
Explore hard surface modeling in Maya with beginner-friendly steps, mastering subdivision workflows, edge full control, proper topology, material setup, lighting, and rendering across six chapters.
Set up Maya projects and workspace for hard surface modeling by creating a project, configuring source images, real world scale grid, and a custom modeling shelf.
Master Maya basics by navigating the interface, using the viewport and gizmo, mastering selection modes and component editing, and creating a dice with bevels and edge loops.
Create a Coca-Cola can in Maya using image planes, start from a cylinder, adjust to seven centimeters, and refine with bevels, extrude, and support edges for sharp, hard-surface detail.
Master edge loops and edge flow to model the Coca-Cola can top, using the Quadra tool, mirroring, extrusion, bevels, and thickness to achieve clean topology.
Discover interlocking edge flow and topology in Maya by building clean quad-based loops, bridging shapes, and refining edge loops to achieve a clean final result.
Set up image planes in Maya using a custom beauty camera and reference images to align proportions of a retro toaster, then block, extrude, and bevel for shaping.
Shape the toaster main body in Maya by refining topology, extruding and beveling edges, mirroring parts, and applying basic materials to preview the model’s look.
Master hard surface modelling in Maya by building toaster buttons. Align vertices, extrude, and mirror for clean topology, then refine holes and lights with mesh and smooth for accurate results.
Create a symmetric toaster switch in Maya by aligning image planes, mirroring across the X axis, and building clean topology with bridges, edge loops, and smoothing for a chrome handle.
Learn hard surface modelling in Maya by building the toaster top part using an image plane, creating symmetrical topology, extruding, beveling, bridging, and refining interlocking geometry.
Explore hard surface toaster modelling in Maya, starting from a cube, adding divisions and edge loops, extruding, beveling, and using the sweet mesh tool to create heating elements, then mirror.
Model a toaster back compartment in Maya using subdivision, symmetry, extrusion, and hard-surface techniques, including bevels, the bridge tool, and a metal plate for realism.
Learn to model a toaster logo in Maya using hard surface techniques, extrusion, mirroring, and inner/outer face separation, then apply Arnold materials and render with an HDR studio backdrop.
Apply a systematic topology planning approach to build a GameCube controller in Maya, using edge flows, hexagon topology, and symmetry to optimize geometry while detailing the main body and buttons.
Master hard-surface face-plate modeling in Maya by building topology with cylinders, extruding edges, refining with edge loops and trapezoids, using smoothing, bevels, mirroring, and careful merging.
Build and refine the GameCube controller button area in Maya by creating proper edge geometry, using triangles to maintain silhouette, and adjusting topology to avoid pinches.
Model a directional pad in Maya with clean topology, using cylinders, extrudes, booleans, edge loops, and mirroring for a smooth cross section.
Model the main stick of a game controller in Maya by reusing an octagonal gate and duplicating geometry. Bevel edges and mirror the left-right assembly, merging vertices.
Master hard surface modeling in Maya by building the GameCube controller handle as a single piece, then bridge to the front plate, refine topology, and mirror for the back part.
Explore Maya hard surface button modeling by extruding and duplicating caps, merging into a single mesh, applying poke and bubble with edge loops, and assigning materials for a game controller.
Finish the front plate in Maya by extruding and snapping faces, merging plate and handles with symmetry, adding edge loops, filling holes, and beveling for a clean seamless result.
Block in the GameCube back plate in Maya using front, back, and left views; mirror geometry, extrude edges, maintain low-poly topology, and refine curvature for a clean demo-ready model.
Create back triggers in Maya by extruding and offsetting faces, beveling edges, and using lattice deformation with symmetry to achieve a curved trigger holder and clean gaps.
Complete final details in Maya by shaping the button cavity on the right trigger and adding screws with offset and symmetry, then refine with mesh operations.
Set up a Maya camera using an Olympus model, align front and side views, center the lens, adjust orientation, and match scale to real dimensions while noting Photoshop webp fixes.
Block a camera body in Maya using front and top views, extruding faces, and aligning with image planes; manage front and back element visibility through frame-based keyframes.
Master high poly camera top knobs in Maya by building diamond shaped details with chamfered vertices, bevels, extrudes, and precise edge loops, while merging vertices and naming camera elements.
Learn hard surface modeling in Maya by building a camera option knob, applying extrude, bevel, edge loops, mirroring, and clean topology with reference images.
Model hard-surface camera controls in Maya by duplicating components, extruding and offsetting faces, applying hard edges, and using symmetry to match the image.
Create strap hooks for a camera strap in Maya by extruding, beveling, and bridging to form a clean edge flow, then mirror the mesh and tune the merge threshold.
Explore hard-surface modelling of a camera lens in Maya, focusing on creating the lens assembly, rings, and base, with blocking, subdivision, and simple animation-ready rig.
Explore hard surface modelling in Maya by constructing camera lens rings, including zoom rings, main lens, and shutters, using bevels, extrusions, edge loops, and pipe techniques for realistic texture.
Model a camera lens focus ring in maya, adding bevels and diamond accents. Rig the lens by parenting the main lens, mid section, and base for in-out focus movement.
Model a camera viewfinder in Maya, shaping the rubber and plastic shell, refining topology with bridges and bevels, and adding a lens viewport for a polished finish.
Model the camera body in Maya by starting fresh, shaping leather and plastic sections, and refining curvature and silhouette with edge loops, extrusions, and bevels.
Learn to model a camera body in Maya by building clean, low-poly topology, extruding and beveling edges, and bridging geometry to capture the complex top section.
Explore hard surface modelling in Maya by building the camera body from main shapes, detailing edge loops, extrusions, and topology, while tackling a simulated flash and accessory components.
