
Open the complete hard surface vehicle production pipeline, from scratch modeling to texturing in Substance and Paisner, and rendering in Arnold, Unreal, Marmoset, and Sketchfab, with VR previews.
Learn hard surface vehicle modeling by building a complex, realistic motorcycle using practical techniques, including extruding along curves, animation snapshots, and vector art for 3-D logos with Quadro snap-together tool.
Download and extract lesson files from resources, organize a QuickStart folder on the desktop, and set the Maya project to ensure textures and MIAH files load properly.
Learn to use sketchfab to create orthographic image planes from front, side, and top angles, export square 2048 by 2048 textures, adjust view, and inspect maps in maya.
Set up image planes in Maya by creating a motorcycle project, importing front, side, and top views, and applying Lambert materials to align the planes for modeling.
Align image planes to a motorcycle reference by creating a center-aligned cube, adjusting vertices in orthographic views, and using edge loops and shading to verify precise, uniform alignment.
Block out a hard surface vehicle by forming tires and seat, using polygon primitives, edge loops, and extrude, then refine with center lines and vertex edits.
Continue blocking the vehicle by using primitives, adjusting cylinder density, and mirroring and extruding parts like the wheels, basket, and handlebar for accurate early-stage geometry.
Block the bike’s geometry by starting with circles, using tubes and cylinders to build straight sections, then refine with vertex edits, extrudes, and edge loops to achieve the form.
Demonstrate bridging to connect pipes and align the motorcycle side, using orthographic views, duplications via control d, and Lambert material assignment to shape the project.
Connect the motorcycle's pipes and handlebars using bridge and blend, adjusting divisions for a tapered, accurate fit. Mirror and refine the geometry with combine, then assess alignment in orthographic views.
Explore how to create softer, more controlled seat shapes using smoothing, edge loops, and lattice deformations, with techniques like isolating selections, lattice points, and mesh smooth to refine form.
Learn to create a telescoping hard surface model by inserting edge loops, extruding and scaling faces, and using the append pen tool to connect the pieces.
Learn to create a form-fitting basket lid using Quadro, adding edge loops, pushing and relaxing vertices, and extruding to thickness while keeping live magnetized flow for precise edge control.
Learn to create form fitting vehicle parts by duplicating faces from the tire, adjusting vertices, extruding for thickness, and refining edge flow with smoothing for a hard surface look.
Master speedometer modeling for hard surface vehicles by building a low-poly cylinder, extruding edges, using knife tools, and aligning parts with precise rotations.
Explore creating evenly spaced edge loops with insert edge loop options, adjust counts, and use selection, extrude, and scale to preserve form and sharp corners.
Apply bevel and snap together to build the motor’s top; plan with Sketchfab, create straight sections, add edge loops, extrude, bevel edges, and place bolts using the snap together tool.
Learn to group and duplicate components, center pivot points for coordinated rotation, and reuse modular parts to align, model, and refine complex 3D assemblies.
Block a motor in a hard surface vehicle pipeline by breaking the model into simple shapes, organizing with groups and pivots, and refining with reference images and vertex adjustments.
Model a motor component by creating a circular base, extruding sections, refining subdivisions, editing vertices, and snapping parts to align for a cohesive, high-fidelity look.
Block and bridge motor sections by duplicating cylinders, combining meshes, and bridging corresponding faces to form a cohesive, reusable motor with edge loops and blends.
Isolate the motor in Sketchfab, block geometry with cylinders and extrusions, extract and combine edges, and smooth vertices to refine a rounded shape.
Block and refine motor geometry by adding and deleting pipes, creating end caps, bridging connections, and extruding lips to build convincing, modular engine components.
Learn quad draw techniques to create and refine polygonal shapes on a plane, control vertex flow, extrude to add thickness, and align edges for a clean hard-surface vehicle model.
Master symmetry in hard surface vehicle modeling by using insert loop, extrusions, and edge loops, then mirror or manually reflect details for handlebars.
In this mirror and breaks lesson, model a side view mirror starting from a cube, refine with edge loops, smooth shading, and extrusion for thickness.
Model a hole-filled connector by starting from a cube, using a mirror and edge loops to form inner holes, then extrude, bridge, and smooth for clean topology.
Learn to shape the motor area with tight edge loops to balance soft and hard edges, using insert edge loop, smoothing, extrusion, and tape loops to sharpen detail.
Learn to hollow pipes, delete history for smoother performance, and create symmetric, thick-walled pipes by bridging edges, extruding, and reversing normals to ensure clean inner surfaces.
Insert tight edge loops to create smooth edges, compare faceted and softened forms with smoothing, and use tape loops, extrude, align, and freeze transformations to maintain detail.
