
Model a Gundam character in Maya using hard surface techniques with front and side reference views. Build weapons and a jetpack, then pose the figure for epic renders.
Learn to start a new Maya project, navigate modeling tools, use the outliner, monitor poly count, merge vertices, fix normals, and set up a camera for Gundam character modeling.
Import reference images as image planes for the front and side views, place them on the ground, and center them for accurate mirroring when modeling in Maya.
Block out the head in Maya from a reference image starting with a cube, then smooth to a sphere for better topology. Duplicate and mirror the half to keep symmetry.
Learn to cut up a Gundam head in Maya 2022 by projecting curves onto a high-resolution mesh, then split and separate the geometry to shape jaw and eye pieces.
Learn to cut head details in Maya using the EP tool, project curves onto the mesh, split the mesh, and delete these curves to shape the Gundam head.
Learn how to retopologize the top of the head in Maya, fix clipping, set target face count, preserve hard edges, and refine edge flow and mirroring for sharp results.
Retopologize the middle head section in Maya using about 30 polygons, straighten topology with edit edge flow, mirror duplicates, then separate and blend with the helmet.
Retopologize front part of the head in Maya 2022, using EP curve tool, project curve, and edge flow adjustments, then mirror geometry to refine the bulge and clean topology.
Retopologize the side part of the head in Maya 2022, set topology to 200, smooth edge flow, fix the geometry, apply Lambert one, and save your scene.
Extrude the chin edge loop, align vertices to the profile, and bridge gaps to form a seamless chin, then bevel edges and add loops for final detailing.
Finish the head front by extruding for thickness, delete inner faces, and bevel edges. Use crease or bevel tools to sharpen corners and clean topology.
Finish the Gundam character’s cheeks in Maya 2022 by extruding to add thickness, refining topology with bevel and crease tools, fixing corner vertices, and mirroring for a clean, connected mesh.
Finish the red head pieces in Maya by extruding, deleting inner faces, beveling edges, and aligning with reference images, using multicut and crease tools to match the design.
Finish the head by refining topology, extruding the eyes, beveling edges, and cleaning up the geometry; mirror across halves and clean the scene in Maya for a polished Gundam head.
Use a lattice to tweak the head shape in Maya, moving vertices with local or global falloff, increase resolution, add creases, and mirror across X for better front view alignment.
Block out the helmet's top using a cube and curve tool, shaping a cap and refining with front and side views. Adjust pivots, edge flow, and transformations to maintain control.
In Maya 2022, fix the cheeks by removing excess resolution, improving edge flow, and smoothing topology, then center the pivot, delete history, and freeze transformations before continuing the helmet.
Block and refine the top helmet in Maya 2022, adjusting vertices with world mode and snapping, projecting curves on mesh, splitting and mirroring halves, and retopologizing for clean topology.
Learn to model the top part of a Gundam helmet in Maya 2022, part 2, using extrusion, beveling, creasing, edge flow, and topology cleanup to achieve clean, sharp details.
Build the inner side of the Gundam helmet in Maya 2022 by extruding and pushing down the inner part. Mirror and refine with lattice, edge flow, and multicut for curvature.
In Maya 2022, work on the exterior side helmet by duplicating geometry, extruding thickness, mirroring, and refining with retopology, CV curve tool, and precise vertex snapping.
Fix the helmet dent, mirror the adjustments, and add thickness with extrude while avoiding topology penetration. Use ep curve tool and lattice deformation to sharpen the jawline.
Block out the helmet mohawk in Maya by extruding and beveling edges, using edge loops and multi-cut tricks, and align to front and side references.
Block out the front helmet spike in Maya by shaping a cube, adjusting vertices, aligning pivots, extruding to set thickness, and using mirror and bevel to add detail.
Refine the Gundam character by beveling the chin, removing an edge loop for cleaner geometry, and adjusting segments to achieve a sharper, more natural look in Maya 2022.
Finish the helmet by beveling edges, using normal bevels, and tightening edge loops for a clean mohawk. Mirror for symmetry, optimize resolution, and protect texture space for faster rendering.
Select the rim edges of the helmet's top part, apply a three-segment bevel, adjust the fraction for consistent size, and mirror the result to the other side.
