
Explore a 3D workflow for modeling a robot in Maya and ZBrush, guiding you from reference to fine details and animation-ready geometry.
Customize the Maya 2016 interface by personalizing the hot box with essential tools (delete by type history, center pivot) and hiding shelves and panel toolbars for a clean workspace.
In Maya, create a draft base robot using NURBS and sphere primitives, focusing on general shapes like the leg, torso, and head from a reference image.
Create and refine the robot's base hand in Maya and ZBrush by duplicating pieces, aligning with reference, and adjusting joints and proportions.
Visualize the robot’s general form in Maya and ZBrush by duplicating limbs, aligning to a reference, and refining proportions for a strong draft.
Finalize the base robot character in Maya by adjusting arm symmetry, repositioning joints, and aligning the pose to the reference, then prepare a draft for detailing and future modeling.
Begin Maya robot modeling by converting nurbs to polygons, organizing pieces into left and right groups, and using quad draw on the live surface to shape geometry.
Model a robot leg in Maya using quad draw, reference images, and mirror polygon to create angular pieces, then refine with vertex adjustments.
Learn to model the lateral part of robot leg in Maya and ZBrush by creating a circular detail with polygon primitives, aligning to reference, and refining with joins and mirrors.
Adjust the leg detail by moving and scaling geometry, align joints, and merge pieces into a cohesive top leg detail, guided by reference image and multi-angle checks.
Advance the robot leg detailing in Maya and ZBrush by duplicating inner leg pieces, aligning vertices, forming joints with gaps, and adding a disk-shaped back detail with a metallic texture.
Build and detail a robot leg in Maya and ZBrush by adding joints and cylinders, using a multi-cut workflow, aligning vertices to a reference, and refining topology.
In Maya, this lecture finalizes the main parts of the robot leg by detailing the foot, duplicating and mirroring pieces, and aligning geometry to a reference image for accurate volume.
Stretch each piece in Maya to add thickness along the z axis, adjust negative values for uniformity, and insert edge loops to sharpen edges with a reference image.
Define the corners of robot pieces by inserting loops and using the multi-color tool to sharpen straight angles, cross-referencing the reference image and refining vertices for a clean, non-rounded finish.
Master sharpening corners and adjusting edges in Maya and ZBrush by using loop cuts, multi-cut tools, and vertex edits to achieve uniform gaps and alignment with a reference.
Add knee detail in Maya and ZBrush by creating cylinders, refining edges with loops, adding a base and ventilation grills, and aligning parts to reference images.
Add more detail to a robot character in Maya and ZBrush by building reference-based pieces, refining vertices, and extruding gear-like features from multiple angles.
Create and assemble robot accessories in Maya and ZBrush by detailing turbine blades and cables, duplicating parts, adding loops, extruding along curves, and aligning with reference images.
Place and refine accessory pieces on the robot in Maya and ZBrush, using cylinders, boxes, and loops to fill spaces and create a neat, connected detail aligned with the reference.
Model a robot foot in Maya by creating three cylinders as a front piece, duplicating, mirroring, and adding loops and extrusions to connect lateral supports and the foot.
Finalize the robot leg in Maya and ZBrush by detailing cylinders and lateral pieces, adding loops, and ensuring all parts connect for a realistic, turbine-inspired finish.
Develop the robot shoulder by modeling the arm in Maya and ZBrush, building turbine and fan details from a reference, and extruding and wrapping geometry to connect pieces.
Continue shaping the shoulder in Maya and ZBrush by extruding edges to form turbine detail, align four slits with reference, and join pieces with append to polygon while adjusting vertices.
Fine-tune shoulder geometry by adjusting vertices, adding a loop to define the curve, and wrapping pieces around the joint while comparing to reference image and using wireframe views for accuracy.
Refine the robot's hand detail by adjusting vertices and loops, extruding edges, and aligning with the reference image to form a rounded piece that wraps around the dorsal arm.
Create the robot hand details by building finger blocks from cubes, extruding and shaping vertices, and using parenting for flexible four-sided geometry, guided by reference images.
Refine the shoulder by sharpening edges, adding loops and cuts to define the centerpiece and tabs, and maintain consistent thickness across the arm pieces.
Connect the robot arm by refining main pieces, adding thickness and loops for edges, and camouflaging accessory cylinders guided by a reference image.
In Maya and ZBrush, connect the torso to the arm by modeling a joining piece, refining edges, hiding stray parts, and detailing with extrusion and lattice adjustments.
