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Modeling and Rendering a Robot in Maya 2020 Vol. 2
Rating: 4.5 out of 5(33 ratings)
8,162 students

Modeling and Rendering a Robot in Maya 2020 Vol. 2

Comprehensive Guide to Modeling, Texturing, Lighting and Rendering a Robot Character in Maya
Last updated 11/2020
English
English [Auto],

What you'll learn

  • How to use Maya.
  • How to learn Maya's modeling tools.
  • How to master professional modeling techniques.
  • How to use lighting and rendering techniques using Arnold in Maya.
  • How to use finishing techniques in Photoshop.

Course content

1 section166 lectures31h 19m total length
  • Introduction3:25

    Explore how to model and render a robot scene in Maya, using a flying disc asset discovered by the army and now in its possession.

  • 002. Brief Introduction to Modeling12:28

    Learn to set up Maya 2020 modeling workspace, switch to modeling, use shelf tools, view vertices, edges, and faces, and adjust grid, units, and display options for accurate robot modeling.

  • 003. Image Plane Set-Up3:12

    Import a reference image as an image plane in Maya, adjust its size in inches, center it for mirroring, and use the F key to frame the object before modeling.

  • 004. Blocking Out the Head14:45

    Block out a robot head in Maya 2020 by starting with a sphere, shaping head, and extruding. Refine with soft select and symmetry, and organize eyelids and eyeballs with layers.

  • 005. Project Curves on Mesh15:23

    learn to create and project guide curves onto facial geometry in Maya 2020 Vol. 2, using curve tools, edit match, and front view projection to shape eyelids.

  • 006. Reshaping the Head7:04

    Block out and reshape the head by adjusting eyelid distances, balancing surface and volume moves, and refining geometry to prepare for the next modeling steps.

  • 007. Introduction to the Quad Draw Tool4:01

    Learn to use the quad draw tool in Maya 2020 vol. 2 to create and edit geometry on a surface using make live, drawing quads, moving vertices, and extruding edges.

  • 008. Creating the Head with Quad Draw Part 125:24

    Block out the head with quad draw, shaping eyelids and the nose through four-sided quads, edge loops, and Camelot style shapes, then refine with relax for clean geometry.

  • 009. Creating the Head with Quad Draw Part 216:20

    Continue building the head in Maya with quad draw, refining eye topology with loops for eyelids, and adjusting edge flow and geometry for a smoother nose.

  • 010. Creating the Head with Quad Draw Part 314:25

    Continue building the head with quad draw in Maya, refine the geometry by deleting excess geometry, connect edges, and relax edges to tighten the mesh.

  • 011. Creating the Head with Quad Draw Part 418:52

    Apply quad draw techniques to sculpt a robot head in Maya 2020, refine topology by managing loops and polygons, and prepare for eye depth.

  • 012. Adding Depth to the Eye Geometry17:01

    Add depth to the eye geometry, including eyeballs and eyelids, by extruding and pushing vertices, aligning pivots, and refining with edge loop tools and insert with flow.

  • 013. Modifying the Eyelids with the Sculpt Tool16:00

    Modify the eyelids on a robot head in Maya 2020 using the sculpt tool, scoop brush, and grab to push, smooth, and refine geometry for realistic shading and form.

  • 014. Creating the Helmet8:22

    Shape a helmet around the head in Maya by converting a sphere, editing faces and vertices, adding thickness with extrude, beveling edges, and reversing normals for glass rendering.

  • 015. Creating the Neck Collar Part 19:31

    create a cylindrical neck collar and widen the radius. add subdivision caps for a dome, then mirror, extrude, and refine edges to preserve curvature.

  • 016. Creating the Neck Collar Part 210:45

    Learn to model the neck collar part 2 in Maya 2020 vol. 2 by extruding sections, mirroring geometry, and deleting history to preserve curvature and clean geometry.

  • 017. Creating the Neck Collar Part 316:25

    Bevel the neck collar edges to create sharp corners, adjust the bevel size and segment count, then mirror, duplicate, and separate components for a clean, reusable robot model.

  • 018. Creating the Body Part 14:36

    Model and refine a robot body from a cylinder in Maya, adjust radius and position, add resolution and sculpt with edge loops and vertex edits before detailing in next lesson.

  • 019. Creating the Body Part 28:58

    Block out the main body shape and chest piece with cylinders, rotate for rough alignment. Increase resolution to project a curved shoulder and duplicate for the opposite side.

