
introduces a curious scenario where the Army Air Force reports a found flying disc in its possession, presenting a concrete example for exploring hard surface modeling in Maya 2020.
Set up the Maya project in the project window, name the project, and save scenes with versioned iterations to track progress, and use control-s to save.
Take a quick tour of Maya's interface, adjusting the grid, units, axis display, and heads up display. Explore modeling basics, vertices, edges, UVs, focal length, and poly modeling options.
Import and align front, side, and top image planes in Maya to guide hard surface modeling; center them, ensure they cross perfectly, and scale to life size before modeling.
resize the image planes in Maya 2020 to real-world scale—about four feet wide and five feet tall—set units to feet, center and align them in front, side, and top views.
Block out the head and body in maya 2020 for hard surface modeling, using a cylinder and sphere, while managing subdivision resolution to avoid pinching and ensure bevels and cutouts.
Block out the leg of RTD in Maya 2020 by building large shapes, aligning with image planes, and refining with bevels, pivots, and snapping.
Block out the head details in Maya 2020 by isolating the dome and using edge loops for symmetry. Mirror, duplicate, detach components, and delete history for a clean model.
Block out head details in Maya 2020 by placing non-symmetrical edge loops and sliding edges for proper flow; add resolution and use edge flow to preserve circular geometry.
Block out the front eyepiece in Maya 2020 using a sphere and cylinder, establish parent-child links for animation, and refine with extrude, bevel, and vertex welding.
Block out head details in Maya 2020 by refining edge loops and balancing edge flow for even resolution. Learn to manage history, detach components, and organize groups as you model.
Block out head details in Maya 2020, refining pieces and aligning geometry with move and edge selection. Detach, separate, and group components while using backface culling for clean hard-surface modeling.
In this blocking lesson, you refine the head using two image planes and an eyeball piece, adjust edge flow, and detach components after centering the pivot.
Block out the head's earpiece and panels in Maya, adjust alignment against the reference image, duplicate and position parts, add loops for resolution, and keep objects ungrouped.
Block out the head details in Maya, refine geometry by cutting and deleting edges, compare reference images, and align, duplicate, and position pieces for a cohesive head model.
Block out the body details in Maya by outlining horizontal and vertical panels, refining topology with edge loops, and mirroring for symmetry.
Block out the body in Maya, detailing front panels, detaching components, and aligning edges with edge loops to create six equal panels.
Block out the body details in Maya 2020 by refining panels, marking circular cutouts, and aligning edge loops, while adjusting topology and detaching components for clean separation.
continue blocking out the body details in Maya 2020 by refining side panels, creating cylinder cutouts, detaching components, and aligning with reference images for symmetrical eight-sided cuts.
Block out the body panels and eight-sided geometry in Maya using a sphere as a guide. Align the pivot and prepare for booleans and extrusions.
In Maya 2020, this lecture shows blocking out body details by creating side indentations, selecting and extruding faces, deleting unnecessary edges, and straightening geometry with vertex and edge workflows.
Block out the back body details in Maya 2020 by duplicating symmetry pieces, centering pivots, extracting cutouts, and using polygon tools to align, mirror, and finalize the panel geometry.
Block out the back body by creating four panels, detach components, separate them, pivot to history, and duplicate and align parts to fit the torso.
Block out the bottom of the Maya model by aligning image planes and shaping the ends into an oval. Restore curvature with edge flow and extrude for depth.
Block out the feet in Maya 2020 by shaping cubes to match the front and side references. Extrude faces, bevel edges, extract panels, and adjust depth before duplicating for symmetry.
Continue blocking the feet by building panels on both sides, align and center vertices, bevel edges, extrude inward, and set the pivot for a seamless mirror.
Block out the feet in Maya 2020 by building grooves with edge loops, extruding sections, centering cylinders, snapping verts, and mirroring to create a hollow, cohesive hard surface.
Block out the feet in Maya 2020 using cylinder primitives, center-vertex snapping, and precise length adjustments; duplicate, position, and refine geometry to ensure proper alignment before detailing.
