
Set the project path to access the project files using file > set project. Open scene and double-click the file to open it.
Navigate maya's interface with top menus, menu sets, and the status bar. Explore shelf, view panels, toolbox, channel box, attribute editor, layers, and the timeline for modeling, rigging, and animation.
Navigate the Maya viewport with a three-button mouse: rotate with alt, zoom with right button, pan with middle button. Focus with F, switch views via spacebar or the view cube.
Create and manipulate objects in Maya using primitives and polygon options, adjust translate, rotate, and scale in the attribute editor, and group, duplicate, or ungroup with the outliner.
Master selection in Maya by choosing objects or components with click, marquee, and lasso, switching to vertex, edge, or face, painting select, and deselecting with ctrl-left-click.
Master soft selection for smooth transformations and control falloff radius, then use symmetry along the x, y, or z axis to mirror edits in Maya.
Maya's transform tools move, rotate, and scale objects along x, y, and z axes, activated with w, e, and r and refined in the channel box and tool settings.
Explore how to use layers in Maya to organize objects, control visibility, selection, and rendering; create layers from selected objects, set template or reference layers, and color-code or rename layers.
Hide and show objects in Maya to focus on your caveman scene; use hide selection (Ctrl+H), show last hidden, show all, and isolate select (Ctrl+1) for focused work.
Open the Maya outliner from the window menu or icon to view and manage a hierarchical list of scene objects, enabling easy selection, renaming, and grouping with Ctrl+G.
Master the pivot point in Maya to control rotation, scale, and movement. Use the D key to adjust temporarily or permanently and reset to the object center with center pivot.
Master marking menus in Maya to speed workflows with quick access via spacebar to main, view panel, rigging, animation, visual effects, and rendering menus.
Import image planes in Maya to reference a caveman, set units to inches, align front and side images to a 65-inch height, and organize them in an image layer.
Model the caveman torso in Maya by creating a center-front cylinder and adjusting height and subdivisions. Add edge loops, extrude the shoulders, and tweak vertices to align with reference image.
Finish modeling the caveman torso by deleting faces and using convex selection to remove surrounding ones, then add edge loops and tweak vertices to match the reference.
Shape the arm by adjusting shoulder vertices to match a reference, model and fit a cylinder, set the pivot, adjust subdivisions, and bridge edges to join arm and torso.
Model the hand in Maya by building a cube, matching the reference image, and refining with vertex edits, extruding fingers, and inserting edge loops to shape knuckles.
Complete the caveman hand in Maya by sculpting vertices, adding edge loops, extruding the knuckle, smoothing, and merging with the arm to match the reference.
Model the leg in front view by creating a cylinder, scaling to the reference image, refining topology with vertex deletions and edge loops, then smooth and attach to the torso.
Model the caveman foot in Maya by blocking out the form, extruding faces for the toes, and refining vertices with multi-cut and soft selection to match the image plane.
In Maya, model the toes by refining vertices and edges, extruding faces to form rounded toes, adding edge loops, smoothing, and shaving the nail to look organic.
Complete the rest of the toes in Maya by tweaking vertices, duplicating faces, and bridging edges to assemble the foot, then refine with edge loops.
Model the eye and nose in Maya by shaping a sphere into the eyeball, then extruding and refining edges, vertices, and polygons to craft the eye skin and the nostril.
Extend and refine the nose in Maya by shaping vertices, extruding and rotating faces, adding edge loops with Multicut, merging vertices, and mirroring for a symmetric reference image.
Model the mouth in Maya by removing the right half of the face, placing nine lip points, extruding and scaling edges, and refining vertices to match the reference image.
Model the caveman's cheek and skull in Maya by shaping curvature with vertex distribution, extruding edges, and refining through edge loops and multicut, guided by the reference image.
model the ear in maya by importing an image plane, aligning it to the ear, and using quad draw to create polygons, extrude faces, and refine edges toward the reference.
Complete the caveman ear in Maya by adjusting vertices, edges, and faces to shape a realistic ear, smooth the cavity, and refine with sculpting and extrusion.
Complete the caveman head in Maya by aligning the ear and refining edge loops and vertices. Use target welds, merge geometry, and apply smooth sculpting for a cohesive head.
Refine the caveman model in Maya by manipulating the body edges and vertices, using collapse, soft selection, and mirror to match the reference image across front and side views.
Refine the caveman's leg and hand in Maya by adjusting symmetry, adding edge loops, tweaking faces and vertices, and using soft selection and mirror to shape and finalize the model.
