
Master hard surface workflows to build production-ready mechanical creatures from blocking to final render, covering inner skeleton, armor, texturing, uving, cameras, lights, and rendering in maya and substance painter.
Create a Maya project, copy provided assets, and organize assets, scenes, and source images. Optimize viewport 2.0, enable GPU instancing, and switch to DirectX 11 when possible.
Set up image planes in Maya across right, front, and top views, align them to reference scales in centimeters, and adjust grid and alpha gain.
Analyze the concept to plan rigging potential for a mechanical lion, then start with a skeleton, count armor pieces, and use the wire frame technique before blocking.
Blocking with the create polygon tool shapes a rib cage and head, mirrors across front and side views, and visualizes proportions for clients and production.
Create a basic Maya render with Arnold using a Poly Haven HDRI, image planes, a backdrop, and a three-point lighting setup for a GPU 1080p test.
Model the jaw using a cylinder, extrusions, and bevels; build proper edge flow with loops and support edges, apply Catmull-clark subdivision, and mirror and weld parts for an animation-ready jaw.
Develop the top of the head using quad topology, mirroring, bevels, and patching techniques to create a clean, flat-surface silhouette for a mechanical creature.
Learn practical neck modeling for a mechanical creature, including duplicating, mirroring, ball-and-socket joints, rig testing, and clean topology with bevels and modular connection points.
Model the eyes for a mechanical creature by shaping cylinders into camera-like lenses with thickness, bevels, and cable supports, mirroring for symmetry, and rendering with Arnold standard surface materials.
Create a mechanical chest piece by modeling a sternum with a cylinder, shaping topology with bevels and bridges, and using booleans and lattice tools to refine the rib cage torso.
Model a symmetric chest module by using lattice, duplicating faces, extruding, beveling, and mirroring parts, then enhance with kitbashing and a quick Arnold clay render.
Model the chest radiator by front-vertex shaping, mirroring across the world x, extruding and beveling radiator plates with lattice tools, and adding cube supports for realism.
Build the scapula via free modeling, refining topology with quads, edge loops, and bevels while referencing a lion skeleton. Mirror and detach pieces, then manage subdivision for performance.
Explore cleanup and rename in Maya using a free tool by Igor Silva, install steps, and quick organization with underscore geo for easier rigging.
Learn blocking the mechanical arms, planning 360-degree rotations at the shoulder and ankle, and shaping with cylinders, edge loops, extrude, bevel, and mirror for clean topology.
Model a mechanical shoulder by simulating a ball-and-socket joint, creating a humerus and socket, and refining with extrusions, bevels, and section lines to achieve a functional pivot.
Model the elbow by connecting a moving lower arm to a static upper arm, mirroring parts, and detailing the humerus, scapula, and ulna for verisimilitude.
Model a mechanical wrist with two hinged segments, define rotation pivots, and connect via a cylinder and beveled boxes to achieve believable range of motion.
Use box modeling to shape the wrist from a central cube, insert pivots and anchor points, bevel edges, and add a piston mechanism for natural rotation and range of motion.
Learn to model a sci-fi spine using chain-link segments, create bone controllers for rigging, apply bevels and extrusions for hard-surface detail, and use booleans for connectors.
Learn to use boolean modeling in Maya, balancing power with topology control to create a rotating mechanism with beveled details, tunnels through the handles, and clean edge loops.
Model the tail and neck connections by duplicating, rotating, and centering pivots, scale to fit, and taper with a lattice; assemble a post-friendly chain rig for animation.
Explore pelvis block rigging for a quadruped by shaping a complex hip with booleans, topology refinement, and connection to the legs, tail, and spine.
Polish the pelvis component with symmetry and bevels for a sharp machine-like block. Build the femur and hip connection, adding dual rotation points and rubber sleeves for texturing and rendering.
Model the hip of the mechanical creature, realign top-view elements and center pivots, add bevels and details, and prep the knee for rigging.
Learn leg modelling for a mechanical creature by building rotating joints, beveling edges, adding support rings, and creating a low-poly, well-textured leg ready for rigging.
Foot modelling builds the metatarsal structure, strengthens joints with thicker pivots, bevels and extrusions, and mirrors components to create a strong, believable foot.
Align armor image planes with the right, front, and top views, scale to match the character, and position elements for precise modeling.
Block the jaw armor with clean topology, craft edge loops, and plan overlaps; mirror on the opposite side and apply blue metallic materials for rendering.
Model the upper jaw armor using the same process as the lower jaw. Align pivot points, refine topology, and add hollow sections and bevels for production-ready head armor.
Build a detailed head armor for a mechanical creature by crafting thickness, using booleans, adjusting topology, mirroring halves, and adding clean edge loops for a bold helmet silhouette.
Model the head antenna by building boxes, extruding and collapsing edges, beveling and circularizing joints, then design a telescopic mechanism with topology for robust rigging and render-ready material breakup.
