
Explore the Maya 2023 interface with a guided tour of workspaces, shelves, and the viewport. Learn navigation, shortcuts, and the 3D axes to start modeling.
Explore maya primitives and transforms, shaping cubes, spheres, and cylinders, then manipulate translation, rotation, and scale with the gizmo, channel box, and attribute editor, including units in centimeters.
Explore the core three-dimensional building blocks in Maya: vertices, edges, and faces, and learn how to select, move, rotate, and scale them, plus basics of polygons, UVs, and multi selection.
Set up a Maya project using the project window, create a folder structure, save scenes in Maya ASCII, and delete history to keep files clean while extruding.
Master Maya viewport modes, shade and wireframe, and use display smooth with bevel to sharpen edges. Build a barrel from multiple geometries using pipes as rings, then clean the scene.
Explore the 3d production pipeline—from pre production to post production—through Maya modeling exercises, emphasize order of operation and hands-on techniques for creating dice.
Use image planes as reference in Maya, set up source images, align reference from front to right views, and model a hammer with cylinders, bevels, cuts, and bridging.
Learn to model a hammer head in Maya by starting with a Taurus cylinder, refining with extrudes and inserts, and using the mirror function for precise symmetry.
Master Maya topology by building clean edge loops and uniform topology with the Quadro tool, preserving edge flow and symmetry. Explore image planes, centering silhouettes and tracing the lock.
Explore interlocking topology and retopology techniques to build a symmetric model with controlled edge loops and thickness using the Quadra tool. Learn to mirror, detach, and bridge for final rendering.
Learn rendering basics in Maya by building a simple scene, importing models, cleaning namespaces, and using Arnold with an skydome HDR for image-based lighting and GPU rendering.
Explore how to create and adjust materials in Maya using the hyper shade and Arnold standard surface, covering color, roughness, specularity, transparency, and global illumination for realistic renders.
Master UV maps in Maya by applying cylindrical and planar mapping, unfolding, and layout to prevent texture stretching. Prepare textures from Poly Haven for realistic barrels and rings.
Explore physically based rendering in Maya with PBR textures, including diffuse, normal, roughness, ambient occlusion, and metallic maps, and assemble them in hyper shade for realistic materials.
Learn to add displacement to a scene by connecting an EXR displacement map to an Arnold standard surface, adjusting scale, and enabling render-time subdivision to convert texture into real geometry.
Master blocking and room setup in Maya by planning scale and grid for a four by four room, placing a TV and lamps, and setting up a skydome light.
Master soft selection in Maya, adjusting the gradient with B and middle-mouse drag, and switch between volume and surface to control influence; apply lattice, bevel, and extrude for seamless seams.
Master sculpting in Maya with brushes, pressure sensitivity, and topology tools using remesh, dynamic subdivision, live surface, and seam creation for organic couch detail.
Master Maya UV mapping for an organic pouf: delete UVs, apply camera-based projection, then cut, unfold, and layout to create clean texture patches.
model a wooden center table in Maya, export using OBJ or the FPB format, and duplicate legs with the Duplicate Special tool while organizing assets and enabling incremental saves.
Create a sci-fi styled wall lamp in Maya using live booleans to carve shapes, clean topology, and symmetry, then refine with edge loops, bevels, and curves for wiring and lighting.
Master curves in Maya using create curve tools and NURBS, convert them to geometry with sweep mesh, and create radially symmetric objects like a light bulb.
Learn to match 3d models to reference images by using image planes with a perspective camera, adjusting focal length and overscan to align geometry with the image.
Learn how to use duplicate special in Maya to create multiple bolts around a circle by properly setting the pivot, axis, and rotation, with steps for positioning along curves.
Master referencing files in Maya to streamline production workflows. Build a reusable light-test scene with an infinite background, Arnold lights, and HDR lighting, then manage references with the Reference Editor.
Discover procedural materials in Maya by creating bronze, rubber, wood, and plastic components for a subwoofer, using Arnold standard surface presets to generate textures inside Maya.
Discover how to build a Tetris-inspired frame in Maya using hypershade nodes, color pieces with a single ramp-driven material, and add emissive glow for neon lighting.
Build and refine a Tetris frame in Maya, including back plate, bevels, normals, and black and paper materials, then reference into the scene.
Learn Maya cactus modelling using the curve tool and revolve to form the cactus and pot, then refine with bevels and a lattice for an organic, stylized look.
Apply Arnold subsurface scattering to create realistic textures on cactus, soil, and skin-like materials. Adjust radius, color, and scale to control the subsurface glow across different object sizes.