Block out the side panel in Maya 2020 by duplicating and centering groups, adjusting vertex positions and scales, building a battery-pack using cylinders, bridging and mirroring to complete both sides.
Master hard surface head detailing in Maya 2020 by aligning edges, adding depth with extrude and bevel, and refining geometry through resolution adjustments, edge loops, and crisp top piece.
Add details to the head parts by extruding edges, sharpening corners with edge loops and adding support edges in this Maya 2020 hard surface modeling lecture.
Finish the pie panels in maya 2020 by extruding and adding depth, using edge loops to prevent texture stretching, and centering pivots.
Create the periscope in Maya by painting selects on faces, duplicating parts, extruding cylinders, beveling edges, and aligning pivots with snaps for clean, connected detail.
Master hard surface modeling in Maya 2020, periscope part 2 teaches extruding, mirroring, and booleans, then refining topology and adding a lens with Mash for clean, angular geometry.
Builds a detailed periscope in Maya by extruding the center lens and seven smaller lenses, then aligns the center pivot and uses control duplicator along a curve for placement.
Master hard surface modeling in Maya 2020 shows cleaning up geometry, merging vertices, beveling edges, and refining sharp corners on a periscope, then grouping for basic animation.
Block out a lightsaber in Maya 2020 by building cylindrical segments, aligning pivots, extruding and duplicating pieces, and refining geometry with mesh smooth for sharp, cohesive edges.
Finish the lightsaber in maya 2020 by beveling and extruding edges, refining segments, and using selection handles to manipulate hidden panels and center pivots for precise posing.
Master hard surface modeling in Maya by creating the top holo projector, using circularize for circular cutouts, extruding and beveling to shape the lens and hollow projectile.
Split the radar eye into two pieces, extrude, and use world mode for straight geometry; circularize the lens, bevel corners, and refine edge loops for a clean disk slot.
Finish building the radar eye by refining gaps and extruding faces for clean geometry. Bevel edges, center the lens with a sphere, delete history, and freeze transformations to finalize.
Finish the first five dome panels by extruding for depth, removing back faces, reversing normals, and centering pivots, then label, duplicate, and refine gaps to ensure smooth, consistent surfaces.
Finish the dome panels by refining geometry, beveling edges to match corners, extruding and cleaning up the mesh, while maintaining four-sided faces and correct pivot orientation.
Finish the dome panels in maya 2020 by creating rectangular and circular cutouts, refining geometry with extrude, bevel, circularize, and manual edge loops, and align pivots for a lens-ready piece.
Create a back holoprojector in Maya 2020 using circularize, edge loops, and bevels; adjust geometry, align pivots, and clean up indents for a sharp, realistic panel design.
Isolate the dome panel in Maya, extrude the perimeter, and add support edges to sharpen the edges. Detach components, align pivots, refine edge flow with diagonal edges, and add thickness.
Finish the dome panels in Maya 2020 by adding depth, sharpening edges with edge loops, and detailing rectangular cutouts through extrusions, borders, and detaching components.
Master hard surface modeling in Maya 2020 by shaping a circular panel with a lens cutout, using insert flow, extrusion, and beveling to refine edges on a metallic surface.
Finish the dome panels by correctly centering pivots, duplicating only after detailing, and refining edges with bevels and smoothing to create LCD panels and neon-button details.
Finish the head in Maya 2020 by creating a circular cutout for the front holoprojector, fix distortions, add polygons and thickness, and prepare group pivots before moving to the body.
Duplicate geometry, center pivots, align parts, extrude and bevel edges, add support loops, and mirror the half to complete the large data port in Maya 2020.
master hard surface modeling in maya 2020 by creating and refining the 2d teus utility arms, shaping edge loops, beveling edges, adding indentations, and cleaning topology for sharp, mechanical details.
Isolate easy body panels in Maya 2020, extrude inward, delete faces, and use the edge loop tool to sharpen edges for a faster front-panel workflow.