Perform final adjustments to the caveman character in Maya by refining vertices, edges, and faces with sculpting tools, symmetry, and soft selection to match the reference image while reducing polygons.
Model the loin cloth in Maya by duplicating faces, deleting middle faces, using symmetry, bridges and edge loops, then extrude and mirror for final shape.
Model the caveman teeth in Maya by creating a cube, extruding faces, and merging vertices, duplicating the object, adding edge loops, and bend and mirror for a realistic tooth set.
Create and position the teeth in Maya by blocking with cubes, shaping through vertex edits, extruding and scaling for gums, then duplicating and mirroring to complete molars on both sides.
Model the tongue in Maya, preparing gums and teeth, shaping it with edge loops. Export the teeth and tongue as Maya binary to the scenes folder from assets.
Model the eyebrows in Maya using Quadra, three rows of points, and extrusion; fix normals, isolate, and refine edges, then duplicate for symmetrical eyes and rename components.
Model the rope in Maya by drawing a curve around the loin cloth and turning it into a sweep-mesh tube, then tweak vertices and twists for a natural look.
Integrate uv mapping for the caveman's torso in Maya by selecting the character, using the uv editor, planar mapping, unfolding, and optimizing the two torso shells.
Learn to UV map the arms and hands in Maya by creating cylinder-shaped arm UVs, unfolding shells, and applying camera-based UVs, then duplicate, merge, and align with the body.
Map and unfold the leg UVs in Maya using cylindrical UVs, apply cuts, shells, unfold, and optimize, then duplicate to generate UVs for the right leg.
Master UV mapping the head in Maya by creating spherical UVs, using the UV editor to unfold, optimize, and arrange shells for the head, ears, and mouth.
Learn to UV map the eyes in Maya by creating and editing UV shells, unfolding and optimizing the eye UVs, and separating and positioning shells for accurate texture mapping.
Map the loin cloth in Maya by creating cylindrical UVs, cutting edges, unfolding shells, and refining scale and rotation to achieve clean, squared texture coordinates.
Prepare the caveman character for texturing by creating nipples and navel, unwrap and optimize the uv layout, and export as a fbx file with Lambert one material for Substance Painter.
Explore the Substance Painter interface, including the texture set list, layers, and properties panel, and learn navigation, painting, and masking techniques with symmetry.
Texture caveman in substance painter with fill and paint layers, symmetry, and color variations from base color to beard, lips, and nails, then export textures to the source images folder.
Texture the rope and loin cloth in Maya using UV editor, assign Lambert materials, and export as FBX; then refine in Substance Painter with fabric, leather textures, and stitched details.
Shade the teeth and tongue in Maya by importing the teeth file, applying Arnold standard surface materials to the teeth and gums, and adjusting edge details for a natural bite.
Texture the eye in Maya by unwrapping UVs, creating a cornea, applying textures with an Eye Standard Surface, and tweaking transparency and roughness for reflections.
Texture the caveman eyebrows by adjusting UVs, soft selection, and mirrored geometry. Export as FBX, then texture at 2048 with brown fill and black and white lines in Substance Painter.
Apply textures to caveman geometry in Maya using Arnold standard surface shaders. Assign materials for character, loin cloth, robe, and eyebrows, then freeze transforms, delete history, and group as geo.
Rig the caveman in Maya by creating leg joints from pelvis to heel, including knee, ankle, toe, and heel joints, then mirror and rename for left and right sides.
Create five spine joints from pelvis to neck using the skeleton menu, rename them as joint root and spine one to four, and organize them on joints and controls layers.
Add and position arm joints in Maya, including clavicle, shoulder, elbow, and wrist; rotate and orient joints, rename, and mirror to create left and right sides.
Add head joints in Maya using the skeleton menu and create joints options, orient to world, and place neck, jaw, skull, and eye joints.
Enable the gel layer, use projected center to place finger joints inside the geometry, then rename, copy, and mirror them for both hands and parent to the wrist.
Position left and right foot controls in Maya by creating circles, shaping hill controls, aligning pivots to the joints, and freezing transforms for a ready rig.
Create ik leg handles for both legs in Maya by using the ik handle tool, connecting hip to ankle, ball to toe, and heel to ankle, then rename the handles.
Connect IK to foot controls in Maya by grouping and parenting toe and hill controls to each foot control, then freeze transformations and delete history to ensure joints rotate together.
Create hip controls in Maya by building a circle control, snapping it to the hip joint, zeroing transforms, and applying point and joint constraints for left and right hips.
Learn to create and position pole vector controls for knee direction in Maya, using type curves, constraints, and IK handles to drive knee orientation in a caveman scene.
