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Hard Surface Vehicle 3D Modeling in Maya
Rating: 4.5 out of 5(59 ratings)
358 students

Hard Surface Vehicle 3D Modeling in Maya

Hardsurface 3D polygon modeling tips and tricks - Learn how to polygon model realistic 3D motorcycles in Maya 2020.
Created byDavid Bittorf
Last updated 5/2020
English
English [Auto],

What you'll learn

  • Learn how to model Hard Surface Vehicles in Maya
  • Circularize
  • Lattice Deformer
  • Append to Polygon
  • Quad Draw
  • Bevel
  • Snap Together Tool
  • Extrude along a Curve
  • Animation Snapshot
  • Importing Vector Art
  • And more....

Course content

1 section60 lectures11h 42m total length
  • Introduction0:37

    Learn to model a complex, realistic motorcycle in Maya from start to finish, using Lattice Deformer, Quad Draw, Snap Together Tool, extruded along a curve, Animation Snapshot, and 3D logos.

  • Maya Project Folder (Contains all lessons)2:39

    Explore the Maya project folder with all lesson scenes and reference images; extract the zip, set the project, open scenes, and ensure image planes connect when you press 6.

  • 001 SketchFab Reference4:40

    Learn to create accurate Maya image planes from sketchfab.com by exporting orthographic front, side, and top views and using square 2048 by 2048 images for clean references.

  • 002 Images Planes in Maya6:13

    Create polygon image planes in Maya for top, front, and side views. Apply Lambert materials and attach reference images, organizing a motorcycle project folder and saving the scene.

  • 003 Aligning Images8:35

    Align image planes to a motorcycle reference in Maya by creating a center-origin cube and adjusting vertices in orthographic views, then enable back face culling and verify alignment across views.

  • 004 Blocking 0110:03

    Block out a hard surface vehicle in Maya by starting with torus tires and a cube chassis, set half via subdivision and edge loops, then extrude and position components.

  • 005 Blocking 0214:13

    Continue blocking the model in Maya using cylinders, adjusting density, and creating vertical and horizontal splits to ease mapping and mirroring for later detailing.

  • 006 Blocking 03 Start with Circles13:55

    Block a hard surface bike in Maya by duplicating and mirroring tubes, building cylinders and circles, and refining vertices with extrudes, edge loops, and alignment to a 3D reference.

  • 007 Blocking 0410:23

    Apply the bridging technique to join parts, import a right side reference image from Sketchfab, align through orthographic views, and model pipes with duplication and rotation to complete the motorcycle.

  • 008 Blocking 05 Bridge15:11

    Learn to create a motorcycle handlebar and frame by connecting pipes with bridge and blend operations in Maya, adjusting divisions, mirroring, and refining alignment for a lifelike blocking pass.

  • 009 Lattice Deformer14:15

    Use the lattice deformer in Maya to soften hard-surface forms, refine with mesh smooth and edge loops, and isolate selections with layers for precise control.

  • 010 Append6:14

    Learn to use the append tool in Maya to connect edge loops, extrude and scale edges, delete interior faces, and create seamless hard-surface geometry.

  • 011 Quad Draw25:39

    Master quad draw to create form-fitting basket geometry in Maya by shaping with edge loops, magnets, soft select, and precise extrudes, then add straps and buckles with controlled topology.

  • 012 Duplicate Face13:55

    duplicate faces from the tire to form a hubcap-like part, adjust vertices and thickness, mirror the geometry, and refine edge flow with extrude and smooth in Maya.

  • 013 Appending Circles8:09

    Build a speedometer with a cylinder and a lower poly cone, create edge flow with append and extrude, then duplicate and scale negative 1 on the X.

  • 014 Multiple Edge Loops10:23

    Explore inserting and adjusting multiple edge loops in Maya to create evenly spaced, tight-edged geometry for hard-surface vehicles, including options, selection tricks, extrude and scale workflows, and maintaining form.

  • 015 Bevel and Snap Together Tool19:52

    Use the bevel and snap together tool to sculpt the top part of the motor, set up edge loops, extrude, mirror, and add bolts.

  • 016 Grouping9:41

    Learn to group and duplicate components in Maya, center pivots for aligned rotation, and duplicate entire groups to reuse complex shapes while still editing individual parts.

  • 017 Blocking Motor 0112:21

    Block the motor in Maya using Sketchfab references and a plan built from simple shapes, then group, recenter pivots, isolate parts, and place vertices from side views.

  • 018 Blocking Motor 0219:05

    Start with a circular base, extrude and subdivide, refine with vertex mode and edge loops, then snap, group, and duplicate cylinders to assemble a hard-surface motor in Maya.