Master Maya 2020 body panel modeling by creating a long vertical panel with even edge loops, adding indentations and soft bevels, and duplicating for front and back panels.
Apply the same techniques from the previous panel to create the front body panels part 3 in Maya 2020, using extrude, bevel, edge loops, and clean topology.
Create and refine the body panels in maya 2020 using loop cuts, extrudes, and bevels to achieve rounded corners, equal loop spacing, and clean geometry.
Model coin slots in Maya 2020 by extruding and offsetting edges, choosing absolute or relative moves, merging vertices, and duplicating with a center pivot for even spacing.
Create the front vents in Maya 2020 by blocking, mirroring, beveling, and extruding to craft circular cutouts and rounded edges, with careful geometry cleanup.
Modify two panels to match reference photos by shortening, filling holes, and straightening geometry; adjust edge distribution and pivot orientation using bridge and extrude techniques.
Model the coin return by detailing the panels and coin slots in Maya. Adjust resolution, extrude shapes, and manage edge loops to maintain sharp edges and avoid topology problems.
Create and refine a polarity sink panel in Maya 2020 by building horizontal and vertical cutouts, increasing resolution, aligning edge loops, and cleaning topology with extrude, merge, and edge tools.
Learn to refine hard surface topology by creating edge loops to clean up densely bunched areas, merging vertices, removing extra edges, and smoothing transitions for a crease-free mesh.
Create a power coupler by modeling a cylinder, cutting a circular hole with a boolean difference, and refining edges with extrudes, bevels, and mirroring.
Practice building an octagon port in Maya 2020 by shaping, extruding, and refining topology with cut tools, edge loops, bevels, and precise vertex adjustments for clean, straight geometry.
Master hard surface modeling in Maya 2020 by creating an octagon port through extruding, beveling, and bridging, aligning copies, deleting back faces, and adding cylinders.
Create the side panel in Maya by adding edge loops, forming cutouts, extruding faces, and cleaning topology for a clean mirrored hard-surface model.
Review and clean up the topology of the front and sides, fix minor vertex and edge issues, adjust gaps, delete history, and prepare the geometry for the back.
Finish the back panels by duplicating front panels, centering the pivot with control group, rotating to position, and applying delete history and freeze transformations for clean geometry.
Finish the back panels by duplicating the front pieces in Maya 2020, align and resize to fit, fix vertex overlaps, mirror, then freeze transformations and delete history.
Finish the back panels by duplicating and aligning panels in Maya, cleaning history, freezing transforms, adjusting pivot, and refining vertices and edges to achieve a smooth curved profile.
Isolate and extrude the four back panels, delete the back faces, reverse normals, and adjust the edges to fit; copy and rotate one panel into place to complete the set.
Copy and duplicate surrounding geometry to finish the back panels, then weld and merge the pieces into the main body, cleaning up vertices and faces for a seamless join.
Create and refine back panel geometry in Maya by adding edge loops, extruding and beveling for rounded corners, cleaning up topology, and mirroring across center for symmetry.
In this lesson, you finish the back panels in Maya 2020 by creating offset edge loops, beveling edges, extruding, cleaning geometry, and mirroring the final panels for a complete set.
Master hard surface modeling in Maya 2020 by forming arm components with cylinders, booleans, and vertex modeling; learn mirroring, precise cuts, and clean, symmetrical geometry.
Duplicate the shoulder rectangle, refine the leg geometry with smoothing and higher divisions, delete extra faces, slice and straighten edges, extrude to depth, and nudge the piece forward for fit.
Finish the leg geometry in Maya by cleaning up faces and preserving edge-loop integrity. Add supporting edges and bevels, mirror the mesh, and address floating vertices.
Finish the legs by refining the geometry in Maya 2020, cleaning stray vertices and edges, beveling sharp corners, and using termination, delete, and mirror for a clean hard surface.
Isolate the front of the arm, extrude and refine the geometry using the multi-cut tool in vertex mode, building edges and vertices step by step.