  • 020. Creating the Body with Quad Draw Part 19:58

    Create the body topology using quad draw, shaping half the model with a guiding cylinder, aligning edges, and mirroring across the x axis to complete symmetry.

  • 021. Creating the Body with Quad Draw Part 219:34

    Create the robot body in Maya using quad draw, refining topology. Test visibility to check geometry, bevel edges, observe armpit shadow from vertex convergence, then mirror and save.

  • 022. Finishing the Chest Panel Part 115:21

    Refine the chest panel by adding depth with bevels for sharp metallic edges, isolate outer geometry, adjust bevel size, and clean up topology by connecting edges to avoid ngons.

  • 023. Finishing the Chest Panel Part 216:38

    Finish the chest panel in Maya 2020 part 2 by refining bevels, adding edge loops, and converting triangles into four-sided geometry for a smooth edge flow and clean geometry.

  • 024. Finishing the Chest Panel Part 317:20

    Refine the chest panel by converting triangles to four sided shapes, adjusting vertices along curves, and using temporary geometry, merges, and a careful mirror to achieve clean bevel edges.

  • 025. Creating the Circular Hatch Part 19:58

    Model the circular hatch for a robot’s chest in Maya by extruding a cylinder, refining with bevels and edge loops, deleting history, and isolating and adjusting new geometry.

  • 026. Creating the Circular Hatch Part 217:22

    Create a circular hatch assembly in Maya 2020 using the great polygon tool to craft aperture blades, reverse inside-out geometry, extrude, bevel, and refine with soft select for five blades.

  • 027. Finishing the Body Part 123:58

    Finish the body part by cleaning up vertices, aligning the pivot, and extruding to add depth, then fix overlaps, mirror the half, delete history, and prepare clean topology for beveling.

  • 028. Finishing the Body Part 26:59

    Finish the body by crafting loops, welding vertices with the modeling toolkit, adjusting edge segments and bevels, and cleaning up geometry to match the reference image.

  • 029. Finishing the Body Part 322:38

    Finish the body by refining edge flow in Maya, using relative and equal modes to mirror geometry, merge edges, and add resolution for a smooth circular form.

  • 030. Finishing the Body Part 415:38

    Refine the robot body in Maya by adjusting edge flow, deleting unwanted geometry, and reshaping the mesh into clean four‑sided quads while preserving the circular form and preparing bevels.

  • 031. Adding Bolts to the Body9:26

    Learn to add bolts to a robot body in Maya by creating spheres, positioning and rotating them, duplicating and grouping to center pivot, aligning copies along the x axis.

  • 032. Creating the Shoulder Ring Part 113:12

    Create the shoulder ring by turning a cylinder into twelve grooved parts, extruding, beveling edges, adjusting depth, and using bridge and select similar to fix issues.

  • 033. Creating the Shoulder Ring Part 211:31

    Finish the shoulder ring by creating edge loops, fixing bevels with a handmade bevel when needed, and bending the geometry with non-linear bend and curvature in maya 2020 vol. 2.

  • 034. Creating the Shoulder Joints Part 13:16

    Create a sphere as the shoulder joint, position and resize it to fit inside the model, and begin establishing the left and right shoulder joints in Maya 2020.

  • 035. Creating the Shoulder Joints Part 26:03

    Position and orient shoulder joint in Maya 2020 vol. 2 by setting rotate X to minus 18 degrees, duplicating components, and building a cylinder and sphere controller for the rig.

  • 036. Creating the Shoulder Joints Part 313:11

    Duplicate and adjust the shoulder joints, set pivots, center cylinders, and master object-space mirror by zeroing transformations to align joints and refine the shoulder assembly in Maya 2020.

  • 037. Creating the Shoulder Joints Part 47:25

    Develop shoulder joints in Maya 2020, part 4, by modeling the shoulder pad geometry, adjusting vertices, beveling edges, and refining the pivot and group centers for accurate joint articulation.

  • 038. Creating the Shoulder Joints Part 520:26

    Create and refine a shoulder joint in Maya 2020 by duplicating geometry, aligning edge loops, bridging connections, and smoothing transitions to achieve a clean, rounded shoulder plate.

  • 039. Creating the Shoulder Pad Part 114:01

    Begin shaping a shoulder pad in Maya using polygon creation, center alignment, mirroring, and extrusion to build a rounded, curved form with controlled edge flow, then refine with additional geometry.

