
This introductory Maya course for absolute beginners guides you through modeling, texturing, animation, and dynamics, with beginner-friendly exercises and pipelines, and covers rendering with Arnold, Bifrost, and Mash.
Set up a new Maya project, explore the interface, shelves, and viewport; master transform tools (W, E, R) with axis constraints, and build a simple go-kart from basic shapes.
Explore Maya components, from vertices and edges to faces, triangles, and quads, and objects, and learn how subdivision and topology increase model detail while mastering selection tools and saving scenes.
Master extrude and bevel in Maya by shaping a low-poly chair and dice, using the blue arrow, local translate, and insert edge loops to define edges and avoid double extrusions.
Explore image planes and poly modeling basics in Maya to build a hollow barrel from reference images, add rings with bevels and edge loops, and use camera shortcuts.
Customize and clean up a Maya scene by building a shelf, adding essential tools, clearing history, freezing transformations, centering pivots, and organizing with clear naming and grouping.
Create a modular door project in Maya by modeling pillars and door planks, using bevels, extrusions, and loop subdivisions, then duplicate and mirror components across the world origin for symmetry.
Model a door in Maya by building hinges, metal frames, and handles from cylinders and cubes, using extrude, bevel, and duplication to apply the principle of complexity out of simplicity.
Master Maya topology for a blade by starting from planes or polygons, using circularize for circles, and applying extrusion and bevels to create a clean, proportional topology.
Learn to model a complex key chain in Maya, shaping a diamond-topology blade, using poly cylinder blocks, 18-row lattices, vertex chamfer/merge, extrude, and duplicate special for a spiraling chain.
Explore the bridge tool in Maya to connect two objects by creating matching edge holes, aligning topology, and combining meshes for seamless pipe and tube junctions.
Master curve tools in Maya for absolute beginners, using CV curve and Epicor with control vertices and NRPs, then convert to polygons for practical objects like pins and glasses.
Build a low poly weapon by modeling an eight-division cylinder for the handle, mirroring and bridging parts, and previewing textures with uv mapping under a thousand polygons.
Model the queen and king chess pieces in Maya using extrusion, revolve, snapping, and mirroring to create symmetric silhouettes and prep the horse and bishop for part two.
Finish a complete chess set in Maya by building the horse and bishop with clean topology, polygons, extrusion, soft selection, and mirroring for smooth curvature.
Model a humanoid character in Maya, starting from a cube and building head to torso topology with extrusion, bridging, and loops, while checking front, side, and perspective views.
Continue building the character by shaping arms and legs from cylinders, refining topology with extrudes, bridges, and mirroring, and adding volume for a rig-friendly, strong low-poly form.
Master character hand modelling in Maya by building a palm and fingers with clean topology, using extrude, bridge, and vertex merging to optimize topology.
Learn the basics of uv maps, textures, and shaders in Maya, including how to map textures to objects, assign materials, and assess texture distribution with checkerboards to hide seams.
Master the UV creation process by cleaning up transformation history, applying planer mapping with camera-based projection, and unfolding to optimize texture layouts for cylindrical and other objects.
Learn to create and apply texture maps in Maya, including color, specular, glossiness, and bump maps, while mastering UV layout and high-resolution textures.
Master Maya lighting with a three-point setup, using ambient, directional, point, spotlight, and area lights to shape shadows and render quality.
Learn to texture with Arnold in Maya using lights (area and sky dome), adjust intensity, exposure, and color temperature, and apply a standard surface with base color, specular, and bump.
Explore image-based lighting and physically based rendering to make materials look realistic in any environment with a three-point setup. Learn to build plastics, metals, glass by adjusting color and roughness.
Explore advanced Arnold materials in Maya, including glow, emission, glass with thin film, and subsurface scattering for skin, plus presets and mesh lights, with render optimization tips.
Explore subsurface scattering using Arnold in Maya, applying dark and white subsurface materials to a chessboard scene, adjusting descale and color to achieve realistic translucent effects.
This texturing render project Part 1 guides Maya beginners to split the model into material zones, assign yellow plastic, blue plastic, leather, brushed steel, and dark metal, set up lighting.
Create a textured render in Maya using Arnold lighting, Substance tiling materials, and practical post-production tweaks in Photoshop, emphasizing depth of field and directional sun lighting.
Master depth of field in Maya using Arnold, adjust focus distance and aperture to keep the key blade sharp, then enhance renders in Photoshop with color grading and flares.
Learn the basics of Substance Painter, assign a unified material, and paint realistic metal, leather, and plastic with masks and a PBR metallic roughness workflow.
Master Maya animation basics by keyframing translation, rotation, and scale with the time slider at 24 frames per second, then create a text logo with extrusion and bevel.
Explore the twelve animation principles through a bouncing ball exercise, mastering keyframes, interpolation, arcs, and graph editor tweaks for a snappy, weighty motion.
Master squash and stretch with a bouncing ball, using a bottom pivot to preserve volume and keyframed stretch, then preview with playblast and export a compressed video for sharing.
Learn the principles of animation follow through and overlap in Maya, using rig references, keyframes, and timing to create natural energy transfer across a scene.
learn the flour sack animation in Maya part 1 using a five-curve rig to pose the character, and set up textures, normal map shaders, lighting, and quick select sets.
Block and refine a flour sack animation with grease pencil, establishing key poses, squash and stretch, and timing, then polish with motion trails and snapping for smooth motion.