Clean up the pole geometry by deleting and straightening edges, using the pen tool to split and center-skeleton, and removing unnecessary edges with control delete for cleaner topology.
Learn to merge verts and clean geo by removing poles, merging and demerging vertices, adding edge loops, reducing density, and tidying quads for a clean, efficient hard surface model.
Recover a missing part by reverting to a previous save, exporting the selected mesh, importing it back, and cleaning up by merging vertices and removing unnecessary loops.
Balance resolution across parts using edge loops, smoothing, and symmetry. Refine topology by removing unnecessary splits, maintaining edge flow, and applying bevels and extrusions for clean, consistent density.
Decide what is modeled versus what is encoded as a normal map by checking depth and silhouette, then extrude and add edge loops for the wheel.
Add missing parts to a hard-surface vehicle model by creating polygon cubes and cylinders, adding connection areas and hold loops, smoothing, grouping, and finalizing with a top lid.
Create circular holes in hard-surface models by forming negative space, extruding rims, and arranging five holes around a center at 72-degree intervals, refining edge loops for clean edge flow.
Build a chain by creating link cylinders, bridging faces, and duplicating for repeats; convert an edge loop to a curve and guide the chain along a circular path.
Animate a bike chain along a curve by constraining motion paths, adjusting orientation, and using animation snapshots to create evenly spaced frames with linear timing for a smooth curve traversal.
Create and refine the back hubcap on the chain side by extruding faces, adding edge loops, using x-ray alignment, bridging gaps, and cleaning up triangles for clean geometry.
Model a chain guard by shaping a cylinder, using extrude, merge, and edge loops to create a paper-thin curved form, then duplicate, align, extrude to thickness, and bevel.
Refine wheel geometry by meshing, scaling, and aligning components, then model a brake disc and rounded end caps through extrusion, smoothing, and mirroring.
Shape brake disks using a cube and cylinder, then bridge, twist, and duplicate components to create a convincing brake mechanism and connected wheels.
Create and refine brake curves using the epi curve tool, adjusting control vertices in 3d and orthographic views to ensure smooth, believ able connections before extruding geometry.
extrude along a curve to create geometry, using cylinders, subdivisions, and snap together to form connected cords; adjust thickness and ends, then use x ray mode to delete history.
Apply animation snapshot along a curve to place blocks evenly, then extrude a cylinder along that curve, adjusting motion path and tangents for even spacing.
Model a foot pedal by beveling edges with segments and fractions, clean up topology, add edge loops, extrude, then mirror for a symmetric finish.
Add more detail by building tiny cylinders, duplicating and rotating parts, bridging faces, extruding, and refining curvature to assemble bike components like the motor area, license plate, and light.
Add more detail to the hard surface vehicle by extruding, bridging edges, and aligning cylinders and loops to create seamless connections and a more visually interesting model.
Develop a back tail light and license plate bracket by starting from a cube, extruding, adding edge loops, beveling edges, and using symmetry to maintain clean geometry.
Adjusts the back area with extrusion and cylinders, adds detail to avoid an afterthought, and uses a non-linear bend deformer and curvature controls to shape and align parts.
Clean up edge flow for hard surface vehicles by removing edges, merging vertices, and centering lines for clean topology; bevel handlebars and mirror details with duplicate and scale for symmetry.
Final pieces guides students through detailed mesh refinement: adjust pivots, extrude and shape notches, guard chain, clean up selections, and craft a convincing working mechanical look.
Improve edge flow by isolating sections, deleting inner faces, extruding edges, and merging vertices to create a cleaner, connected form; then cap and smooth for a finished look.
Import and convert a Harley-Davidson logo from EPS to a three-dimensional model in Illustrator, then apply bevel extrusion, adjust pivots, and finalize the centered 3D logo.
Master fitting a logo onto a curved surface with the bend deformer, adjusting curvature, scale, and bend handles to achieve proper contact and realistic shading.
Learn to harden and soften normals to achieve both hard-edged and soft-edged transitions on hard surface models, using soften edge and hard edge tools, and ensure game engine compatibility.
Learn how to clean up a 3d model in the outliner by deleting history, removing unused nodes, and organizing geometry into groups like tires, frame, and handlebars while preserving shapes.
Isolate CELAC, group the frame into categories, and name each group and its contents using the rename tool to apply consistent labels like tires, rims, and motor.
Measure life size against the grid, scale the motorcycle from the center to four feet tall, set units for game engines; center pivots and delete history to clean the model.
Unwrap a motorcycle, create multiple UV maps for multi-part objects to maximize pixel density, transfer UV layouts between objects, and know when to use automatic mapping to speed up workflow.