  • 040. Creating the Shoulder Pad Part 210:41

    In Maya 2020 vol. 2, model the shoulder pad by adjusting vertices, extruding edges, and extracting geometry, then align, snap to center, and prepare depth for beveling.

  • 041. Creating the Shoulder Pad Part 314:01

    Mirror the left shoulder pad in Maya 2020 vol. 2 along minus z with the pivot on an edge, then extrude and bevel to refine topology.

  • 042. Creating the Shoulder Pad Part 412:09

    Bevel the shoulder pad edges, set segments and fractions, and harden edges at key sections. Mirror the geometry, balance flow, and add geometry to ensure a smooth, symmetrical finish.

  • 043. Creating the Elbow Part 12:20

    Create the elbow by shaping a circular cylinder, bringing it up, and centering it. Apply bevel and width adjustments, using artistic judgment, to prep the next surrounding piece.

  • 044. Creating the Elbow Part 212:24

    Build the elbow in Maya 2020 vol. 2 by shaping cylinders, centering with snap, extruding and beveling to create clean quad geometry, and mirroring for a symmetric part.

  • 045. Creating the Elbow Part 322:17

    Create and refine the elbow in Maya by extruding, beveling, deleting inner faces, duplicating and mirroring across the plus X axis, adjusting the pivot, and fine-tuning vertices for smooth geometry.

  • 046. Creating the Arm Cables Part 122:11

    Create and finalize the arm cables by duplicating parts, positioning and rotating components, increasing resolution for bends, shaping edges with edge loops, and mirroring to achieve a smooth, cylindrical wrap.

  • 047. Creating the Arm Cables Part 27:37

    Create arm cables in Maya by duplicating sections, aligning pivots, and extruding a circle-guided curve to form a pipe, then adjust normals and finalize the cable.

  • 048. Creating the Arm Cables Part 311:37

    Create and refine arm cables in Maya 2020, extruding and beveling edges, converting to polygons, and adding depth and subtle wobble for a non-flat, realistic cable look.

  • 049. Creating the Crab Hand Part 112:10

    Model the crab hand part 1 by shaping cylindrical pieces, duplicating and positioning geometry, and applying boolean operations to carve curves, then refine with extrusions and curve guides.

  • 050. Creating the Crab Hand Part 226:14

    Block and refine the crab hand part in Maya 2020, build a rounded form with edge loops, soft selection, and clean up topology for a smooth model.

  • 051. Creating the Crab Hand Part 324:20

    Explore creating a crab hand by extruding and beveling circular plates, adjusting depth, and mirroring geometry in Maya, with careful vertex and edge control to maintain symmetry.

  • 052. Creating the Crab Hand Part 416:07

    Maya 2020 vol. 2, crab hand part 4, guides modeling a thumb hinge using cylinders, booleans, and bends, then refining with extrude, bevel, and closing surfaces.

  • 053. Creating the Crab Hand Part 515:25

    In Maya 2020 vol. 2, block out a crab hand part 5 by cleaning up geometry, splitting into three pieces, using booleans and extrude, and deleting history to refine normals.

  • 054. Creating the Crab Hand Part 612:15

    Explore creating the crab hand in Maya by shaping topology with edge loops, sharpening edges with smoothing, and refining curvature via soft select and pivot snapping.

  • 055. Creating the Crab Hand Part 712:08

    Create and refine the crab hand model in Maya by adjusting geometry, beveling edges, tightening corners, shaping curves, and aligning seam geometry through vertex snapping and topology tweaks.

  • 056. Creating the Crab Hand Part 89:23

    Refine the crab-hand geometry in Maya 2020 volume 2 by mirroring, extruding, and beveling edges while adjusting corners and aligning the model with world coordinates.

  • 057. Creating the Crab Hand Part 927:02

    Refine the crab hand in Maya 2020 by beveling edges, adding depth, and merging vertices to fill holes for a clean, render-ready topology.

  • 058. Creating the Crab Hand Part 1011:32

    Extrude the selected faces in Maya to form the crab hand, bevel edges, delete inner faces, and clean up topology into mostly quads with hard edges, keeping one connected piece.

  • 059. Creating the Crab Hand Part 1120:18

    Model and refine the crab hand in Maya by shaping curved geometry, applying booleans and extrusions, adjusting vertices, and beveling outer edges for a sharp final form.