Finish the legs by adding inner and outer edge loops, bevels, and support edges, while merging stray triangles for clean topology in Maya 2020.
Block and refine leg details in Maya, adding a cylindrical inner piece and bevels. Learn to align geometry with precise snapping, extrude, and explore profile-curve revolve as an alternative.
Finish the legs in Maya 2020 by adding cylindrical detail, extruding and beveling edges, punching central and side holes, refining with loops and merges, and mirroring for symmetry.
Create a cylinder for a circular cutout, apply a mesh boolean difference, freeze transforms, delete history, and smooth the result to finish a hard-surface leg in Maya 2020.
Create a centered rim in Maya 2020 to finish the legs. Extrude a thin cylinder into a ring, delete inner faces, add loops, and center the pivot for a precise circle.
Finish the legs in Maya 2020 by building cylindrical shapes from faces, duplicating and mirroring, extruding grooves, and beveling for a clean, smooth hard surface model.
Refine the leg geometry in Maya 2020 by adjusting pivots, creating clean edge loops, beveling edges, welding vertices, filling holes, and freezing history for clean transforms.
Finish the legs by blocking a cylindrical center with grooves, adding a hexagonal bolt-like detail and screw grooves, and duplicating and aligning cylinders while referencing the photo.
Continue hard surface leg modeling in Maya 2020 by adding cylindrical and cube pieces, adjusting thickness and pivots, duplicating geometry, and refining fit to reference photos.
Finish the leg piece in Maya 2020 by detailing edges, beveling, extruding, and adding segments, then create a screw-like nut with grooves for a realistic hard surface model.
Master hard surface leg detailing in Maya 2020 by building half of the leg, mirroring, and adding precise cut-outs, aligned pivots, and bridged geometry to finish the leg design.
Extrude selected faces, push in from world mode to fit cylindrical pieces, then merge vertices, add edge loops, bridge edges, mirror geometry, and bevel to finish the leg.
Refine the leg geometry in Maya 2020 by extruding, beveling, and adding support edges, while keeping geometry economical to preserve texture resolution for clean UV mapping.
Finish the leg geometry by refining cylindrical pieces, extruding and beveling edges, using mirror and emesh, and cleaning up with careful edge loops for a sharp, cohesive hard-surface look.
Finish the leg in Maya 2020 by adding a centered edge loop, extruding and beveling edges to create depth and rounded corners, then duplicate and mirror across the z axis.
Master Maya 2020 hard surface modeling by refining vertices, fixing overlaps, adding edge loops and bridges, aligning depth, and creating clean gaps for a smooth welded leg geometry.
Finish the leg by beveling edges and matching geometry, then clean up topology, merge vertices, and cut and mirror pieces for a cohesive hard-surface model.
Finish the leg by creating a single back piece, adding edge loops, extruding and snapping vertices, cleaning triangles, and aligning geometry for a crisp hard-surface look in Maya 2020.
Finish the legs by filling holes, bridging and aligning edges for clean, symmetrical geometry in Maya; delete extra geometry, add support edges, and refine gaps with wireframe checks.
Finish the legs in Maya 2020 by building cylinders, positioning, and splitting into three parts. Extrude, bevel, and duplicate components, mirror for symmetry, and center pivots to refine gaps.
Master the finishing of the leg in Maya 2020 by shaping a circular, semicircular profile, duplicating curves, extruding, deleting stray faces, and bridging edges to form a smooth indentation.
Finish the legs by forming a semicircle with the curve tool, isolating unselected objects for clarity, snapping vertices to center, refining resolution, and mirroring for symmetry.
Refine the maya 2020 hard surface leg by building a curved surface around a cylinder, adjusting vertices, using perspective view and edge flow to create clean, triangle-free geometry.
Clean up the edge flow, bevel the geometry, and mirror a centered lid to finish the leg, tightening vertices and resolving back details for a polished maya 2020 hard-surface model.
Refine leg topology in Maya 2020 with precise extrusions, edge flows, and bevels, ensuring four-sided geometry, clean pivots, and mirrored symmetry.