Create and refine the shoulder joint detail in Maya and ZBrush by adding a screw, two tabs, and edge loops, then smooth surfaces for a natural bend.
Finalize shoulder joint detailing in Maya and ZBrush by shaping coils, adjusting placement, and comparing to a reference image to achieve a camouflaged, well-crafted robot.
Learn to create the base of the robot torso in Maya and ZBrush by adjusting the shoulder joint, aligning with a circular centerpiece, and building with the modeling toolkit.
Align torso pieces to the center using the reference and refine spacing. Extrude, distribute vertices, and verify symmetry from multiple angles to achieve a professional, smooth finish.
Model the robot’s back and torso in Maya using quad draw, vertex editing, and mirror polygon techniques guided by a reference image.
Adjust the robot's shoulder geometry by modifying vertices, inserting loops, and aligning edges to a reference image, using symmetry for even distribution.
Model the robot's head area in Maya and ZBrush, extruding and beveling the front chest piece, wrapping around the head with symmetry to match the reference image.
Detail thickness and define edges on the robot torso and back by extruding over z, adjusting vertices, and inserting loops and multi-cut edges to match the reference image.
Visualize the robot’s general aspect by refining face details, joints, and accessories, while adjusting vertices, using world mode, wireframe views, and negative scaling for a cohesive, lifelike character.
Fill shadowed spaces on the robot by placing snug filler and accessory pieces, using filon pieces, vertex edits, extrusion, and mirroring to prep for details.
Learn to finalize the robot model in Maya and ZBrush by applying a Lambert material, creating filler pieces, duplicating and mirroring parts, and refining head details from reference images.
Position and sculpt the robot's head using symmetry and reference, building detail with the modeling tool kit, quad draw, and extrude workflows, while refining vertices, loops, and thickness.
Model the robot eyes in Maya and ZBrush by shaping geometry with loops and extrusion to maintain symmetry with reference, then mirror the eyes and apply a light-emitting surface shader.
Break symmetry by staggering the right arm in Maya and ZBrush, aligning with the reference to create a believable robot pose through extrusion, curves, and careful detail checks.
Model the right shoulder in Maya and ZBrush, compare to the left, refine proportions with vertex edits, reference the torso, and clean up extraneous geometry for a robot character.
Advance the right shoulder of the robot by refining vertex angles, adding loops for detail and thickness, and extruding smaller pieces while maintaining smooth curves and reference alignment across views.
Explore sculpting the right arm in Maya and ZBrush by adding loops, refining edges, adjusting vertices, and extruding to create thickness, guided by reference for a bold, articulated robot limb.
Refine and finalize the robot's arm in Maya, detail edges, create filler and accessory pieces, and align with reference images to complete the model.
Advance final details in Maya to complete robot accessories, joints, and connections, refining cylinders, cables, tubes, and symmetry while preparing texture work in ZBrush using sea brush.
Export your robot from Maya to ZBrush by preparing high-resolution pieces, smoothing geometry, and exporting selections with proper settings, while freezing history and centering pivots to preserve detail.
Learn to import Maya-exported pieces into ZBrush via bridge, manage them as separate subtools, and import multiple pieces efficiently using the SubTool Master plugin.
Learn to detail robot pieces in ZBrush by subdividing geometry, applying grayscale alphas with stroke to create a metallic texture, and refining with small strokes.
Apply alphas to add screws, rivets, scratches, and wear to your robot model in Maya and ZBrush. Vary intensity, size, and placement to create contrast and texture in the piece.
Create ZBrush detail and export a normal map for Maya, then apply it with tangent space normal maps using the UV map.
A great course where you will learn to create a fully detailed robot, from scratch and step by step using Autodesk Maya and ZBrush, so you do not need any prior knowledge using these programs.
You will learn the correct planning of an error-proof character before generating the main pieces and the details, how to obtain a good scale and proportions for the character, and once the above is done, you will know one of the best techniques for the creation of this type of models using the new modeling tools that Autodesk Maya 2016, 2017 and 2018 has for us as the modeling toolkit, you will learn modeling tips and tricks for this type of surfaces, as well as learn to manage two of the best programs for 3D Autodesk Maya and ZBrush.
Finally, once the modeling of the robot in Autodesk Maya is finished, you will learn how to take those pieces to ZBrush to add the final details and return that detail to Maya by means of normal maps.
At the end of the course you will be able to create your own characters or models of the same style using everything you have learned.