  • 019 Blocking Motor 03 Bridging14:01

    Block the motor by starting with cylinders, duplicating them, and bridging faces to form a connected, blended shape while managing divisions and poly count.

  • 020 Blocking Motor 04 Sketchfab Hiding18:47

    Block the motor by isolating components in Sketchfab, extruding and refining shapes, using average vertices to smooth edges, and employing mesh extract, combine, and bridge to finalize form.

  • 021 Blocking Motor 0512:17

    Advance the blocking of the motor by using pipes and cylinders, apply edge loops and extrude to shape the engine, then bridge and duplicate parts with negative scaling.

  • 022 Quad Draw11:00

    Learn to use Maya's quad draw to create quads directly on a live plane, controlling edge flow, inserting edges, and closing loops, then extrude to add thickness.

  • 023 Symmetry4:53

    Model handlebars in Maya using insert edge loops, extrusions, and object X symmetry to mirror across sides, refining the shape before detailing the side view mirror later.

  • 024 Mirror and Breaks21:34

    Explore modeling side view mirrors in Maya, starting from a cube, refining with edge loops and mesh smooth, extruding for thickness, and creating a mechanical housing from reference.

  • 025 Holes13:06

    Build hole geometry in a hard surface model by extruding, bridging, and looping edges from a cube, using mirror and smoothing for clean symmetry.

  • 026 Tight Edge Loops10:52

    Add tight edge loops around the motor area to create hard and soft edges, producing a smoother, more polished look in Substance Painter.

  • 027 Hollow Pipes and Delete History8:09

    Hollow pipes in Maya, delete history to boost performance. Use edge loops, bridge, and extrude with symmetry to build thick, game-ready pipes and verify with perspective and side views.

  • 028 Tight Edge Loops Motor12:55

    Apply tight edge loops and extrude in on itself to shape a motor in Maya; refine with mesh smooth and careful edge control for clean hard edges.

  • 029 Fixing Poles12:42

    Optimize pole geometry in Maya by straightening edges, using append and split tools, inserting a center etch loop, and applying selective deletes to clean up vertices for cleaner, rounded pole.

  • 030 Merging Verts and Cleaning Geometry16:15

    Learn practical cleanup techniques in Maya: merge vertices, weld and snap geometry, add edge loops to shape form, and prune unnecessary geometry while preserving quads and controlling density.

  • 031 Importing Missing Parts3:39

    Import a missing part by restoring from a previous save, export the selection, and re-import it; clean up edge loops and merge vertices, then save often.

  • 032 Equal Resolution13:51

    Equalize the model's resolution by adding tight edge loops, using symmetry and mirroring, and smoothing to maintain form while pruning unnecessary splits and preserving quad topology.

  • 033 Normal Map or Model14:57

    Determine which wheel details should be normal mapped or modeled, using silhouette checks and depth cues, then model with extrusions, edge loops, and symmetry to ensure correct geometry.

  • 034 Adding Missing Parts8:57

    Learn to add missing parts to a hard surface vehicle model in Maya by building connection areas, refining edge loops, mirroring parts, and integrating cylinders for realistic joints.

  • 035 Creating Holes12:10

    Create circular holes by forming negative space with a thin cylinder, extruding, centering, and duplicating with 72-degree rotations to refine edge loops.

  • 036 Convert Edge to Curve11:21

    Create cylinder links, duplicate, and bridge faces to form a repeatable chain; convert a center edge loop to a curve and guide it along a curved path.

  • 037 Animation Snapshot4:55

    Apply a motion path constraint to a chain along the curve in Maya, then use the animation snapshot to distribute frames around the curve with linear timing for even spacing.

  • 038 Hub Cap8:43

    Create the back hub cap by extruding inner faces, adjusting thickness and alignment, then refine with edge loops, smoothing, and x-ray bridge techniques to join the pieces.

  • 039 Chain Guard16:43

    Model a back wheel chain guard in Maya by starting with a cylinder, extruding, adding edge loops, and aligning to reference curvature using duplicate, merge, and bevel-inspired details.

  • 040 Finishing Wheel and Round End Caps16:53

    Finish the wheel in Maya by meshing and aligning vertices, extruding end caps, crafting a break disk, applying tight edge loops, smoothing, and mirroring for consistent halves.

  • 041 Breaks9:35

    Maya course: model brake discs and connectors for a hard surface vehicle, using vertex edits, bridges, and assemblies to create a convincing brake mechanism.

  • 042 EP Curve Tool16:13

    Create precise 3D brake cords using the EP Curve Tool, refine curves with the control vertex across front and side views, and ensure believability before extruding along them.