  • 060. Creating the Crab Hand Part 1226:27

    Refines crab hand topology in Maya 2020, fixes stretched geometry by adjusting edge flow, adding geometry, and tweaking vertices and edges for tighter, cleaner loops.

  • 061. Creating the Crab Hand Part 1318:24

    Continue refining the crab hand in Maya by shaping a cylinder, adding divisions, extruding, booleans, and bevels, tightening edges, and preparing a mirrored, history-clean hand for the next video.

  • 062. Creating the Crab Hand Part 1415:33

    Shape the crab hand by building the inner piece, using a sphere for curvature, and applying CV curves, extrudes, and booleans to fit the armor pieces.

  • 063. Creating the Crab Hand Part 158:45

    In crab hand part 15, the instructor refines geometry and edge flow, adjusts vertices and loops, and centers pivots to shape the claw pincer.

  • 064. Creating the Crab Hand Part 169:54

    Refine crab hand geometry in Maya by increasing resolution, isolating parts, and shaping serrated teeth; use local transform controls to slide vertices along surfaces, mirror, and adjust thickness.

  • 065. Creating the Crab Hand Part 1715:36

    Continue beveling the crab hand edges to refine topology, create and connect edge loops, extrude and bridge faces, and mirror the model to complete the piece.

  • 066. Creating the Crab Hand Part 187:04

    Block out the crab hand by assembling an armored plate from five pieces, extruding and smoothing while editing vertices to match the reference.

  • 067. Creating the Crab Hand Part 195:20

    Create and refine the crab hand geometry in Maya by duplicating controls, extruding polygons, adjusting pivots, deleting history, and preparing rough geometry for the next video.

  • 068. Creating the Crab Hand Part 209:23

    Continue building the crab hand in Maya 2020 vol. 2 by extruding parts, detaching components, and merging vertices. Clean up geometry, close gaps, and prepare the model for rendering.

  • 069. Creating the Crab Hand Part 215:33

    Refine the top piece of the crab hand by adding geometry, removing the triangle here, and tightening topology to improve mesh quality in Maya 2020.

  • 070. Creating the Crab Hand Part 229:04

    Refine the crab hand model in Maya 2020 vol. 2 by adjusting vertices, matching pieces, and adding geometry for a smoother, edge-aligned result, using history, undo, and soft select.

  • 071. Creating the Crab Hand Part 2315:33

    In Maya 2020 vol. 2, the crab hand part 23 covers assigning an existing material, refining topology, and moving vertices to tighten edges while managing history and bump values.

  • 072. Creating the Crab Hand Part 2423:04

    Extrude and shape the crab hand in Maya, using world mode, center pivots, and middle mouse snap; refine with bevels, hard edges, edge loops, mirrors, and targeted topology fixes.

  • 073. Creating the Crab Hand Part 2514:15

    Create and refine the crab hand geometry in Maya by beveling edges, deleting and replacing problematic faces, merging vertices, and smoothing interior versus exterior edges.

  • 074. Creating the Crab Hand Part 2617:41

    Bevel the crab hand in Maya 2020, refine edge loops and vertex placement, remove triangles, merge vertices, and mirror the finished part.

  • 075. Creating the Crab Hand Part 273:22

    Bevel the crab hand part, adjust perimeter and segments, tighten loops, sharpen edges, and connect inner and outer loops in Maya 2020 vol. 2's crab hand workflow.

  • 076. Creating the Crab Hand Part 2821:55

    Explore refining crab hand geometry in Maya 2020 by adjusting bevels, fixing triangles, adding edge loops, and balancing geometry for smooth, stable topology across the hand model.

  • 077. Creating the Crab Hand Part 2916:58

    Duplicate and mirror crab hand parts, adjust vertices with soft selection, and refine with extrude and bevel. Align pivots, connect pieces, and freeze transformations to finalize the mirrored geometry.

  • 078. Adding Bolts to the Crab Hand Part 14:52

    Place and align bolts on the crab hand in Maya 2020, using the control duplicator to copy geometry, adjust pivots, and switch between object and world modes for accurate positioning.

  • 079. Adding Bolts to the Crab Hand Part 212:30

    Place bolts on the crab hand, rotate into position, and refine in world and object modes. Mirror and group bolts with a centered pivot, finishing the hand.