Finish the legs in Maya 2020 by modeling a symmetrical cylindrical piece, adding a connector, refining topology with extrude and bevel, and using mirroring and pivots for accurate assembly.
Maya 2020: finish the leg by shaping geometry with extrude and bevels, delete back faces, reverse the normals, refine edge loops, and achieve a smoother, rounded result.
Finish the leg by cleaning up topology, adding edge loops and bevels, and removing triangles for crisp, chiseled geometry. Add supporting edges and mirror for a symmetrical final model.
Fine-tune the leg by adding a simple rectangular piece, align and adjust its width, then mirror, duplicate, and refine with normals and bevels to complete the leg.
Finish the feet in Maya 2020 by crafting a non symmetrical swoop, adding resolution with edge loops, and refining edges and energy flow for a more rounded hard surface look.
Finish the feet in Maya 2020 by refining blocking, snapping vertices in world mode for a straight, deeper form, and shaping cylindrical cable pieces with extrude and bevel.
Refine the feet in Maya 2020 by straightening and aligning vertices, mirroring halves, and adding subtle depth to hard-surface geometry, while cleaning up unwanted geometry.
Finish the hard surface feet in Maya 2020 by adding depth through extrusion, refining topology with edge loops, beveling edges, and mirroring to complete the piece.
Continue refining the feet geometry by adding depth, straightening curves, and aligning vertices to the contour; bevel the inner edge for a smooth, rounded finish.
Bevel and refine the feet geometry by duplicating bevels, adding depth with edge loops, and cleaning up triangles, while sharpening corners and merging vertices for a crisp finish.
Finish the feet in Maya 2020 by crafting a dome shaped cutout with extrude, boolean, and mirror, ensuring centered pivots, clean topology, and proper edge loops.
Refine the domed curvature of the feet, align vertices, and use mirroring, bevels, and edge loops in Maya 2020 to finish the feet part 8.
Center the pivot, work in half the model, duplicate and mirror, then refine with extrusions, vertex alignment, border creation, and soft edges to establish panel gaps in Maya 2020.
Finish the feet by adding a precise border around the piece with the border tool, then refine edges and loops to achieve a smooth, matched geometry.
Finish two bomb panels in Maya 2020 by beveling edges, extruding features, and reinforcing edge loops with added resolution to minimize stretching and achieve crisp rounded corners and panel gaps.
Finish the feet by beveling the top and bottom edges, adding support edges, and mirroring half the model for consistent symmetry, preparing for cables and the battery pack.
Refine the battery pack model in Maya 2020 by extruding, cleaning topology, and mirroring half the geometry, then applying bevels and smooth to achieve clean, controlled edge flows.
Block and shape cables from connectors to the battery in Maya using top and front views, curves, and references, then duplicate and adjust for natural hanging.
Shape and refine cables on a Maya 2020 hard surface by using control vertices, snapping, smoothing, extruding curves, and increasing resolution before polygon conversion.
Master hard surface modeling in Maya 2020 by finishing the cables, converting to polygons, refining edge loops, extruding, beveling, and aligning mirrored geometry for a clean two-sided model.
In Maya 2020, finish the foot by beveling edges, adding edge loops for a smooth, rounded profile, connecting geometry, and preparing for next detailing on the battery pack.
Finish the feet in Maya 2020 by blocking forms, centering pivots, mirroring the geometry, and adding a hinge mechanism with edge loops and bevels.
Finish the feet in Maya 2020 by isolating parts, beveling edges, and cleaning topology, including mirroring half, connecting loops, and adding rounded corners for a polished hard surface model.
Finish the feet by extruding and beveling panels to add overlap and a subtle gap, then group and center the pivot for easy mirroring.
Finish the feet by refining the middle and side feet, cover holes based on camera angle, adjust symmetry, then duplicate and mirror with centered pivots to assemble the slurry crate.
Finish the feet in Maya by isolating and combining pieces, shrinking and aligning geometry, deleting unnecessary parts, bridging holes, and centering the pivot with freeze transformations for symmetry.