Download lesson files from resources, extract the quickstart folder on the desktop, set the project path, and open seasons to access textures and colors while preserving texture paths.
Plan UV space by splitting the motorcycle into four UV sets—tires, frame, motor, and basket—laid flat to fill 0–1 space, with color-coded sets to speed UV mapping.
Determine how many uv maps to use based on object size, then allocate motorcycle parts into dedicated uv maps to optimize texture space.
Learn to unwrap tire geometry in a 3d production pipeline by isolating parts, applying planer maps, cutting seams, unfolding UV shells, and laying out textures with checker feedback.
Explore UV mapping techniques for tire components, using checker feedback, edge loops, cuts and seams, and planar and automatic mapping to achieve efficient unfold layouts.
Unfold parts and use auto layout to fit tire treads and wheel components into a quadrant, hiding seams. Flip upside-down pieces to fix orientation and avoid overlaps.
Master organizing uvs by applying a manual checker pattern on a shelf to ensure surfaces are covered. Save a mill script in the script editor to automate the checker application.
Frame 01 demonstrates a hands-on workflow for breaking down a seat mesh, cutting and unfolding UVs, applying checker textures, adjusting seams, and transferring attributes.
Master frame 02 (cords and pipes) by isolating parts, cutting off ends, deciding seam placement inside, applying unfold, and using checkers to ensure clean, accurate mapping.
Continue refining UV mapping by selecting edges, unfolding faces, and adjusting the texture layout to ensure a clean frame texture with minimal borders.
Frame 04 guides unwrapping of hard surface vehicle geometry, using intermap and automatic mapping, testing edges, distortion with checkers, and transferring attributes for a coherent normal map.
Refine the vehicle frame layout by selecting, organizing, and validating components, checking orientation, avoiding overlaps, and ensuring edges and mirrored parts align for clean export.
Explore baskets in an automatic mapping workflow, adjust manual geometry, lay out parts, and apply diverse materials such as Lambert and checker textures to tires, baskets, and related components.
Explore finalizing a motor section, naming the motor, applying a checker, mapping and unfolding geometry, and iterating with intermap and edge cuts to prepare for texture work.
Explore automatic mapping techniques for hard surface vehicle components, including unfolding, edge cuts, and checker layouts, while balancing manual adjustments to relax tension and optimize layout.
Master planer map construction, cutting, unfolding, and layout while transferring attributes across uvs. Use automatic and manual mapping with checker checks to keep geometry identical.
Finish the sequence by refining shapes, performing clean cuts, and unfolding the model with a proper checker pattern; map and flatten all parts for accurate mapping across the motor.
Apply a planer map to lay out and cut parts, unfold them for texture mapping, refine seams and edges with edge loops for the motor in the 3d production pipeline.
Lay out the motor, delete tape history, modify and reapply the layout, and verify that blue areas do not overlap while green areas are acceptable and resolution remains equal.
Apply a checker texture across the bike to ensure full UV map coverage, and clean up materials by removing unused Lambert shaders and renaming checker frame and tires.
Create normal maps for hard surface projects using Substance in a step-by-step workflow. Master alphas, mirroring radial symmetry filters, masking, and using Photoshop with Substance to place normals.
Download and organize lesson files, extract into a quickstart folder, set the Maya project on the desktop, and open seasons to access textures, colors, and resources.
Discover how normal maps simulate depth without geometry, when to use them, and texture sets aligning to materials via uv layouts, then save and export for Substance Painter.
Bake maps for the motorcycle model at 4096 texture resolution. Bake all texture sets to generate worldspace normal, curvature, and ambient occlusion maps, noting the id map is not present.
Master normal map creation by painting height with a hard-edge brush, adding bolts and grooves on the motor texture set, and refining with masking and layers.
Enhance the motor normal map by sculpting raised details such as bolts, vents, and grips on the mortar area, using layer normals, symmetry, and radial symmetry in a 3D workflow.
Create a repeating tire tread texture in Photoshop, export as PNG, and import into Substance Painter as a height map. Adjust height and seams for seamless wrapping on the tire.
Apply radial symmetry to rims by centering the symmetry plane, adjusting the dot count for even spacing, and isolating normals and height for a detailed normal map.
Apply evenly spaced stitching along the basket's bottom edge by selecting a stitch pattern, adjusting stroke spacing to 200, and using straight-line constraints with a tablet while disabling pressure sensitivity.
Create a license plate texture for the frame using Photoshop to apply the California font, export as pmg, and import into Substance Painter, adjusting decals and height.