  • 080. Creating the Body Ring8:41

    Duplicate geometry to form the body ring, align pivots, apply zero transforms, bend and curve for shoulder fit, center the pivot, and mirror the half to complete the ring.

  • 081. Creating the Inside Piece17:51

    In Maya 2020 vol. 2, this lecture demonstrates creating the inside piece by extruding edges, pushing geometry, bridging, multicut, bevel, and mirroring to complete half.

  • 082. Creating the Hip Guard Part 13:22

    Using Maya 2020, create the hip guard part by positioning a sphere, shaping curvature, and building polygons, then isolate, extrude, and boolean, and finally mirror at the scene center.

  • 083. Creating the Hip Guard Part 25:02

    Improve hip guard topology in Maya by correcting geometry, adjusting bevels, and smoothing surfaces, then mirror in world mode with minus z for centered symmetry and a refined falloff.

  • 084. Creating the Hip Guard Part 39:16

    In Maya 2020 vol. 2, create the hip guard by extracting a separate piece, extruding and beveling, refining edge loops, and mirror duplicating for a smooth, precise pivot.

  • 085. Creating the Hip Guard Part 44:31

    Develop the hip guard in Maya 2020 by beveling faces, cutting and connecting loops, duplicating components, and positioning bolts into place.

  • 086. Creating the Hip Guard Part 518:36

    Learn to duplicate and position pieces, align pivots to the center, snap to center, adjust size and edge flow, and prepare a mirrored hip guard in Maya 2020.

  • 087. Creating the Hip Guard Part 620:53

    Model the hip guard in Maya 2020 Vol. 2 by reshaping, aligning, and duplicating pieces, manipulating vertices and edges, and using a mirror workflow with history deletion for clean geometry.

  • 088. Creating the Hip Guard Part 77:10

    Refine hip guard part 7 in Maya 2020 Vol. 2 by shaping, extruding, beveling, and adjusting geometry to fit the robot model, while aligning with camera angles and adding resolution.

  • 089. Creating the Hip Guard Part 86:15

    Create and refine the hip guard for the robot in Maya, using cylinders, pivot control, and extrusion/bevel adjustments to fit the geometry with a touch of character.

  • 090. Creating the Groin Part 13:19

    Learn to model the groin area in Maya by shaping a sphere, cutting to half, extruding, isolating history, and forming hip pieces for a robot.

  • 091. Creating the Groin Part 23:53

    Follow along as the instructor refines a robot groin geometry in Maya 2020, extruding, cleaning inner faces, adjusting edge flow, and preparing for beveling.

  • 092. Creating the Groin Part 311:42

    Learn to model a symmetrical groin component in Maya 2020 by deleting inner faces, beveling edges, mirroring along X, and refining edge flow with vertex adjustments.

  • 093. Creating the Groin Part 411:12

    Isolate the groin piece, build clean four‑sided geometry with bevels and edge loops, and ensure mirrored alignment in the z axis. Delete history and refine pivots for a ready model.

  • 094. Creating the Groin Part 54:56

    Refine the groin part by shaping the growing region and bumps, using a centered cylinder to form a V-shaped profile and widen the geometry. Add cables and adjust the pivot.

  • 095. Creating the Hip Joints3:03

    Create hip joints for a robot model in Maya 2020, using cylinders, center pivot, face removal, and mirrored duplication to shape the legs.

  • 096. Creating the Legs Part 16:54

    Duplicate leg parts, address slight discrepancies, and maintain symmetry. Create a sphere, extrude and adjust vertices, detach inner pieces, and delete history.

  • 097. Creating the Legs Part 39:38

    Block and refine robot legs in Maya 2020 vol. 2 by duplicating geometry, adjusting tolerance and resolution, and using extrusion, boolean operations, and vertex edits to shape the legs.

  • 098. Creating the Legs Part 48:13

    Create the leg by modeling angled cylinders in Maya, apply extrude and bevel operations, add a pin and domed detail, group pieces, and plan rotations for a forward-leaning pose.

  • 099. Creating the Legs Part 56:40

    Extrude a circle along a curved path to form the leg profile, then reverse normals and convert to polygons. Adjust control points and add edges for structure.

  • 100. Creating the Legs Part 68:43

    Continue shaping the leg from the side by creating a polygon and extruding edges. Adjust vertices for a forward-slanting, curved form, refine with geometry, and mirror to connect back later.

