include base color, normal, roughness, and metallic maps.
Import textures from Substance Painter, assign standard surface materials in Maya, use Hypershade to connect textures to base color, and apply body, cloth, hair, and eye textures across the model.
Configure an Arnold render for the Maya character with key, fill, and back lights, and adjust materials. Apply hair alpha textures and refine roughness and transparency before rigging.
Organize the scene for rigging by renaming and grouping the character, combining body parts, and cleaning history, then set up layers in the channel editor for easy visibility.
Learn to create and orient leg joints in Maya, including hip, knee, and ankle joints, establishing a correct joint chain for rigging before binding and controls later.
Create leg joints in Maya with the joint tool, set up an IK knee bend, and mirror joints from left to right, preserving parent-child relationships and automatic renaming.
Create and align spine joints in Maya, locate the center with a locator and point constraint, then mirror and snap joints to form torso, chest, pelvis, and root joints.
Create head, eye, and jaw joints and parent them to head so they move together. Align the eye pivot with a look-at locator and mirror the setup to right side.
Learn to build an arm rig in Maya by creating shoulder, elbow, wrist, and finger joints, establishing clavicle hierarchy, and setting up parent-child relationships for natural rotation.
Bind the character’s skin to the joint system by selecting the root joint and using skin bind with selected joints, adjust max influence, and paint weights later.
Fix leg skin deformation in Maya by painting skin weights and setting keyframes. Refine weights with replace and smooth, test with motion, then mirror to the other leg.
Fix skin deformation on the hand by adjusting skin weights, painting influences on joints, setting keys, smoothing transitions, and mirroring skin weights for a natural finger and clavicle motion.
Paint skin weights to fix head deformation, starting at the head joint, then set full influence on head and hair joints for smooth transitions, and jaw and lip regions.
Learn to build a global control in Maya by creating a large circle, freezing transforms, and grouping joints under the control to move and scale whole character without double transforms.
Create and align torso controls in Maya using chest, pelvis, and root controllers; apply orient constraints, freeze transforms, and precise pivots to enable realistic waist bending and torso motion.
Fix torso skin deformation in Maya by painting weights and adjusting joint influences for the leg and pelvis. Smooth transitions, remove unwanted influences, and refine control for clean deformation.
Create and align neck, head, and jaw controls in Maya, using duplicates, pivots, and orient constraints to enable rotation and jaw opening from the rig.
Learn how to create eye controls in Maya, using center-aligned curves and constraints to make the eyes follow a control, freeze constraints, and prep for arm controls.
Create clavicle and wrist controls for the arm in Maya, establish neck and head parenting, duplicate to the opposite side, and apply point and orient constraints for rigging.
Master elbow and knee controls in Maya for beginners by creating and duplicating controllers, snapping to joints, applying point and pull-vector constraints, and refining skin weights for smooth deformation.
Learn to create foot IK groups in Maya by building pivot points with candles, grouping around joints, and enabling sticky attributes to drive heel and toe controls for the feet.
Refine the foot control, align it to ankle, and add attributes named football and total with a -10 to 10 range to drive foot roll; next video covers set-driven keys.
Learn to create foot roll and toe roll in Maya using set driven keys, grouping, and pivot tricks to animate ankle and toe joints for lifelike character movement.
Create finger attributes on the wrist control and drive finger joints with set driven keys, enabling animated finger flexion with five attributes per finger from -10 to 10.
Create an eye close blend shape in Maya by duplicating the model, unlocking transforms, and sculpting vertices with symmetry and soft selection.
Create a smile blend shape by adjusting the lips with symmetry, soft selection, and careful inflation to achieve a subtle, natural expression in Maya.
Create a surprise blend shape for a Maya character by shaping eyes, brows, and mouth, while ensuring symmetry and correct skin cluster order to avoid overwriting deformations.
Create and place control curves for the eyes and mouth, then limit their translate movement and connect them to blend shapes using the connection editor to drive facial expressions.
Master final rigging tweaks in Maya by organizing controllers, parenting joints, and locking and hiding attributes to ensure turnkey character rigs with controlled hair, jaw limits, and clean layers.
Explore Maya animation basics by using the time slider and 24 fps, keying translate, rotate, and scale, and blending key poses to create simple walk cycle animations.
Correct the rig by realigning the hand joint, duplicate to the opposite side with a pivot, and move joints with skin move joint to avoid deforming the model; adjust weights.