Block and shape the neck armor with a polygon tool, mirror the sides, then extrude to create thickness and bevel edges. This final part leads into chest armor.
Block the chest of a mechanical creature by building armor pieces, using pure ref, and mirroring and extruding cubes to shape the spine, scapula, and exhaust details.
Build a foot armor with a hard-surface look using bevels and extrusion, applying inside-out modeling, edge loops, and mirroring for a cohesive, texture-ready piece.
Design and refine the wrist armor with precise edge loops, bevels, and two-shell topology, connect it to the ankle, and mirror for consistency across limbs.
Develop forearm armor by splitting components, extruding, and beveling edges for sharp, controlled forms. Mirror parts, add support edges to reduce texture stretching, and weave cables with curves for realism.
Build the arm armor blockout by shaping a solid with bevels, insets, and extrudes, then tighten topology for a crisp, blocky silhouette. Mirror, cut, and merge vertices, add thickness with shell, harden edges, and prep the piece for texturing with rubber and armor balance.
Model the chest plate with flat faces, symmetry, and bevels, then refine with knife, circularize, lattice, and edge loops, extrude, and prepare a high-poly render proxy.
Model the upper back of a mechanical creature with clean topology, using cuts, circularization, beveling, extruding, and mirroring to ensure precise thickness.
Trace the side chest armor geometry with the polygon tool, extrude and bevel for thickness, then integrate with the main piece using bridging and cut and fill to refine topology.
Create a detailed side chest armor in Maya by adding support lines and edge loops, shaping the silhouette, and applying a rubber armor material.
Block, extrude, and bevel a vacuum turbine; add bubbles and a honeycomb texture to create a sci-fi look with repeatable patterns and riggable pivots.
Model the main chest armor for a mechanical creature, shaping a blocky silhouette with extrusions and edge loops, adding cables and curves, and preparing for texturing and Arnold rendering.
Learn how to preview real-time lighting in Maya using viewport 2.0, enabling shadows, ambient occlusion, and anti-aliasing, and compare with Arnold render view for quick visualization.
Model a shin armor by building and refining pieces with precise cuts, bevels, and thickness, then use booleans and mirror to assemble a clean, textured shell ready for texturing.
Break down the shin armor into inner and outer plates, extrude for thickness, add bevels and edge loops, and use mirror and duplicate to complete both sides with armor materials.
Build a knee armor piece by shaping a cylinder, beveling edges, applying thickness, and mirroring to create a connected hard-surface shield that fits around the knee.
Design tail armor for a skeletal tail, balancing a cloth or rubber layer that shields inner mechanisms. Assemble armor pieces, mirror them, and add a bolt detail to finish.
Build leg armor using box modeling from a cube, adding divisions and bevels for a blocky, protective shell around the wheel. Mirror and adjust topology to create a clean silhouette.
Design a leg armor detail by building a curved 90-degree bend and snapping sections for a sweep mesh profile. Refine with precision tools, mirror, and extrusion to achieve metal look.
Model hip armor from a cube, applying bevels, cuts, and mirror steps for clean topology. Adjust thickness, add edge loops, and plan hose connections for stability.
Design the pelvis armor for a mechanical creature using polygon tools, bevels, extrusions, and mirroring; apply rubber and chrome finishes while defining a precise section line and protecting the spine.
Build the main plate and solar-panel neck assembly by duplicating and rotating panels to create a silhouette, then texture with Arnold standard surface for a blue finish that enables rigging.
Clean up the scene by deleting history and curves, and freezing transforms. Organize head, front leg, chest, and back leg armor with the skeleton for UDIM UV islands.
Use the uv checker to generate colorable maps, inspect island direction and texture stretching, and apply camera-based projection, 3d cut, and layout functions for clean, mirrored uv layouts.
Build leg armor UV maps using camera-based projection and planar mapping, unfold into clean islands, and manage edge cuts and seams to minimize texture stretching.
Create hip armor uvs for a boxy mesh by cutting, cleaning up topology, and unfolding with symmetry and bridges. Explore uv layouts, island distribution, and texture management to minimize stretching.
Unfold the chest armor using camera based projection, apply strategic cuts and borders, and use udims and planar mapping to build clean uv layouts with minimal distortion.
Explore UV mapping for chest plates by cutting, unfolding, and isolating islands, then layout and pack shells in 4K textures with padding to ensure clean seams.
unwrap and optimize the front armor uv maps by transferring attributes from back pieces, using planar mapping, and planning udims for efficient texture distribution.
Learn to unwrap the head armor with planar and camera-based UV mapping, refine edge cuts, and prepare texture shells for Substance Painter, acknowledging production constraints.
Clean and prepare the head geometry for texturing, then create UVs with camera-based projection, fix islands and non-manifold geometry, and unfold for clean topology.
Learn to build efficient arm skeleton uvs by planning cut lines, separating top and bottom parts, using hard edges for seams, and achieving unfolds with topology to control texture stretching.