Polish the flower sack animation by refining follow-through, ear rotations, and overlap, using keyframes and graph editor tips to achieve render-ready motion in Maya.
Finish our second dimension and render a batch like a real production using Arnold, lights, textures, and camera setup, then export a frame sequence from 1 to 60 with name.dot.extension.
Learn camera animation in Maya by keyframing the camera movement for a smooth, continuous shot, and master focal-length changes to create vertigo-style zooms inspired by Hitchcock.
Explore material animation in Maya by keyframing attribute changes on the Arnold standard surface to morph from chrome to glass, adjust transmission, roughness, and glow for dynamic textures.
Learn the fundamentals of rigging in Maya, including control groups, naming conventions, and parenting to animate a solar system with Sun, Earth, and Moon, using linear animation and constraints.
Explore how constraints in Maya rigging create indirect connections, driving translation, rotation, and scale across objects using parent, point, orient, scale, and aim constraints.
Learn to rig a solar system in Maya using curves as controllers, build a hierarchy with sun and earth rotation controls, and apply driver-driven constraints to layer animations.
Rig joints in Maya by creating a joint chain that acts as transformation nodes, bind bones to a virtual skin, and preserve clean local rotation axes for smooth animation.
Create the zombie hand skeleton by building root and finger joints, align local rotation axes, and set up curves and skin to enable controlled animation.
Master rigging and skinning a zombie hand by binding skin to bones, painting weights, and refining bone influences for smooth movement.
Finish rigging the zombie hand by cleaning up groups, parenting finger and curve controls to the main hand and master control, and ensuring consistent rotation and scale behavior for animation.
Explore the basics of Maya inverse kinematics by building a three-bone leg chain, then learn how IK handles and pole vector constraints steer joints, with curves for control.
Explore Maya dynamics and nCloth to simulate tablecloths with gravity, real-scale units, and passive colliders, then bake caches for efficient playback and refined cloth behavior.
Create a practical nCloth flag simulation in Maya, using a flagpole, silk cloth, and constraints, then tune gravity, wind, and noise for dynamic, realistic motion.
Explore Maya dynamics with Bullet, simulating bouncing spheres and rigid bodies, adjusting gravity, collision shapes, restitution, friction, and sleeping states for interactive animations.
Learn how to bake bullet dynamics into geometry, caching animations from frame 0 to 100. Enable fast batch renders and easy tweaking of motion and lighting.
Enable Bifrost plugins and background processing, adjust display and master particle size for performance. Create a water emitter, set a ground collider, and render with Arnold.
Master Bifrost basics in Maya by building a water splash: set up a bowl, dropping sphere, gravity tweaks, a kill plane, bullet collisions, and caching for rendering.
Learn MASH basics in Maya: create a mesh network of instances, distinguish instances from duplicates, and populate scenes by duplicating a master element with random transforms.
Learn to build an audio driven MASH in Maya by importing audio, using the sound node, and animating a sphere-based mesh with color and Arnold rendering.
Use Maya's mash distribute to scatter instances across a surface, building a forest of ferns for cinematic visuals. Learn about levels of detail, randomization, and texture setups to optimize performance.
In the final project part 1, create a cinematic room scene by modeling a room, adding a wooden table and window, applying UVs and textures, and setting up a camera.
Continue the final project in Maya by adding wall frames, candles, and a floating chessboard, then import pieces and set up Arnold rendering with hdr lighting.
Create a glass base with Arnold standard surface and transmission, adjust roughness, then simulate translucent drapes with cloth and wind to compose a magical chess scene.
Continue the final project by unwrapping uvs and laying out textures for frames and walls, then bake ambient occlusion, normals, curvature, and thickness in Substance for Maya-ready Arnold surface textures.
Explore texturing a final room in Substance Painter and Maya, using wood, fabric, rust, dirt masks, mortar and brick walls, and finish with texture export and shader connections.
Add atmospheric volume to the scene, adjust density for cinematic mist, and refine lighting and candles' subsurface scattering. Preview samples with region renders and finalise in post-production.
Finish the final project by completing the renderer, adding a background, color balance, halos, and post-production effects like letterbox and vignette to elevate the scene.
Are you looking for a Maya course which is completely made for absolute beginners. May be you are currently using other 3d software like max or blender and want to try on your hand on Maya. If that is the case then i welcome you to Nexttut Education´s Maya for Absolute Beginners : Complete Course.
My name is Abraham Leal, I am 3D Artist and producer and I have 9 years of experience in the industry. Currently I lead my own studio Critical Hit were we design and produce projects for the entertainment Industry.
BENIFITS:
At the end of this course, your will be able to model, texture, rig, animate and use dynamics on simple beginner level projects.
IN THIS COURSE, WE WILL BE COVERING:
Poly Modelling
UV Unwrapping
Basic Texturing
Animation
Principles of rigging
Rendering in Arnold
Bifrost and MASH
I will start the course by teaching you the basics of Maya by covering several exercises and tools. We will then jump into learning about all the different pipelines that Maya has to offer. We will learn several ways to model objects and how to add uvs to our models. We will learn about lights, materials, animation, dynamics and more!
WHO SHOULD ENROL:
I have designed this course for absolute beginner students who might think Maya is a complex software and who want to learn the complete pipeline that we use inside of it for a wide variety of projects. In this course I will be using Maya 2020 so make sure to have the latest update installed.
Enrol now and start using Maya like never before.