Apply and refine the frame normal map with symmetry on. Stamp handlebars and bolts across shells, using masks to prevent overlap and UV chunk fill to paint white precisely.
Explore creating a frame normal map by refining normals and height, using symmetry, spacing, and brushes (line, x, circle), layering and masking, then applying filters to define screws and edges.
Export normal maps from Substance Painter by exporting textures to a dedicated normal maps folder, then delete all non-normal maps to isolate the basket, frame, motor, and tires normals.
Learn to create color IDs with vertex colors and Miot, assign color IDs to objects or parts to control material placement, then import IDs into Substance Painter.
Download and extract lesson files from resources, create a QuickStart folder on your desktop, set Maya's project, and open scenes with consistent texture paths.
Explore using vertex color IDs in Substance Painter to differentiate materials—rubber, chrome, and metal—while keeping texture sets intact on a fully unwrapped hard surface vehicle.
Assign vertex colors to vehicle parts using material groups, applying metal, leather, chrome, glass, and other colors for a cohesive color ID pipeline.
Finish setting color IDs by applying vertex color to rubber, chrome, and lights, then export to Substance Painter for textures. The lesson covers vertex selection and material adjustments before export.
Export the model to Substance Painter while preserving four materials, verify UV maps, and use color I.D. vertex colors to automatically mask textures across texture sets.
Learn to texture hard surface vehicles with Substance Painter by importing files, creating maps, and applying complex materials using generators, smart masks, and emissive lighting; export maps for other software.
Learn to download, extract, and organize lesson files, set the Maya project folder on the desktop, and open scenes so textures and colors load correctly.
Launch Substance Painter, acknowledge the warning, and choose continue anyway or silence the pop-up; review the texture sets with color ID embedded and normal maps.
Bake all texture sets in Substance Painter for the motorcycle, importing normal maps to basket, frame, motor, and tires, and generate ambient occlusion and color ID maps from vertex colors.
Apply color ids to mask material regions, then layer steel, leather, and plastics, adjust roughness and metallics, and create mirror effects with color-selection masks to refine surfaces.
Learn to texture a motor with steel, rust, and wear using smart generators and masks, automatic edge masking, and paint layers for realistic exhaust and chipped edges.
Refine tires and basket materials by applying non-destructive masking, isolating textures, and adjusting rubber, plastic, leather, and steel finishes with edge wear and generator effects.
Learn to add emissive lighting to hard surface vehicle textures by using alpha masks, emissive channels, and texture sets, adjusting color, roughness, and emissive intensity to simulate illuminated headlights.
Learns to edit baked maps for a license plate by adjusting color and height on the frame normal map, removing unwanted occlusion and curvature data, and re-baking worldspace normals.
Apply stickers to a license plate by building layers with alpha channels, aligning height, adjusting base color and roughness, and using stamps to create a realistic, glassy look.
Apply smart masks and dirt cavities to add mud across a vehicle, using black masks and manual painting to control dirt in crevices and the bottom.
Apply final manual edits to hard surface vehicle textures by adding dirt, scrapes, color variation, and wear on frame, dirt, and basket textures before exporting maps.
Export PBR textures for motorcycle maps by creating a desktop maps folder, renaming texture sets, and exporting base color, roughness, metallic, normal, height, and MRW maps.
Explore dilation versus no padding when exporting textures, showing how delineation infinite fills beyond uv shells and how no padding can cause edge bleed in production.
Learn to render hard surface vehicles by transferring materials from Substance Painter to your render engine. Explore Arnold, Unreal, Marmoset, Sketchpad, image-based lighting, pack maps, and a Maya turntable.
Learn to download lesson files, extract a QuickStart folder on the desktop, and set the Maya project path to ensure textures and scenes load correctly.
Export Maya textures by exporting texture sets from Substance Painter, clean up map naming, choose Arnold standard PBR settings, and prepare four K maps and environment panorama for lighting.
Create a Maya project, organize source images, and set up Arnold lighting with a skydome panorama, then configure HD 720 render settings and camera resolution gauges.
Attach Substance Painter maps to four texture sets on a hard surface model, assign an Arnold standard surface, and connect color, metallic, roughness, normal, and emissive maps.
Apply tire and motor materials with base color, metallic, and luminance maps, including normal maps and tangent space normals, using an image-based lighting setup and Arnold render settings.
Render with Arnold using image-based lighting to preview lighting, wireframe, and normal maps. Adjust background and ground shadows, then compare real-time previews with region renders for faster iteration.
learn how to invert normals to correct lighting on hard surface assets, adjust and save alpha-friendly PNG outputs, then selectively invert red and green channels in Photoshop for each part.