In Maya 2022, tweak the Gundam character's side helmet with a lattice to round the surface, adjust resolution, and refine edge flow for a smooth result.
Finish the spike connector by beveling and extruding the front piece, refining topology with center edge loops, holding edges, and four-sided polygons for smooth, detailed geometry.
Finish the side part of the helmet by refining edges with multicut, applying crease or bevel, and cleaning up topology for a crisp, hard-edged look.
Finish the helmet side by adding a subtle split, bevels, and black-square details, while refining edge loops, mirroring geometry, and blocking out internal geometry for a clean base.
Finish the Gundam helmet in Maya 2022 by refining edge loops, applying bevels, and cleaning topology with edge flow and extra resolution.
Refine the helmet geometry by adjusting the back gap with soft select and pivot alignment, then smooth edge flow and mirror for a balanced model.
Create a Gundam neck in Maya 2022 by shaping a cylindrical neck, refining geometry with edge loops, extrude and bevel operations, and tapering for a clean, mirrored, symmetrical result.
Block out the chest in Maya 2022 by creating a plane and extruding edges on one side. Refine edge flow, delete faces, bevel edges, and mirror for symmetry.
Block out the chest in Maya by building basic geometry, aligning and extruding edges, adding resolution, and beveling to match the model kit reference.
Finish and refine the Gundam chest in Maya 2022, part 1, by extruding, duplicating, and straightening geometry, including the collar and yellow detailing.
Finish the chest piece by extruding to add thickness and deleting interior faces, then reverse the mesh display. Bevel edges, center snap, mirror, label the piece, and save the scene.
Finish the chest by mirroring and extruding geometry, beveling edges, fixing topology with uniform edge flow, and adding bolts to complete chest pieces in Maya 2022.
Enlarge the eyes in Maya, duplicate the geometry, refine with the crease tool and vertex edits, and mirror to balance both eyes for the Gundam character.
Block out the collar in Maya 2022 by mirroring the border, cutting with multicut, extruding, and adjusting vertices for straight, curved edges and thickness, while avoiding chest interference.
Select and duplicate collar parts, add edge loops, detach to create gaps, then bevel and extrude, merge vertices, and mirror to refine thickness and topology.
Finish the Gundam collar in Maya 2022 by cleaning topology, extruding faces, beveling edges, and mirroring across the model, while enforcing four-sided polygons for a clean, rounded collar.
Create the chest vents on a Gundam character in Maya 2022 by extruding to add thickness, bridging edges, beveling, deleting excess edges, and mirroring for a complete finish.
In Maya 2022, create the body by modeling a red piece, extruding, beveling, and mirroring to add bolts, topology, and clean geometry while refining edges and symmetry.
Block out the chest unit in Maya with a cube, adjust height and width, bevel to match the side view, then refine with extrude, multicut, and a mirrored topology.
Create the central chest unit in Maya 2022 by using multi-cut edge loops, extruding thickness, and beveling edges. Mirror the geometry for symmetry and refine with cuts to add detail.
Block out the shoulder with edge loops and bevels, refine the form, mirror for symmetry, and compare to the reference toy to note hollows and piece division.
Finish the Gundam character's shoulder in Maya 2022 by refining topology with multicut, adding resolution, beveling edges, and cleaning up for clean four-sided geometry.
Create the shoulder interior for a Gundam character in Maya 2022 by modeling inner and outer parts, beveling and extruding, and mirroring a seam to fit the angled arm.
Block out the Gundam arm in Maya 2022, align it to the shoulder, add edge loops and cylindrical pieces, then extrude and subdivide to form the side view and cutouts.
Block out the Gundam arm in Maya by detaching and extruding edge loops, beveling edges, using multicut for details, then mirror, refine, and finish with bevels and alignment.
Block and align the arm part in Maya, insert and offset edge loops, mirror across the X axis, and apply bevels for a clean Gundam arm.
In Maya 2022, this lecture blocks out the arm for a Gundam figure, refining shapes with bevels and grooves, detaching and grouping components, and preparing for a mirrored, simplified silhouette.