  • 101. Creating the Legs Part 715:20

    Model the robot legs in Maya 2020 by creating cylindrical segments, duplicating them, and applying extrude, bevel, and bridge. Align pivots and merge parts to strengthen the geometry.

  • 102. Creating the Legs Part 88:55

    Create the leg by shaping a curved toe profile, slide the pivot along the curve to center it, then extrude and refine, convert to polygons.

  • 103. Creating the Legs Part 95:58

    Extrude the leg ring to add depth, extract it as a piece, bevel edges, and use smooth mesh to add geometry while deleting edges to reduce sharp surfaces.

  • 104. Creating the Legs Part 1013:53

    Refine leg geometry in Maya 2020 by thinning parts, centering pivots, duplicating sections, and snapping pivots to align toes and reduce crookedness toward the reference design.

  • 105. Creating the Legs Part 118:18

    Shape and refine leg geometry in Maya 2020 by adding resolution, shaping to mimic circular space, applying lattice deformation, and mirroring centered geometry with history baked into it.

  • 106. Creating the Legs Part 127:06

    Refine the leg geometry in Maya 2020 by extruding edges, extracting pieces, and mirroring to minus X for precise alignment and depth.

  • 107. Creating the Legs Part 1312:20

    Create the leg geometry in Maya 2020 vol. 2 by extruding, beveling, and adjusting pivots, cutting halves, and mirroring for clean, smooth robot legs.

  • 108. Creating the Legs Part 146:10

    Learn to model the robot's legs in Maya 2020 vol. 2 by refining pivots and extrusions, adjusting resolution and bevels, and tightening edges for clean, repeatable geometry.

  • 109. Creating the Legs Part 1511:09

    Master the finishing touches of the robot foot in Maya 2020 vol. 2 part 15, including duplicating bolts, snapping, freezing transforms, bevels, and refining geometry to align with the leg.

  • 110. Creating the Legs Part 1629:13

    Create and refine the robot leg in Maya 2020 by untwisting and straightening geometry, adding polygons, beveling edges, extruding surfaces, and mirroring for a clean, consistent leg.

  • 111. Creating the Legs Part 1717:13

    Model and refine leg geometry in Maya by extruding, beveling, and snapping vertices to create crisp edges, adjust proportions, and prepare for mirroring the robot.

  • 112. Creating the Legs Part 1811:13

    Model and position robot legs in Maya 2020 Vol. 2 by adding a bolt, mirroring pieces, freezing transformations, setting pivots, snapping, duplicating, and aligning to sit on the ground.

  • 113. Creating the Legs Part 1922:33

    Create the robot's legs in Maya 2020 step by step, refining vertices, adding edges and segments, and aligning pivots for proper rotation and clean topology.

  • 114. Creating the Claw Hand Part 16:30

    Develop the robot's claw hand in Maya 2020, guiding part construction with cylinder pieces, extrusion, beveling, segments, grouping, and precise rotations to align joints.

  • 115. Creating the Claw Hand Part 212:17

    Adjust the claw hand by repositioning the shoulder sphere, centering the pivot, and smoothing edges to reduce wobbliness with higher resolution and mesh cleanup.

  • 116. Creating the Claw Hand Part 36:28

    Create the claw hand in Maya by blocking out geometry, extruding faces in world mode, extracting groups, reversing normals, and refining edges to match the reference design.

  • 117. Creating the Claw Hand Part 411:17

    Learn to model a claw hand in Maya by extruding and beveling faces, adjusting vertices and edges, and ensuring hollow interior with proper thickness.

  • 118. Creating the Claw Hand Part 56:44

    Create the claw hand in Maya 2020 by duplicating, spinning, and shaping geometry; refine with bevels, extrudes, and vertex edits, and align pivots and levels to the reference.

  • 119. Creating the Claw Hand Part 61:38

    Continue building the robot arm in Maya 2020 vol 2 by refining the cylindrical piece, duplicating parts, extruding, and beveling edges to connect four-sided geometry.

  • 120. Creating the Claw Hand Part 77:47

    Model the claw hand by combining cylindrical pieces, applying booleans to merge shapes, and fix geometry with extra geometry after boolean distortion.

  • 121. Creating the Claw Hand Part 812:39

    Block and refine the claw hand in Maya 2020 vol. 2, adjust width, cut and mirror geometry, extrude for depth, and decide whether to cover the gap before beveling.