Master chest skeleton UV workflows by cutting caps and edges, using 3D cut and camera-based projection, unfolding parts, and transferring attributes to the other side.
Unwrap and lay out the back leg skeleton for a mechanical creature, using udim uv tiles, transfer attributes across parts, and evaluate mirroring to maximize texture resolution.
Prepare a game-ready model by packing and unfolding UVs, checking texel density and udim tiles, and aiming for about 20 pixels per centimeter to ensure clean textures.
Export and texture a lion character in separate pieces (skeleton, armor, panels), import into Substance Painter, bake maps (ambient occlusion, curvature, thickness) at 2K–4K, with UDIMs.
Block in armor colors and materials using masking, polygon fill, and tiling to build a varied, textured mechanical creature, using rubber, metal, carbon fiber, and ambient occlusion.
Learn to texture armor with metal underlayers, edge wear masks, and procedural layers (clouds, field layers) to create natural rust, dirt, and scratches using Substance Painter and triplanar projection.
Explore creating damaged rubber surfaces for a mechanical creature by layering roughness, cracks, grime, and rust, using masks, stencils, and bolts to add realistic detail, including 4k texture considerations.
Learn to apply decay textures to characters using sun damage layers, gradient position masks, and dirt overlays. Create realistic wear with ambient occlusion and smart materials for grounded, dynamic damage.
Explore skeleton texture detailing, including applying dirt textures across inner components, adding metal edges, masks, generators, and decals, and refining rubber and armor textures for cohesive creature production.
Apply decals to a mechanical model using projection mode, stamps, masks, and symmetry; import custom decals from Photoshop and use dirt generators for a weathered, unified look.
Export textures with udims using Arnold standard templates, generate 4k base color, metalness, normal, and roughness maps, and save smart materials for armor textures.
Texture the panels, separate their placement to control ambient occlusion, assign the guardian material with a black mask, bake 4K textures in substance painter, and export textures for final renders.
Learn texture setup for a mechanical creature by cleaning assets, using Maya's hypershade with the substance plugin to map textures, enabling udims, and pre-populating the GPU cache for rendering.
Center the panel pivot and snap with D and V for uniform scaling from a single point. Organize panels as geometry, enable mesh lights, and prep an Arnold render-ready scene.
Use Quixel Megascans to build a hero environment in Unreal, download rock assets, apply albedo, displacement, normal, and roughness maps, then set up a shot with a skydome sunset.
Use Arnold render settings and a camera setup to integrate a backdrop, apply depth of field, and add key and rim lights for a cinematic mechanical creature render.
Learn to craft dynamic camera animation in a 3D scene, setting up a 120-frame fly-through with depth of field and focus pulls, then render TIFF sequences and optimize render settings.
In post production, import a frame sequence into After Effects, set to 24 fps, build a composition, and apply blur, hue/saturation, levels, and curves with an adjustment layer as backdrop.
Apply curves to the red and blue channels for color correction, adjust opacity to 25%, and export to MP4 with Adobe Media Encoder for a polished five-second final render.
Follow a bite-by-bite production process from concept to a rig-ready mechanical creature, building blocking, skeleton, armor, stitching and booleans, texturing with 4k udims, and final scene integration.
Hey guys! Do you want to improve your modelling skills? do you want to master the hard surface workflow? would you like to create production ready assets and present them in awesome ways? If that is the case then i welcome you to “Mechanical Creature Modelling in Maya”
About Me:
My name is Abraham Leal, I have 12 years of experience in the industry and I will be your instructor throughout this course. I am the Creative Director at Hyperlab studio where we create VR, AR and 3D Experiences for the Entertainment and Industrial Sectors. I have also been teaching for the past 8 years.
By the End Of This Course, You Will Be Able To:
Model mechanical pieces and understand the purpose of those elements.
Uv, Texture and Render the Modelled pieces to present an amazing image.
What You Will Learn:
In this course we will go over
Initial Block In
Subdiv Modelling
Modelling for Production
Uving
Texturing
Cameras and Lights
Rendering
Course Project Overview:
In this course I will guide you through the full production pipeline. We will start by analysing the concept and preparing our pipeline. we will then jump into modelling the inner skeleton while making sure that all of our choices make sense for future rigging. We will continue with the full armour until our Lion guardian is fully prepared to defend the savanah. In the last chapters we will go over Uving, texturing and finally rendering to showcase our work in the best possible light.
Who is This Course For?
This course is aimed at intermediate level students. A basic understanding of Maya and substance painter is expected. We will be using Maya and Substance Painter, so make sure to have the latest updates.
Who is Not The Ideal Student For This Course?
This course is not designed for absolute Maya beginners.
What Are The Requirements Or Prerequisites For Taking This Course?
I expect you to have basic knowledge of Maya and Substance Painter
You should have Maya and Substance Painter.
Join Me Now:
If you want to become a great 3d modeller and create amazing looking robots then look no further! join us and become an amazing 3d artist in no time!