
Model the Star Wars land speeder using polygonal techniques, detailing cockpit, windscreen, engines, holes, grills, and bevels. Set up lighting and camera with hdri skydome and desert textures for rendering.
Start in the Maya modeling workspace, switch to the modeling set, and learn core mesh tools, vertices, edges, faces, and UVs as you prepare for modeling and texturing.
Master the bevel tool to create new faces along edges, turning sharp edges into rounded corners. Adjust fraction, segments, and curvature to control depth and edge smoothness in Maya modeling.
Set up reference image planes in Maya with top, front, back, and side views, center them, and label each plane. Align edges and test visibility for modeling the land speed.
Learn to create a cockpit using boolean operations in Maya, including preparing cylinders, adjusting resolution, mirroring half the model, and performing a boolean difference to cut the hole.
Clean up back cockpit geometry by removing faces, refining vertices, creating four-sided faces, merging vertices, and smoothing for a cleaner, more accurate sci-fi vehicle cockpit.
Model a simple turbine engine piece from a cylindrical cone, rotate and scale to intersect geometry, then extrude, bevel, delete faces, and freeze transforms to fit reference images.
Clean up the geometry by forming continuous edge loops across the surface, connecting edges to create four-sided quads, removing triangles and unused history, and preparing for the next modeling pass.
Adjusts vertices and edges to align turbine engine geometry, creates new geometry, connects edges, and cleans up faces in preparation for bevels and smoothing.
Duplicate the turbine engine to create a damaged part, position it across views, switch to polygon modeling, freeze transformations, and begin detailing the top-half damage using reference images.
Select and refine vertices to create the damaged engine geometry, mirror in object space with proper pivot, then extrude, scale, bevel, and close holes to finalize the internal detail.
Refine damaged engine part in Maya by reducing geometry, extruding edges, and setting the pivot at the bottom to scale from the top, using edge flow loops for smooth geometry.
Create a damaged engine part in Maya by threading cables through three cylinder copies, duplicating components, and refining with bridges, subdivisions, edge flow, and soft selection for realism.
Develop the repulsor vents for a sci-fi vehicle in Maya by organizing parts with layers and the outliner, extruding and curving edges, and refining vertices for a clean front panel.
Refine the back vent geometry in smooth mesh mode by adjusting edge flow, increasing resolution, and beveling insets to achieve smoother curvature and cleaner geometry.
Continue shaping the cockpit in part 2 by extruding inner faces to add depth and thickness to the land speed model, guiding edge flow and topology.
Learn to model a round steering wheel for a sci-fi vehicle in Maya by shaping a torus with a central piece, bolts, and shaft. Then bevel edges and center pivot.
Finish the cockpit floor by choosing one piece or two, extrude and snap vertices, and bridge edges to form a solid surface with support edges and bevels for later detailing.
Build the control panel by removing extra edges, adding depth with a border, and beveling rounded edges before extruding faces to shape a slim, connected shell.
In Maya, create and refine a sci-fi vehicle control panel by extruding faces, beveling edges, connecting components, and aligning the pivots for accurate placement.
Create and refine a sci-fi vehicle windshield in Maya by shaping a sphere, adjusting vertices, applying boolean cuts, adding thickness, and mirroring for a polished mesh.
Bevel the cockpit and engine edges with a fractionated bevel for a smooth mesh, then mirror the geometry for symmetry and adjust resolution.
Create a front engine component in Maya by crafting cylinders as pistons and engine heads, extruding and beveling edges, duplicating parts, and connecting faces to form a cohesive model.
Continue building the front engine by duplicating components and extruding. Refine with bevels, mirroring, and center-pivot snapping, adding subtle bends for Sci‑Fi vehicle detail in Maya.
Refine the front engine by duplicating parts, centering pivots, extruding, tidying edges, then group it as the front engine group for a ready model.
Model the rear repulsor in Maya by creating side pieces from a cube, extruding and beveling edges, mirroring the geometry for the full piece, and aligning pivots for duplication.
Create the rear repulsor part by shaping a single strip, extruding, beveling, duplicating with spacing, aligning, centering, and mirroring to complete the engine assembly.
Make final topology checks and minor fixes on a Maya sci-fi vehicle model, adjust vertices and triangles, and refine UV layout before rendering with Arnold.
Create a camera in maya, adjust local scale, set hd 720 render with display resolution, lock the camera, and save the scene while tuning focal length for perspective distortion.
Create and texture a sci-fi vehicle background by modeling a plane, extruding and beveling edges, refining with subdivisions, and mapping a texture via the movie editor and Photoshop.
Resize and duplicate the texture to create a second background texture. Merge layers, rotate and offset copies to reduce repetition, and apply linear light and color adjustments for enhanced detail.
Learn to create practical shaders for a landspeeder by disabling textures, applying ambient occlusion to the chassis, and using displacement-aware layers to build a gray presentation model.
Demonstrate turning a model into glass with the Arnold standard surface, adjusting transmission and index of refraction to achieve glass in a sci-fi vehicle scene, with HDRI lighting and reflections.
Maya 3D Masterclass - Modeling a 3D Sci-Fi Vehicle in Maya
This comprehensive course is over 23 hours long and dives deep into the modeling tools in Maya.
I begin with showing you the three most common modeling tools in Maya:
Bevel Tool
Multi-Cut Tool
Extrude Tool
And from that point on we dive deep into modeling the famous Landspeeder from Star Wars.
We begin by blocking out the basic shape of the Landspeeder. We will block out the main body, or the chassis as it's usually called, followed by the wings, the cockpit area and the wings.
Then we will move on to the next step and add details to all of the Landspeeder parts - the turbine engines, the cockpit, the repulsor vents, every inch of the model.
Along the way I will show you my modeling techniques. The instructions are clear and precise, and easy to follow along. I will explain my techniques and why I use them.
Then we will dive into how to set up the camera, how to set up the lighting and finally, we will be rendering the Landspeeder so you will end up with a professional looking model you can add to your showreel.
So let's dive into this course and become a master at 3D modeling in Maya.