Organize Maya controls by creating a main control, moving controls into it, and adding them to the control layer. Lock unused axes and color left blue, right red.
Create root and pelvis controls in Maya, rebuild the curve to 16 spans, snap and align pivots, then parent pelvis and hip controls under the root and hide unused attributes.
Create and arrange spine controls in Maya by modeling a diamond-shaped curve, snapping to spine joints, duplicating to four joints, shaping vertices, and parenting them under the root control.
Create two mirrored shoulder curve controls in Maya, snap and position them, then freeze transforms and color code left, right, and spine controls to follow the main spine control four.
Create left and right arm controls in Maya by building circle curve controls for the wrists, constraining them to wrist joints, and adding ik and arc handles for movement.
Complete the arm controls for the caveman scene in Maya by configuring IK handles, creating curve controls, and applying orient and parent constraints to align joints.
Group the right and left arm controls in Maya. Use a proximity pin constraint with a disk to drive both arms, then add neck and jaw controls with orient constraints.
Attach controls to joints in Maya using orient and point constraints, set up parenting and IK handles, and color-code and group the rig for intuitive animation.
Set up teeth and eye controls in Maya, using circles for controls, constraints to drive joints, and a master eye control to move both eyes together.
Add and fix constraints in Maya to make eyes follow their eye joints and bind skin to selected joints; organize and rename joints, controls, geometry, and vertices while adjusting scales.
Connect arm controls to joints with point and orient constraints, switch between FK and IK, adjust clavicles with IK handles, snap pivots, and parent controls to shoulders for animation.
Create finger controls by building circle curves for thumb and index, grouping them as offsets, applying and removing constraints, and zeroing transforms via the node editor.
Connect finger controls to their joints using point and orient constraints with maintain offset, then drive wrist and finger joints from master finger controls and test FK and IK.
Create an FK/IK switch in Maya to toggle between FK and IK modes, driving visibility of the elbow and arm controls with set driven keys and channel controls.
Add a fist curl attribute in Maya and drive finger offsets with set driven keys from the master fingers control. Tune values and offset rotations to form the fist curl.
Add foot movement attributes in Maya—foot roll, foot twist, and toes lift—using set driven keys with hill (rotate X) and rotate Y controls, and adjust pivot to the heel.
Prepare the character for skinning by correcting controls and constraints on the fingers and neck. Use symmetry and multicut to add edge loops for hands, knees, elbows to improve animation.
Skin the character in Maya using heat map binding with falloff 0.5, then test and refine wrist, head, root, and finger controls with keyframes.
Learn to skin the arm in Maya by painting skin weights, managing joint influences, and smoothing deformations across fingers, knuckles, wrist, and elbow, then refine with vertex and component editors.
Master head skinning in Maya by painting weights, removing unwanted influence, smoothing borders, mirroring weights, and fixing ear, nose, and tongue deformations for natural head motion.
Learn to skin the mouth in Maya by assigning vertices to the head joint, smoothing weights, mirroring for symmetry, and fixing tongue constraints to ensure mouth and jaw deformation.
Skin the torso in Maya by painting skin weights on spine joints and smoothing deformations, reducing wrinkles. Check the chest and back by selecting vertices and using the hammer tool.
Skin the leg in Maya using the paint skin weights tool, refine with the hammer tool and smooth tool, mirror skin weights, and check deformation at frames 51 and 111.
Finalize skinning by painting skin weights, removing unwanted clavicle and eye joint influences, and refining vertex loops with hammer tools, mirror skin weights, and component editor to achieve proper deformation.
Create facial blendshapes in Maya by duplicating the character, using Shape Editor to create and name blend targets, and adjusting vertices with soft selection, rotation, and smoothing to achieve expressions.
Complete the mouth blendshapes in Maya by adding left lip up and left lip down targets, sculpting vertices with symmetry, erasing unintended influences, and smoothing the chin area.
Learn to create nose blend shapes in Maya, adding left and middle nose out, in, up, and down targets, adjusting vertices, pivot, and smoothing before grouping the blend shapes.
Create cheek blend shapes in Maya using the shape editor with left cheek out and left cheek in, group and rename to cheek, adjust pivots, scale, erase influences, and smooth.
Create brow blendshapes in maya by duplicating geometry, adding left master brow up and down targets, and sculpting vertex deltas with eraser and smooth tools.
Create six brow targets on the main face and rename them for left brow blendshapes. Edit vertices, then refine with eraser and smooth tools around the brow area.