Finish the arm in Maya 2022 by adding detail through cuts and extrusions, mirror across the bounding box, and refine with bevels and resolution tweaks for a smooth look.
In Maya 2022, finish the arm by mirroring the geometry, extruding and beveling edges, performing multi-cut edits, and cleaning up vertices to ensure symmetric, well-aligned mesh.
Adjust the elbow of a Gundam character in Maya 2022 by pushing back edges, deleting loops, and adding resolution to straighten geometry and prevent inner or outer artifacts.
Finish the arm by beveling and extruding to create seams without overlapping geometry, maintain four-sided faces, sharpen edges with edge loops, and reuse components by duplicating and spinning.
Select the edge loop, extrude for thickness, snap vertices, bevel, multicut to add edges, fix triangles, then mirror the geometry and duplicate to complete the arm.
Finish the arm by extruding edges, refining bevels, and adding details, while cleaning topology, matching bevel sizes, anchoring edges, using multicut and welds, and mirroring the result.
Finish the arm by refining bevels, cleaning topology with extrudes and multicut, and building a left arm connector within a master group for easy posing in Maya.
Block out the groin area for a Gundam character in Maya 2022 using a cube, bevels, and extrusions to shape the geometry.
Finalize the groin geometry by tightening bevels and clean topology through vertex edits, merging and snapping vertices, and using edge flow controls to preserve the curve.
Bevel, detach, and refine the groin geometry in Maya, adjust topology with bevels and multicut, mirror and extrude to thickness, and verify clean geometry with basic material tests.
Create the groin panel for a Gundam character in Maya 2022 by extruding, beveling, and shaping with edge flow and multicut, then clean up the geometry.
Create the v-shape for a Gundam character in Maya 2022 by shaping a v-bit, beveling edges, and mirroring geometry. Isolate, delete back faces, adjust center bevel, and refine symmetry.
Block out the front unit in Maya 2022 by building a cube, adjusting its position, and beveling edges for clean topology and efficient detail.
Finish the front units in Maya 2022 by refining topology with multi cut, adding resolution, and beveling edges. Detach pieces, bridge geometry, and extrude for thickness.
Refine the front units by cleaning up geometry, beveling edges, extruding and scaling, and using a lattice bend for the belt, then create and group left and right side units.
Show how to add extra detail to the groin area in Maya 2022 by extruding, beveling, scaling, and mirroring, while cleaning up topology and managing performance.
Learn to model the Gundam side unit in Maya by blocking geometry, mirroring front units to the back, and refining with bevels, extrusions, and edge loops for clean, accurate detailing.
Finish the Gundam side unit in maya 2022 by beveling edges, refining topology to four-sided shapes, mirroring parts, and performing mesh cleanup for clean geometry.
Complete the side unit attachment by refining topology, adjusting vertices, and adding detail via extrude to create offset thickness, while mirroring parts and optimizing edge flow for a Gundam model.
Block out the Gundam back piece in Maya from a cube, add bevels and edge loops, mirror across world X, and shape a clean pattern ready for detailing.
Finish the back piece in Maya 2022 by isolating the edge loop, extruding, beveling, offsetting, and welding vertices to add detail, then use multicut and clean up for clean geometry.
Finish the back piece by extruding the outer edge loop, beveling edges, and tightening topology. Mirror to waist, connect and merge vertices, and clean up edges for a controlled topology.
Block out the thigh in Maya by modeling the front and side views, using edge loops and bevels, then align the pivot and clean topology.
Continue blocking out the thigh in Maya, refining knee joint integration, mirroring the leg, adjusting resolution and topology, aligning pivots, and tweaking angles for a clean blocking pass.
Block out the knee in Maya 2022 by extruding, extracting faces, and bridging to form the knee; center the pivot, adjust width, and mirror the bounding box.
Block out the lower leg in Maya 2022 by extruding edges, extracting and reversing faces, adjusting width, and shaping curvature with edge flow for a smooth, controlled topology.
Block out the calf in Maya by extruding and blending edges, using multi cut and bridge tools, then refine vertices for a smooth curved form, and clean up geometry.