Maya walk cycle basics: build the contact pose and its pauses—the down, passing, and peak poses—with key frames 1, 13, and 25, including the reverse contact at 13.
Create the middle contact pose by reversing the first pose’s translate and rotate values for the opposite leg and hip in Maya, aligning frame 13 at the center.
Create the down pose in Maya by lowering torso and head, flattening the feet, and adjusting the legs and root; reverse at frame 16, save, and preview the walk cycle.
Create the passing pose in Maya on frame 7 by lifting the root and aligning the legs and hands, then mirror to frame 19 and refine with the graph editor.
Learn to create peak point pose in Maya by placing foot plant on frame 10, adjusting hands, and copying key values for fluid transition toward frame 22 with graph editor.
Refine Maya animations with the graph editor, smoothing curves and removing unnecessary keys to eliminate jerky motion and improve the walk cycle.
Learn to create a Maya animation cycle by looping a walk, setting start and end frames, and refining with the graph editor and post infinity for seamless movement.
Develop a high-poly pant with thickness by duplicating a low-poly base, extruding inward, and adding seam lines using symmetry, smoothing, and normal direction adjustments.
Learn to create a low-poly pant cloth in Maya using ncloth, bind to a joint, paint input attract areas, and cast cached sim for smooth, repeatable playback.
Fix self collision in the ncloth by adjusting self collide scale and bake with a nucleus, then transfer details to the hyperloop using adaptive format.
Learn to create a high poly version of a T shirt in Maya, control thickness, apply smoothing, add edge loops, adjust normals, and delete history for clean final geometry.
Bind the low-poly shirt to the character joints, convert it to cloth with a nucleus node, and paint input attract to control wrinkles and collision with the body.
Learn to transfer an ncloth simulation to a high-poly model by selecting source and target objects, applying history clean-up, and importing the simulation data for a clean render.
Duplicate the hair on the head, convert to cloth with ncloth, bind to the head, and simulate using nucleus and input attract to achieve springy, dampened hair motion.
Continue simulating Maya hair with ncloth part 02 by adjusting dampening, painting weight maps, baking, smoothing, and reassigning hair materials for real-time dynamics.
Learn to transfer hair simulation from a low to a high poly mesh, manage wrap deformations, export and import the gas file, and prepare a clean scene for production.
Learn to create a clean Maya scene by caching data with cast files, transferring models to a new file, importing caches, and preserving animation without rigging.
Set up a backdrop and create a camera for rendering in Maya. Adjust render settings and image size to preview and finalize your shot.
Adjust render settings in maya to improve quality by tuning the backdrop, sky dome lighting, and area lights, then increase samples to reduce noise and manage render time.
Render animations as image sequences in maya by configuring render settings, enabling sequence rendering, and setting frame range from 1 to 120. Verify camera 1 and output folder before rendering.
Open an image sequence as an animation in Maya, browse, import the first image, and play at 24 frames per second to preview in real time.
Are you a beginner and want to learn complete character creation process in Maya for production ? I mean Everything from modeling, texturing, rigging, animation, cloth and hair simulation and rendering.
Instructor : My name is Nalini kanta jena, I am a 3d Instructor. I have been working since 2008. I have worked as game artist in Lakshya Digital and Dhruva Interactive, two Gaming studios based in India. I have also taught at Arena animation, ZICA and Reliance Education as a 3d instructor. I have also taught more than 30,000 students all around the world through my online courses.
Course Goal : At the end of this course, you will be able to Model, Texture, Rig, Animate, Simulate Cloth and Hair and Render Cartoon characters using Maya and Substance Painter.
Key Topics : In this course, you will be learning:
Character Modeling in Maya
UV Unwrapping in Maya
Texturing in Substance Painter
Rigging
Walk Cycle Animation
Creating Cloth and Hair Using ncloth
Rendering Animation
I will start the course with Maya basics in case you have never used Maya before. Then I will model the character in Maya. After that I will unwrap UVs in Maya and then I will Switch to Substance painter and texture the character there. Then I will export textures into Maya and setup Lights, material and texture there. Then I will rig the character and then I will animate the character and create a walk cycle. After that I will work on the cloth so I will use ncloth for both the cloth and the hair simulation. at the end we are gonna render the animation sequence using Arnold.
This Course is for Whom : I have designed this course for beginner students who wants to create characters for film and short films but struggles to do it because they lack the experience and knowledge of all these topics needed to create a character.
Enroll Now : So if you are interested then enroll now and be able to create your own characters for film and short films today.