Advance hard surface camera body modelling in Maya by adding the bubble and buttons with bevels, extrusions, and bridges, using box modelling to integrate cylindrical controls with the shell.
Camera body pt5 tutorial demonstrates hard surface modelling in Maya, building the control buttons with low-poly cylinders, edge loops, extrudes, and bubbles to achieve clean, smooth transitions.
Learn to block and model the camera back section in Maya using polygon creation, extrusion, and vertex adjustments to achieve clean edge flow, depth, and curvature.
Master Maya hard surface modelling on the camera back: flatten the top, refine curvature, build the screen section with bridges, and set up a hinge for later steps.
Learn to model the camera back section in Maya by building responsive buttons with inner and outer loops, extruding, bridging, and beveling for clean, high-quality topology.
Learn hard surface modeling in Maya by constructing a camera screen, beveling edges, refining hinges, aligning pivots, and building clean topology for sharp edges and smooth transitions.
Refine the final camera details in Maya with edge loops, extrusions, and bevels for sharp, clean lines. Polish topology and transitions, and prep for rendering chapter six with simple materials.
Model a retro blue chainsaw in Maya, using hard surface techniques and quick blocking from front and side views, then refine the chain links with a gear-driven rotating chain.
Learn hard surface modelling in Maya by constructing a chainsaw chain support, including gears, plates, bolts, and a gear-like wheel, using extrusion, bridging, mirroring, and precise topology.
Model a chainsaw chain in Maya using hard-surface techniques, build the cutting and driver links, extrude and bevel, mirror, then duplicate along a curve with the mesh curveformer.
Design and model the chainsaw cover by building the main plate with thickness, adding holes and bolts, and refining edges using quad geometry and extrusion.
Model the chainsaw main housing in Maya by blocking out the front and rear plates, refining topology with edge loops, extruding, beveling, and adding bolts and screws for realism.
Advance the chainsaw housing details in Maya by building screws, caps, and holes, applying offset, extrude, bevel, and bridging to achieve accurate thickness and clean connections.
Learn hard surface modelling in Maya by building a chainsaw handle from cylinders and a sweep, shaping an ergonomic grip with extrude, offset, edge loops, mirror, and smoothing.
Master hard surface modelling in Maya, part 2, by building the chainsaw handle, detailing the trigger with extruded faces, and adding screw holes for a clean, ergonomic finish.
Learn to model the chainsaw exhaust in Maya by blocking a cylinder, extruding, inserting three cylinders, bridging topology, and smoothing with a waveform for a rounded finish.
Learn to model a Maya hard-surface exhaust by building a 24-sided cylinder, extruding and beveling, adding bolt holes, and refining topology for clean subdivision.
Build a chainsaw support in Maya by shaping a tube with curves, refining with front and right views, and adding bolts for a realistic hold.
Master hard surface modelling in Maya by building a blade interior: hollow a blue plate with topology-driven extrusions, then add a net of cylinders and support edges for strength.
Learn how to model chainsaw blade spikes in Maya by outlining a poly path, duplicating rings, using the polygon tool, extruding, and scaling tips for a sharp, believable finish.
In Maya, this hard surface modelling lesson builds a chainsaw engine using gribble noise to add complexity with blocking, beveling, extruding, and details like bolts and cables.
Add final chainsaw details in Maya by modeling three cables, connectors, and a modular elbow, then clean up history, delete unused cameras, and group the components for a polished render.
Showcase your modeling with a clay render in Maya, using a basic Arnold setup with hdr lighting and camera viewpoints to produce a clean, shareable result.
Explore how to create and apply Arnold materials in Maya, from red plastic to chrome and subsurface plastic, adjusting color, roughness, metalness, and subsurface scattering for realistic renders.
Discover how to create a turntable animation in maya using a locator, center pivot, and keyframes to rotate an object and lights for a consistent, reusable 360-degree spin.
Develop hard surface and organic modeling in Maya, from traditional poly and box modeling to subdivision, then explore sculpting and related courses to advance your workflow.
Do you find it difficult to model hard surface objects inside of Maya? If that is the case then I welcome you to Hard surface Modelling in Maya course.
WHY SHOULD YOU LEARN FROM ME:
My name is Abraham Leal and I have 11 years of experience in the industry. I have been teaching 3D for the past 7 years while managing my own studio in Mexico.
BENEFITS :
By the end of this course,
You'll be able to model hard surface objects inside of maya with proper topology and edge flow.
You will be able to tackle complex shapes and simplify them using the necessary workflow for subdivision modelling.
You will be able to create professional looking renders to present your hard surface models.
WHAT WILL I LEARN:
Hard Surface Tools and Techniques
Subdivision workflow
Edgeflow control
Proper Topology
Material Setup
Studio Lightning
Rendering
COURSE PROJECTS:
The project is divided into 6 chapters, the first chapter will serve as an introduction to the most important concepts and tools. The next chapters will each focus on common objects you might have to model while in a professional project. These projects will show specific elements and techniques that can be applied to a variety of props. At the end we will prepare renders for all of our objects and present them in a professional way.
IS THIS COURSE RIGHT FOR ME:
I have designed this course for beginner level students who want to learn the proper way to model and create hard surface models inside of Maya.
This course is also designed for anyone who wants to polish their workflow and discover new ways to approach complex objects inside of Maya.
WHO IS NOT THE IDEAL STUDENT:
This course is for beginners and not for advance users. If you are looking for advanced complex hard surface modelling then this course is not for you.
WHAT SHOULD I KNOW OR HAVE FOR THE COURSE:
A basic understanding of the Maya interface is expected
You should have Maya installed with its latest update along with Arnold (included in Maya)
You need a software called Pureref to view the reference images. This software is free.
Join me! And start creating amazing Hard Surface Models ready for production inside of Maya.