Finish the thigh in Maya by refining the leg geometry with extrusion, bevels, and interior topology; mirror and merge halves, then clean up vertices and edges for clean quad topology.
Finishes the thigh details in Maya 2022 by refining interior geometry, beveling edges, extruding and aligning topologies, and adding subtle details to sharpen the silhouette.
Finish the knee of a Gundam character in Maya 2022 by building thickness and refining topology. Apply bevels, manage edge loops, and mirror details to match the model kit.
Finish the lower leg in Maya 2022 by cleaning up topology, adding edge loops, beveling, extruding thickness, and mirroring the shin and calf for a Gundam character.
Refine the calf's curvature and symmetry by increasing resolution, adding edge flow and bevels, and using lattice with temporary edge loops to achieve smoother transitions.
Block out the Gundam foot in Maya by starting with a cube, extruding faces, and applying bevels. Adjust pivot, switch off the grid, and refine the foot geometry.
Model Gundam foot geometry in Maya 2022, creating a dial piece with top view, ward mode, snapping, extrude, mirror, delete faces, thickness, interior tweaks, bevels, and clean topology.
Finish the Gundam foot by adding thickness, beveling edges, and detailing, while mirroring across sides and cleaning up topology for a clean, symmetric model.
Adjust the calf in Maya 2022 by tweaking top vertices, duplicating, snapping to center, scaling x minus one, and trimming faces to fit the gap.
Finish the Gundam foot by adding thickness with extrude, clean up topology, and bevel edges; mirror to the other side, align pivots, and integrate the foot with the leg.
Position the leg by duplicating and adjusting the leg original position layer, tilting the leg while keeping the foot grounded, and refining the geometry with extrude and fill operations.
Pose the Gundam character's leg in Maya by creating a swing group, adjusting the pivot for a knee bend, and refining lattice and edge flow to keep the foot flat.
Learn to create a groin and back connector in Maya 2022 by adding geometry, aligning front and back parts, beveling edges, extruding and mirroring for a clean, connected topology.
Block out the jetpack in Maya 2022 starting from a cube, adjust vertices in world mode with x snap, then bevel and extrude for the exhaust.
Refine the jetpack in Maya 2022 by matching the reference with careful cutouts, bevels, edge loops, and extrude techniques while managing history, pivots, and smooth edges.
Finish the jetpack by refining geometry, adding resolution, extruding, beveling edges, and cleaning up topology to produce a polished Gundam jetpack component in Maya 2022.
Finish the jetpack part 3 by refining geometry, beveling edges, and cleaning up topology, and prepare for the gun and shield.
Refine the jetpack covering by extruding edges, beveling, adjusting pivots, and mirroring to add depth, thickness, and clean topology.
Extend and refine the jetpack by adjusting vertices and mirroring halves for the correct width. Extrude, bevel, and bridge edges, add thickness, and ensure the two pieces are connected.
Model the Gundam gun in Maya 2022 by using reference images, aligning the image planes, centering the pivot, extruding, beveling edges, and mirroring to complete the front gun part.
Create the gun part by extruding, beveling, and refining a cylinder; increase resolution for grooves, apply mesh smooth, and carefully adjust horizontal versus vertical edge loops to preserve shape.
In Maya 2022, sculpt and refine the gun part by detailing, cutting, detaching and separating pieces, then extruding and beveling to sharpen edges.
Create and refine the gun part in Maya by building tapered cylinder segments, deleting hidden back faces, extruding and beveling to form a tapered, angled gun detail.
Learn to model a Gundam gun part in Maya 2022, using cylinders, extrude, bevel, and edge loops, adjust pivot, separate parts, and refine topology for a clean, connected detail.
Block out the gun part in Maya 2022 by extruding faces, refining edge flow, and mirroring across the X-axis for a symmetrical Gundam component.
Create and refine the Gundam gun part by aligning vertices to the curve, forming polygons, extruding, beveling edges, and mirroring in the z axis.
Create gun parts in Maya by modeling two cylinders, extruding faces, applying bevels, and detailing a classic trigger with optional bazooka or ball-and-chain elements.
Create the gun trigger and trigger guard in Maya by extruding, beveling, and refining edge flow for a smooth, symmetrical half-model, then mirror to complete the part.