  • 043 Extrude Along Curve14:15

    Master extruding along a curve in Maya to build connected cord geometry from cylinders, refine with subdivisions, snap together, and adjust ends for a believable rake-handle model.

  • 044 Animation Snapshot and Extrude Curve7:19

    Use the epi curve tool to edit points, then create an animation snapshot along a curve and extrude a cylinder along that curve with even spacing.

  • 045 Bevel Edge and Modeling Foot Petal15:06

    Bevel edges and model a foot pedal in Maya using edge loops, extrude, and mirror to build a clean, connected geometry aligned to reference.

  • 046 Adding More Detail9:21

    Add detail to a hard surface bike in Maya by duplicating and rotating parts, bridging faces, and extruding. Prepare to connect motor and light in the next lesson.

  • 047 Adding More Detail 0214:45

    Add detailed hard surface geometry to a Maya vehicle model by extruding in world mode, bridging edges, and adding edge loops for precise alignment.

  • 048 Adding More Detail 0315:13

    Model the back tail light by starting with a cube, extruding and refining vertices, adding edge loops, beveling edges, and using symmetry, bridging, and trimming for clean edge flow.

  • 049 Bend Deformer10:49

    Adjust the back area, extrude and refine with a bend deformer to create a working piece, add details, and align components for a cohesive hard-surface vehicle model.

  • 050 Edge Flow Cleanup7:58

    Learn edge flow cleanup in Maya by selecting and deleting extraneous edges, using the append tool to connect edges, adding edge loops, and merging vertices to tidy handlebars.

  • 051 Final Pieces19:03

    Adjust pivot points and extrude details to craft functional bike components in Maya. Refine geometry with smooths, grooved notches, and clean selections to ensure a convincing final piece.

  • 052 Cleaning Edge Flow15:43

    clean edge flow in hard surface vehicle modeling by deleting interior faces, extruding, bridging edges, adding edge loops, smoothing, and mirroring for a cleaner, rounded silhouette.

  • 053 Logo12:25

    Create a three-dimensional Harley-Davidson logo in Maya by importing a vector from Illustrator, beveling and extruding depth, triangulating faces, and centering the pivot.

  • 054 Bend Deformer8:34

    Apply the bend deformer to fit the logo on the curved surface using nonlinear bend and handles, then group and mirror with negative scale, previewing shadows via screen space inclusion.

  • 055 Soften and Harden Normals1:43

    Learn to harden and soften normals in Maya, balancing hard and soft edges with soften edge and hard edge for game engine readiness.

  • 056 Outliner Cleanup14:22

    Clean up the outliner by deleting history, removing unused curves and references, and grouping geometry into labeled tires, frame, and handlebars, then freeze transforms.

  • 056 Outliner Cleanup Part 212:00

    Organize the outliner by grouping parts, name groups and items with the rename tool, then collapse everything into one display layer using underscore visibility.

  • 057 Measure Life Size3:49

    Calibrates a motorcycle model to life size using the measure tool, converts between centimeters, inches, and feet, then scales from the center for clean game engine import.

Requirements

  • Understanding of the Maya interface.

Description

Hard Surface Vehicle Modeling - Maya Tutorial
[11hr 40min] Project Files Included

This a step-by-step tutorial showing how to model a realistic motorcycle in Maya. This course is designed to teach you how to take your hard surface modeling skills to the next level.  You will see this motorcycle created from start to finish.  Start by learning advanced reference techniques using Sketchfab.  Master techniques such as Circularize, Lattice Deformer, Append to Polygon, Quad Draw, Bevel, Snap Together, Extruding Along a Curve, Animation Snapshot, Importing Vector Art and more in over 11 hours of instructional video.   Watch this video from start to finish to see the entire process or jump into any lesson to see how a tool or technique is done in a practical way.  This tutorial assumes you have a understanding of the Maya Interface. You will be provided a project files to follow along.

Files:
All files need Maya 2020 or newer to open

Video Tutorials
There are 57 Video Tutorials averaging about 10 minutes per video.  These can be viewed in order or feel free to jump into any lesson to just learn a specific technique. 

This is part of the Creating Advanced Hard Surface Vehicles in Maya Series:
The series is designed to show the workflow from Modeling to Rendering and Lighting but any part can be viewed as a stand alone lesson. Other Lessons that will continue on what you learned here will included, UV Mapping, Creating Color IDs, Materials in Substance, and Rendering and Lighting.  You will be provided the proper starting files to follow along.


Who this course is for:

  • Intermediate to Advanced Modelers