Model tv furniture in maya by starting with primitives, using symmetry and bevels, and ensuring clean topology to avoid non-manifold geometry, then prepare assets for texturing in substance.
Learn to set up a realistic lamp scene in Maya using metallic and glass materials, mesh light filament rendering, thin-walled glass, and exposure tweaks for convincing illumination.
Learn how to texture assets in Substance Painter within Maya, using masks, layers, and procedural materials, including wood, metal, and rubber textures and baking textures.
Explore substance generators in Maya to apply metal edge wear, dirt, and rust using black and white masks, inverting options, and multiply blending, then export Arnold standard textures.
Explore the substance plug-in in Maya to auto connect textures and workflows, baking 2k textures for Arnold with base color, normals, roughness, and ambient occlusion.
Explore wall textures in Maya using red brick textures, displacement, ambient occlusion, diffuse, normal, roughness, and metallic maps, plus Substance Share and Poly Haven assets.
Learn to texture puffs in Maya using one or multiple texture maps, bake maps in Substance Painter, and adjust tiling, projection, and color variations from red to purple.
Master Maya table textures by using camera-based projection, UV unfolding, and extrusions, then bake 4K maps and texture wood and metal surfaces in Substance Painter with scratches and edge wear.
Create a 16:9 tv frame with a thin border, map an image-sequence texture to the screen as emission, and sync the animation with the timeline using planar mapping in Arnold.
learn how to create a pokeball carpet in Maya using XGen interactive groom, adjust density, scale, and modifiers for a realistic hair and shader result.
Master early character blocking in Maya by building a robot prototype from simple shapes, aligning with reference views, using image planes and a single camera, and mirroring for symmetry.
Showcase a Maya character head workflow using base meshes, display layers, grouping, symmetry, and edge loops for a clean, dimensional head.
Create a three-part antenna for the character using cylinders, welding, bevels, and a stacked spring helix, then add a small LED light and a compact flashlight for visual appeal.
Learn to model a character back thruster pack in Maya by duplicating and rotating flaps from a cylinder, adding thickness, an energy port sphere, and aligning it with the body.
Build a simple Maya torso and hip connection for rigging, shaping a slim waist and diaper-like pelvis using cylinders and bevels.
Model a minimal Maya leg by shaping the upper leg, establishing a pivot for forward and backward motion, and adding a boot-like foot with kneecap details for rigging.
Master Maya character uv workflows by cleaning the scene, separating duplicated meshes, and unfolding uv maps with 3d cut, control u, and mesh transfer attributes for mirror preparation.
Discover how to clean up a character by grouping and naming parts into robot components, setting pivots, mirroring pieces, and preserving separate shaders, before moving to UVs with udas.
Learn how to use UDIMs in Maya to extend texture space, manage multiple texture tiles, and prepare textures for Substance Painter.
Master a UDIM substance workflow in Maya, bake ambient occlusion and curvature maps at 2k, and block in plastic, metal, rubber, and emissive regions with masks.
Master udims texturing in substance painter by creating a robot character with color variation, masks, clouds, height details, ambient occlusion, and exporting organized 4k textures for Arnold.
Set up final UDIMs in Maya by creating Arnold materials, assigning them to the robot, enabling UDIM tiling with the Substance plugin, and generating previews for color, normal, and roughness.
Master rigging basics in Maya by mastering parenting, grouping, and world versus local transforms to control geometry. Build hierarchies with pivots to simulate orbit and rotation.
Replace groups with a joint chain to simplify selection and rigging, then bind skin to geometry via an indirect connection for smooth deformation.
Learn how constraints in Maya create indirect connections between objects, including parent, point, scale, and aim constraints, to drive joints and rig geometry with controllers.
Learn to build a robot torso rig in Maya by placing root and spine joints, choosing a single or multiple bind skin, and freezing transformations with a local rotation axis.
Build the robot leg rig by creating a three-joint chain (hips, knees, ankle), align pivot points, and use an ik handle with mirror joints for intuitive, symmetrical leg movement.
Learn to rig a robot arm in Maya by building shoulder, elbow, and finger bones, aligning local rotation axes, freezing transformations, and rigging a palm and grasping motions.
Learn to build a seven-bone Maya antenna rig with springy movement, freeze transformations, and a single bind skin using closest distance weights for clean skinning, with upcoming weight painting guidance.
Paint skin weights in Maya using the skin menu and paint skin weights tool to control bone influence on vertices, with flood and zeroing steps for clean deformations.
Paint and smooth skin weights for the left leg, knee, hip, torso, and neck, mirroring weights for symmetry to achieve joint-driven motion and prepare controllers for the final rigging.