Adjust render settings and test resolutions to optimize speed, refine sampling, and produce clean AOVs, including emission and custom shaders, while verifying camera, shading, and naming conventions.
Learn to export AOVs (ambient occlusion, emission, ID) from a render, manage color settings, and compose the final image in Photoshop with alpha, layers, and a gray background.
Master photoshop layers for hard surface vehicles, using ambient occlusion, emission, and ID passes, and enhance renders with render sequence and blend modes.
Create a 72-frame turntable render of the motorcycle using the perspective camera, with linear timing and a full 360° rotation, exporting an image sequence and including ambient inclusion for depth.
Render a turntable sequence: organize images, manage render passes and frames, preview with F check, import alpha into After Effects, blend multiply, export, then compress with Adobe Media Encoder.
Learn how to download, extract, and organize the QuickStart project for Maya, set the desktop project path, open scenes with textures, and keep the folder intact for seamless 3D production.
Export texture maps from Substance Painter to Unreal Engine (packed occlusion, roughness, metallic, base color, normal, massive map) and import the bike geometry with texture sets into a third-person project.
Import and assign textures and materials for the bike in Unreal, linking base color, normal maps, and packed map channels for ambient occlusion, roughness, and metallic, then preview and save.
Explore packed maps and how to embed ambient occlusion, roughness, metallic, and normal data into one texture. Learn to split red, green, and blue channels for Unreal materials.
Apply an emissive map to the frame and plug white into emissive color to brighten lights, preview on different objects, and use masked blending for glass in your materials.
Download and extract the lesson files from resources. Set the Maya project to the desktop quickstart folder and open scenes to load textures.
Demonstrate real-time Marmoset renders for hard surface vehicle models, enabling interactive viewing with wireframes, gloss maps, reflectivity, and normal maps, plus easy setup and stand-alone use.
Export your completed model to Marmoset by exporting textures to a Marmoset maps folder with PBR metal roof settings and dynamic naming, then export the environment lighting.
Apply and adjust materials in Marmoset, tuning normals, roughness, albedo, and metallic values, then use the sky browser with a panorama image from Substance Painter to match lighting.
Adjust render settings for shadows, shadow catcher, local reflections, and global illumination, then tune the camera and ambient sky to frame the model with vignette.
Export from marmoset by capturing images, adjusting size and sampling, and exporting the marmoset viewer for interactive web previews. Preview wireframes and full color, then share to art station.
Learn how to download, extract, and organize Maya project files from the lesson resources, set the project folder on first use, and open scenes with textures and colors intact.
Explore Sketchfab, a real-time web viewer for inspecting 3D models with base color, normal maps, and wireframes; view in VR and 3D/2D modes, and test lighting and post-processing.
Export textures from Substance Painter to Sketchfab with an automatic workflow, selecting albedo, roughness, metallic, normal, and ambient occlusion for upload with keywords.
Set up and refine a motorcycle model in Sketchfab by uploading, configuring the environment with HDR panoramas, adjusting 3D settings, applying materials, and enabling ground shadows for realistic lighting.
Import materials and textures to a hard surface vehicle model by assigning color, metallic, roughness, normal, and ambient occlusion maps, then fine-tune emissive, tires, and frame details for realistic shading.
Explore post-processing filters, adjusting screen space reflections, bloom, depth of field, tone mapping, and color balance to refine glass, reflections, and overall scene quality, with optional grain, aliasing controls.
Learn how to create annotations to highlight parts with descriptions, view rotations and zooms in Sketchfab, and integrate animations and future virtual reality with hard surface vehicle models.
Explore sketchfab's virtual reality and augmented reality tab to view lifesize motorcycle in VR with scale, floor placement, textures, and teleportation on an Oculus Quest.
Learn to craft lighting through three point, point, directional, and spotlight setups, adjusting position, rotation, intensity, and angle for realistic image-based lighting, shadows, and shadow catcher effects.
Frame a compelling preview by adjusting the Sketchfab camera pose, save the view, and inspect 2d/3d maps, uv maps, and wireframe to showcase the model on ArtStation.
Hard Surface Vehicle Complete Pipeline - Maya / Substance / Unreal / Marmoset / Sketchfab Tutorial
[22hr 30min] 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. You will see how to Model (Maya), UV Map (Maya), create Color IDs (Maya), create Normal Maps (Substance Painter), add Materials (Substance Painter) and Render (Arnold, Unreal, Marmoset, Sketchfab). You will be provided a project files to follow along every step of the way.
Recommended Software:
Maya 2020
Substance Painter 2019
Unreal, Marmoset, Sketchfab, Photoshop and After Effects
Video Tutorials
There are 142 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.