In Maya 2022, this lecture guides blocking out and refining a gun model, extruding faces, merging vertices, and adjusting edge flow to form the frame, trigger, and handle.
Finish the gun part in Maya 2022 by adding grooves, bevels, circular holes, and edge loops, aligning the slant to the reference and cleaning up topology.
Develop bevel workflows and topology cleanup in Maya while refining a gun part, adding details, and mirroring the model for a complete Gundam gun.
Refine the gun part in Maya 2022 by beveling the guard, fixing topology with edge flow and edge loops, mirroring, and preparing the finger to pose squeezing the trigger.
In Maya, finish the gun part by beveling edges, adding edge loops, and extruding details; fix reversed normals and mirror the completed piece to create both sides.
Bevel edges, clean up topology, and align the gun part in Maya 2022, merging vertices, mirroring, and tightening resolution for a clean, ready-to-rig Gundam gun piece.
Block out the Gundam shield in Maya using a flat geometry, extrude and mirror for symmetry, add thickness and borders, and align vertices with snapping for a clean silhouette.
Block and refine the shield geometry for a Gundam character in Maya 2022, covering extruding, thickening, vertex adjustment, inner details, mirroring, bevel prep, and clean topology.
Finish a Gundam shield in Maya 2022 by beveling edges, refining inside geometry, and resolving five-sided shapes with careful quad and triangle work, mirroring and final mesh checks.
Finish the shield by extruding the inside as one piece, beveling edges, and refining corners, then mirror the half and add the star bit and handle in Maya 2022.
Finish the shield by modeling the cross piece in Maya, adding bevels and edge loops, mirroring for symmetry, and completing the internal handle.
Finish the shield by modeling its handle with a cylinder, extruding and beveling, then mirror and attach it to the gun and jetpack.
Model the Gundam hand by building the fingers with three segments and knuckle joints, prevent collisions, then bevel, duplicate, and mirror to form four fingers while adjusting thickness.
Pose the Gundam's fingers in Maya 2022 by creating hand groups, aligning the trigger finger, and using parented joints to bend the fingers around the gun handle.
Block out the palm for a Gundam character in Maya 2022, refining the fingers, thumb, bevels, and thickness using extrude, merge, fill hole, and edge loop tools.
Bevel the palm edges, add edge loops, and refine topology into a clean four-sided palm. Clean up history and mirror the geometry for accurate symmetry in Maya.
Finish the Gundam hand in Maya 2022, detailing thumb placement, palm grouping, joints, spheres, lattices, edge loops, and how to wrap the hand around a gun trigger.
Connect the hand to the arm, mirror and group components, freeze transforms, set a palm pivot, and build a ball joint to pose the gun arm for dynamic Gundam animation.
Learn to pose the shield hand in Maya 2022 by adjusting pivot points, finger and thumb positions, and hand alignment while refining parenting, freezing transforms, and reference-guided tweaks.
Fix the shield on a Gundam character in Maya 2022 as part of the Gundam character creation course.
Clean up the scene in Maya by pruning unused layers and objects, using optimize scene size, and verifying the finalized Gundam model after posing.
This one's epic, folks! Over 30 hours of pure 3D awesomeness! I will take you on your amazing 3D journey on how to create a Gundam robot character from those classic Japanese cartoon shows.
You will learn how to model the head, the helmet and all the details on it, then the body, the arms, the legs -- in fact the entire thing! And then how to model the weapons.
You will master the most common modelling tools. How to use the various options, and shortcuts. You will master the Multi-Cut Tool, the Bevel Tool, the Mirror Tool, and how to master component selections.
You will learn all about topology and resolution. What makes great topology, and how to fix bad topology. You will earn how to create quadrangulated geometry - that is, 4-sided geometry.
You will learn how to work in low resolution level, and how to increase the geometry to high resolution. You will understand how adding holding edge loops creates sharper edges for your models.
You will learn how to delete history, how to center the pivot, and how to freeze transformations -- very important aspects in 3D modelling.
Finally, you will get to pose the character to make him look interesting and exciting. A big part of modelling is presentation, so therefore it is very important that your model looks like it has personality.