Create eyelid blendshapes in maya by importing eyelashes, clearing history, and making two targets: left upper eyelid down and left upper eyelid up, using vertex edits and snapping.
Create natural eyelid blendshapes in maya by adding in-between targets to curve eyelid motion along the eye, fix gaps, and refine vertices with edit, erase, and smooth tools.
Create the right blend shapes by mirroring the left side across mouth, nose, cheeks, brows, and eyelids in Maya, duplicating targets and flipping them to complete the caveman facial rig.
Fix and refine Maya blend shapes to remove forehead protrusion and wrinkles, using vertex edits, smooth brush, duplicate and flip targets, and eyelid adjustments to achieve balanced expressions.
Create facial controls in Maya using the cv curve tool, snap to grid, and organize into border and UI layers, then rename, group, and duplicate for left and right sides.
Complete the facial controls in Maya by building and organizing brow and lip controls using CV curve tool, constraints, grouping, and naming conventions to achieve precise, animated expressions.
Name and organize the Maya caveman facial rig controls, placing them on a dedicated facial user interface controls layer and duplicating brow and eyelid curves.
Connect facial controls to blendshapes in Maya, create a facial controls camera, and use set driven key and shape editor to animate eyelids and brows.
Connect nose controls in Maya using set driven key, loading the nose as driver and the main face blendshapes as driven, to animate left, middle, and nose up or down.
Prepare the character for animation in Maya by setting up blendshapes, adjusting the deformation order, and wiring IK controls with constraints to ensure natural deformations and editable rotations.
Import the spear for animation in Maya and constrain it to the hand, while using a reference video plane with a Lambert material that matches the clip dimensions.
Create key poses for a caveman scene in Maya by setting frame zero, enabling curve masks, auto-key framing, and refining joints to match a reference image.
Create and refine additional key poses for a caveman in Maya by blocking frames 23, 31, and 39, adjusting root, limbs, and foot roll, then use playblast to match reference.
Create the spear lift key pose in Maya by extending the timeline, keying controls at key frames, and refining bicep, elbow, wrist, neck, and balance to match the reference.
Create the spear throw key pose in Maya by setting auto key, keying root, spine, arms, and fingers, and refining in-between poses to match the reference image.
Learn to attach the spear to the hand in Maya, refine motion by editing the graph editor keys, smoothing curves, and using constraints and playblast to validate the animation.
Refine and finalize a caveman character animation in Maya by smoothing curves, adjusting keyframes in the graph editor, tweaking facial expressions, and producing a new playblast with camera setup.
Attach the hair and loincloth to the character in Maya by importing assets, combining geometry, binding skins, and simulating with ncloth and end cloth for collision.
Add Arnold area lights in Maya and adjust intensity, exposure, and light spread to brighten the caveman scene. Tweak material roughness and render iterations to balance shadows and shine.
Render and composite the caveman scene by exporting TIFF frames from 0 to 155, then assemble the sequence in After Effects at full hd 24 fps.
Fix an issue with ball joints that stretch when rotated by rebuilding skin weights, binding with joint hierarchy, and refining weights with painting, mirroring, and smoothing in Maya.
Bring your 3D ideas to life by creating and animating a complete caveman scene in Autodesk Maya, from the very first polygon to the final render.
This step-by-step course is designed for both beginners and intermediate artists, guiding you through every stage of the production process without skipping a single detail.
You’ll start with the fundamentals — importing reference images, setting up your scene, and blocking basic shapes. Then, you’ll move into professional modeling techniques to create a fully detailed caveman character. Once the modeling is complete, you’ll learn UV mapping and texturing, bringing your character to life with color and detail using Substance Painter.
The course then takes you into the world of rigging — from creating custom controls and facial blendshapes to setting up smooth, natural joint movement. You’ll animate your caveman, adding personality and life, before moving on to lighting, rendering, and polishing your final scene.
By the end of the course, you’ll have the skills to model, texture, rig, animate, and render a complete 3D scene ready for your portfolio or professional use. You’ll also gain a clear, practical workflow you can apply to your own projects.
What you’ll learn:
Model a complete 3D character from scratch in Autodesk Maya
Create UV maps and textures in Substance Painter for realistic results
Rig your character with custom controls and facial blendshapes
Animate, light, and render a polished 3D scene
Fixing issues like wrong joint connections, and faulty constraints.
Who this course is for:
Beginner and intermediate 3D artists who want a complete, step-by-step project
Anyone looking to strengthen their Autodesk Maya skills through a real-world example
Artists aiming to create portfolio-ready 3D characters and animations
Requirements:
Basic familiarity with navigating Autodesk Maya and Substance Painter