Finish the bottom part by aligning top geometry, extruding and adjusting protrusions, isolating and duplicating pieces, mirroring, combining meshes, cleaning up back faces, and reversing normals.
Finish the bottom part by beveling edges, adding support edges, and tightening geometry, then learn to extrude edges for depth and prepare the pieces for separate grouping in Maya 2020.
Perform staged extrusion to fill gaps in the main body, refine inset edges, merge vertices along edge loops, and harden panels for clean hard-surface geometry.
Select the perimeter around all panels, extrude to create edges across each panel, and save time by building internal support for a finished main body.
Finish the main body by refining edge loops and adding resolution in Maya 2020, using edge repair, insert edge loop flow, and temporary loops to maintain clean, stable geometry.
Refine the main body in maya 2020 by inserting temporary loops and extra resolution, then evenly space edges with edge flow adjustments while avoiding layout distortions.
Bevel edge loops to create sharp corners and refine topology on the hard surface model in Maya 2020, merging vertices and removing triangles to maintain smooth geometry.
Finish the main body by completing bevels and support edges, then clean up topology with edge loops, merges, and removal of stray edges for a smooth metal model.
Clean up a Maya scene by organizing the outliner, creating named groups (head, body, legs, periscope, light saber), and nesting parts with proper pivots and transformations.
Explore finishing the chest pieces in Maya 2020 by extruding, beveling edges, cleaning up geometry, and welding vertices to create clean, four-sided hard-surface topology.
Master hard surface modeling in Maya 2020 by finishing the chest pieces with topology edits, using multi cut and add divisions in Mash, merging vertices, and duplicating for symmetry.
Master hard surface modeling in Maya 2020 teaches duplicating and flipping chest pieces along the X axis, refining vertex placement, snapping, merging, and cleaning geometry to achieve a precise fit.
Isolate the head, extrude and bevel the edges along face loops, convert faces to edges for seamless bevels, and refine the geometry with edge loops across the model.
Pose the D2 model by creating a pose group, repositioning pivots around the hip joint, and rotating the legs from their joints for dynamic, non intersecting foot and leg poses.
Learn to render hard-surface Maya models using camera setup, Arnold shading, HDRI skydomes, and ambient occlusion; optimize aspect ratios, samples, and lighting for high-quality final renders.
Learn to create repeating geometry in Maya 2020 by modeling one piece and duplicating it into a pattern. Master extrusion, merging vertices, bridging, and fill hole techniques for hard-surface modeling.
Create interior cylinders in Maya 2020 by centering cylinders, using multi cut and extrude to form rims, bevel edges, and duplicate with middle mouse snap for precise alignment.
Master hard surface modeling with Maya's Edit Edge Flow to smooth curved domed roofs, manage edge loop placement, snap vertices, and refine curvature using smoothing and optional sharp edges.
Discover how to use booleans in maya 2020 to create complex cuts with difference, union, and intersection, then retopologize to preserve hard edges and clean geometry.
Master curved surfaces in Maya 2020 by building a wall with CV curve tools and lofting, refining with edge loops and bevels, then add floor, ceiling, skirting, and lights.
Learn to use bevels in Maya to construct and finish hard-surface shapes, maintain four-sided topology, and reinforce edges with extra edge loops for clean, sharp geometry.
Explore creating a stylized puppy head in Maya 2020 using a cube-sphere approach, shaping features with soft select, mirroring, and topology refinements.
Master clean topology in Maya 2020 for hard surface modeling by recognizing good versus bad topology, using bevels, edge loops, and quad faces to ensure smooth shading and controlled resolution.
Master clean topology in Maya 2020 by beveling edges, using mirrored geometry, and tightening edge loops with multi-cut and supporting edges to preserve sharpness.
Learn to use Maya's smooth mesh preview to switch between low and high resolution with 1 and 3, add edge loops with multicut, and sharpen geometry for a hard-surface cube.