Build a Maya rig by creating master and limb controllers with curves and groups, constrain to bones, align normals to the X axis, and automate FK chains with a script.
Create foot controllers in Maya using ik handles, snap to the ankle, mirror left and right, constrain and parent to the master control for consistent motion.
Master Maya animation fundamentals with a bouncing ball. Set keyframes, tune interpolation in the graph editor, and apply squash and stretch for dynamic motion at 24 frames per second.
In this Maya animation lesson, build a small rig to demonstrate follow through and overlap with a pendulum, adjusting pivots, keyframes, and timing to reveal inertia and momentum.
Block the scene by exporting a reference room animation and rig-based workflow, then create multiple cameras and key poses for the lego tower's reveal and fall.
Master Maya posing and animation by using camera setup, quick select sets, and keyframing curves and controllers to produce expressive robot poses that align with the camera shot.
Build and film a Jenga tower in Maya by modeling blocks, refining pivots, and beveling edges, then plan camera panels, key poses, and anticipation to animate the tower with dynamics.
Master animation cleanup in Maya by refining keyframe curves, mitigating unwanted slide, applying overshoot and anticipation, and using constraints and visibility tricks to create a polished, dynamic sequence.
Create a dynamic system in Maya using bullet physics to convert a Jenga tower into active rigid bodies, tune gravity, colliders, and ground interactions for realistic collapse.
Master dynamic fall simulations in Maya by configuring bullet solver gravity, triggering a sphere impulse at frame 220, and baking the physics to keyframes for seamless transfer to animation.
Initiate a dynamic system test in Maya by saving the scene, importing the robot and Jenga animation, setting up rigs and cameras, and rendering with Arnold on GPU.
Execute final batch render prep by refining the robot's materials, glare, and a face mask with textures and UV mapping in Maya; tune render options, lighting, cameras, and post-processing.
Explore cinematic light in Maya by building moody scenes with Arnold area lights, adjusting exposure and temperature, and creating controlled rim and TV reflections for a filmic look.
Learn Maya's camera and post effects by tuning depth of field, focus distance, and aperture to emphasize the main subject, then apply vignette and bloom and prep batch renders.
Inspect batch render workflow in Maya: calibrate render quality with adaptive sampling, manage noise with oyster cleanup, and export image sequences (tiff) for easy postproduction and accurate frame-based review.
Import render sequences, convert from 30 to 24 fps, create a 1920x1080 24fps composition, layer the sequences, and add a black solid with opacity keyframes for fade in/out and letterboxing.
Learn to add audio to a Maya scene by importing diverse sounds, adjusting levels, layering effects, syncing with actions, and applying color correction for a polished final render.
Export your Maya composition by sending it to Adobe Media Encoder, adjust bitrate and H.264 format, enable hardware encoding, and output a production-ready 1080p final video.
Master Maya to create your own animations through modeling, texturing, rigging, animation, and rendering, including dynamic effects, and keep practicing to tell stories in the 3D animation world.
Do you want to learn about the 3d world? Would you like to create environments, characters and tell your own stories? Would you like to learn all of that in a single course? if that is the case then I welcome you to Complete Guide to Maya: Learn to create complete animation shots for your short films.
WHY SHOULD YOU LEARN FROM ME:
My name is Abraham Leal. I have 11 years of experience in the industry and I will be your instructor throughout this course. In this super ambitious course I will guide you through the exciting world of 3D Animation. We will first cover the basics of Maya such as the interface and basic workflows. We will then start working on a 15 sec animation and we will do everything from 0. Modelling, rigging, animation, rendering, everything. This is a super complete course where you will be able to follow along and create your own animation.
BENEFITS : By the end of this course,
You'll be able to model, texture and render assets inside of Maya
Animate and rig simple objects
Create cinematic looking animations and stories
WHAT WILL I LEARN:
Maya Interface
Modelling
Texturing
Rigging
Animation
Rendering
Post Production
COURSE PROJECTS:
In this course we will go over all the different areas inside of Maya. The course has 10 chapters where we will take a deep dive into all of the necessary tools to produce the short.
IS THIS COURSE RIGHT FOR ME:
This courses is aimed towards beginner level students who are starting their 3d journey however even experienced students can get a lot of useful information from our main project
WHAT SHOULD I KNOW OR HAVE FOR THE COURSE:
We will be using Maya, Substance Painter and a little bit of After Effects at the end. Make sure to have all of the software installed and updated.
JOIN ME NOW:
Join me and become a great 3D Artist.