Model a window frame in Maya using smooth mesh preview, the multi-cut tool for support edges, and careful mirroring and beveling to build clean topology.
Model the tardis in halves for symmetry, using multi-cut, mirror, and bridge to form the frame, and apply bevels or support edges to preserve sharp edges during smoothing.
Block out the tardis by creating vertical panels with the multi-cut tool, center edges, and widen sections. Duplicate faces, middle mouse snap, and mirror for uniform window panes.
Progress the tardis model by isolating beams, creating window panes, extruding for thickness, centering pivots, mirroring sections, and refining edge loops and resolution for crisp, smooth windows.
Refine the Tardis model in Maya 2020 by finishing panels, deleting unused edges, extruding faces, reversing display to fix geometry, and cleaning topology with edge loops to maintain four-sided topology.
Model the Tardis by mirroring windows, centering pivots, and using extrude, bevel, multi-cut, and circularize geometry to form handles, bolts, and detailed hardware.
In Maya 2020, this lecture guides building the Tardis handle and hinges, duplicating and mirroring parts, and refining with bevels, extrudes, and edge loops for a crisp lock mechanism.
Duplicate the Tardis frame sections, model the wooden frame with edge loops and a diagonal joint, then merge vertices, bridge gaps, and mirror for sharp geometry.
Duplicate the master group, stretch the panels in vertex mode, center pivots, and align edges to construct the Tardis corner piece in Maya.
Finish the tardis model in Maya 2020 by duplicating and mirroring parts, flipping pivots, bridging gaps, extruding and stitching geometry, and refining topology with edge loops.
In Maya 2020, learn hard surface modeling of the Tardis bottom by building separate pieces, extruding and beveling edges, mirroring parts, adding thickness, and cleaning geometry.
Model the tardis roof in Maya 2020 by extruding, merging vertices, and hardening edges to build corner blocks and wooden planks, while using edge loops and multicut to control spacing.
Finish the Tardis siren detail in Maya 2020 by extruding, beveling, and adding support edges, while mirroring the glass segment and freezing transforms and deleting history.
Master hard surface modeling in Maya 2020 by refining the Tardis shell with extrusion and bevels, adding thickness, and guiding edge loops for a smooth, rounded form.
Block out a cylindrical arena in Maya, align to grid, and reverse mesh display to view inside. Detach and separate components, then set up overscan camera to frame the set.
Model the podium in Maya by building the stage, using a half scale human for reference, and shaping the curved stand with curves and sweep meshes, plus monitors.
Master hard surface chair modeling in Maya 2020 by building a chair from cylinders, extruding legs, mirroring and refining with edge loops, bends, and bevels.
Master hard surface chair modeling in Maya 2020 by building the seat and backrest, refining topology with edge flow and bevels, and using mirror, sweep mesh, and extrude techniques.
Master hard-surface chair modeling in Maya 2020 by shaping the armrest, adding bolts, edge loops, extruding, beveling, and braces, then mirroring and organizing the chair into a final group
Finish the podium by duplicating chairs, aligning monitors, and refining edges with insert edge loop, bevel, and multi-cut tools, then group and center pivots for a polished set.
Build the set details by combining pieces, adjusting scale and framing with cameras, and creating audience seating benches with extrudes, while keeping geometry clean and well organized.
Learn hard surface set detail creation in Maya 2020, including center wall elements, bevels, edge loops, and neon accents. Practice camera setup, focal length, and perspective versus orthographic views.
Master Maya 2020 set details by modeling a cylindrical front piece, duplicating components, beveling and extruding for thickness, and creating neon sweep elements with curved surfaces.
Block out a Yale key in Maya 2020, apply four‑sided topology with multi‑cut and extrude edge, then circularize and refine the hole for a realistic worn render.
Block out the bottom part of the Yale key in Maya, extrude for thickness, refine with move, snap, multi-cut and ep curve tools, then model both sides to handle asymmetry.
Refine topology to finish the Yale key, using multi-cut, edge loops, and bridging to create four-sided geometry, then bevel edges for a hardened metal look.
Finish the Yale key in Maya by sharpening corners with extra resolution, refining edge loops, avoiding triangles, and mirroring while maintaining clean topology and flat surfaces.
Learn to UV map a Yale key in Maya 2020, creating and unfolding proper UVs, preserving edges, and exporting a 2k UV snapshot for Photoshop.
Learn to texture the Yale key in Photoshop on a UV map, layer textures, use multiply to reveal map, add scratches and dirt, and save master and JPEG for Maya.
Fine-tune the bump map, metalness, and roughness to create engraved details, then render with Arnold, adjust ambient occlusion and lighting, and post-processing in Photoshop for a polished key.
Create a stylized sofa in Maya by shaping spheres into cushions, mirroring across the center, and refining with soft selection and edge flow for smooth curvature.
Model the bottom of a stylized sofa in Maya 2020, using edge loops, bevels, vertex tweaks, and mirroring, then refine topology with multi-cut and lattice deformation for subtle curvature.
Explore hard-surface modeling in Maya 2020 by creating seams on a stylized sofa with bevels, edge loops, and detaching pieces, then mirroring and refining edge flow for clean, polished geometry.
Master stylized sofa back petals in maya by shaping a cube sphere, smoothing, adjusting, bridging edges, mirroring, and cleaning up geometry for a cohesive sofa model.
Bridge and align edge loops to stitch the stylized sofa, adjust topology with insert edge loop and target weld in Maya 2020, then mirror and clean up.
Finish a stylized sofa by cleaning up bad geometry, removing triangles, refining edge flow with quad drawer and relax, and mirroring for a clean hard-surface model.
Master hard surface modeling in Maya 2020 by blocking out the spotlight from a simple cylinder, then beveling, refining topology, and forming a tapered swivel assembly.
This course is an epic 36 hours long!
You will learn how to master hard surface modeling in Maya.
You will begin by understanding the basic concepts of modeling in Maya.
You will learn Maya's powerful modeling tools.
You will learn where the tools are located, how to use the tools, why to use the tools and when to use the tools.
You will learn the tool options, the shortcuts, and the best and most efficient way to use the tools.
Tools you will learn include:
Bevel Tool
Insert Edge Loop Tool
Multi-Cut Tool
Mirror Tool
Bridge Tool
Extrude Tool
Boolean Tool
Slide Edge Tool
Edit Edge Flow Tool
Combine/Separate/Extract/Duplicate
And many, many more tools.
You will learn professional tips and tricks that will make you a better modeler.
You will learn the difference between bad and good geometry, how to fix bad geometry, what mistakes to avoid and how to fix common problems.
This course is project-based so you will dive into the modeling process by creating R2-D2, the famous robot from Star Wars.
First, you will learn how to block out R2-D2 from using image planes.
You will learn how to create simple primitive polygons to block out the shape and form.
You will learn how to detail the shapes and how to create supporting edges and where to place resolution in order to create the model you want to make.
You will learn that you are in control of the modeling process and that there is nothing to fear from the modeling process.
My techniques are designed for you to learn at your own pace as I go through every step from start to finish.
You will learn how to create R2-D2's dome head, all the panels and buttons.
You will learn how to create all the panels and buttons on the body, and finally all the details on the legs.
You will learn some simple rigging techniques that will allow you to control some of R2-D2s tools, like the periscope that comes out of his head, and also a panel that slides open to reveal Luke Skywalker's Lightsaber.
You will learn how to animate the periscope so it will look like R2-D2 is looking around.
You will learn how to animate the sliding panel so the Lightsaber can shoot out, just like in Return of the Jedi when R2-D2 threw the Lightsaber at Luke.
Finally, you will learn how to present R2-D2 as if you were showing the model to an employer, like a movie studio or a game company.
You will learn how to use lighting techniques and render R2-D2 to create a brilliant finished piece to show to professionals and/or to put on social media.
This course is in-depth with tons of tips, tricks and techniques that will give you the confidence you need to begin creating your own 3D models in Maya.