  • 122. Creating the Claw Hand Part 95:11

    Learn practical beveling of claw hand geometry in Maya 2020 vol. 2 part 9, using edge loops, smooth preview, half-model workflows, and mirroring for clean topology.

  • 123. Creating the Claw Hand Part 107:04

    Model a spherical claw hand in Maya 2020 vol. 2 by reducing resolution, duplicating layers, and using polygon cuts and booleans to block out and refine components.

  • 124. Creating the Claw Hand Part 111:34

    Continue shaping the claw hand in Maya 2020 by adding polygon cuts, adjusting pivot extrusions, and isolating the last piece to prepare for the next video.

  • 125. Creating the Claw Hand Part 123:21

    Create the claw hand in Maya by adding circular rings around the hand under a metal plate, adjust the pivot for protrusion, duplicate parts, and refine by deleting unnecessary faces.

  • 126. Creating the Claw Hand Part 137:49

    Block out and model the claw hand parts in Maya 2020 using the great polygon tool, cutouts, and boolean operations, duplicating and refining pieces across layers.

  • 127. Creating the Claw Hand Part 143:17

    Block out the claw hand geometry in maya 2020, refine the mesh, adjust smoothing and flow, snap vertices, mirror the model, and delete history to finalize the first part.

  • 128. Creating the Claw Hand Part 154:10

    Explore refining claw hand geometry in Maya by mirroring halves, snapping vertices, beveling corners, and adjusting topology to create a clean panel-like gap between parts.

  • 129. Creating the Claw Hand Part 164:06

    Model and refine the claw hand in Maya 2020 vol. 2 by isolating geometry, adjusting vertices, tuning resolution, and smoothing for a coherent robot component.

  • 130. Creating the Claw Hand Part 178:02

    Learn to model the claw hand in Maya by duplicating and mirroring halves, setting uniform resolution to ten, aligning edges, and fine-tuning vertex positions for a clean mirrored fit.

  • 131. Creating the Claw Hand Part 186:05

    Create claw hand holes in Maya 2020 using cylinders for boolean difference to create holes, align and copy parts, and clean up inside faces to finalize the finger holes.

  • 132. Creating the Claw Hand Part 198:47

    Refine the claw hand in Maya 2020 vol. 2 by tuning tolerances and increasing resolution to reduce stretch, adjust vertices and edges, and save the scene.

  • 133. Creating the Claw Hand Part 203:33

    Finish the claw hand rings by extruding and beveling edges, adjusting depth and scale to tidy geometry, then continue with the rest of the hand in the next video.

  • 134. Creating the Claw Hand Part 215:04

    Increase the claw hand's mesh resolution by smoothing, extruding for depth, and beveling edges to achieve a sharp form, using half-geometry and mirror to verify alignment.

  • 135. Creating the Claw Hand Part 2234:05

    Learn to build the claw hand piece in Maya 2020 vol. 2 using extrusion, beveling, and edge-loop workflows. Refine topology with vertex adjustments and tweaks for a smooth, organic look.

  • 136. Creating the Claw Hand Part 237:31

    Model a claw hand by bolts, mirroring copies, aligning pivots in world mode. Build cylindrical sections with subdivision, extrude for depth, bevel edges, and connect the troops to fill holes.

  • 137. Creating the Claw Hand Part 246:09

    continue building the robot claw in Maya 2020 vol. 2, refining hand geometry with vertices and edges, creating pipes, adjusting segments, and aligning quads for a cohesive dome shape.

  • 138. Creating the Claw Hand Part 2510:03

    Create and refine the claw hand by adjusting nozzles, snapping cables, grouping components, aligning pivots, and extruding pipes; convert to polygons and hide geometry while deleting history.

  • 139. Creating the Claw Hand Part 265:21

    Create and refine a cylindrical connector by extruding, beveling edges, and centering the pivot to achieve a snug, mirrored claw hand part.

  • 140. Creating the Claw Hand Part 275:33

    Continue building the claw hand in Maya by creating cylindrical connectors, duplicating parts, refining edges with bevels and extrusion, and adjusting vertices to fit the robot model.

  • 141. Creating the Claw Fingers Part 16:32

    Block out the claw fingers in Maya by shaping a sphere, creating ring segments, and using polygon tools, extrusions, and boolean differences, then duplicate and clean geometry across layers.

  • 142. Creating the Claw Fingers Part 24:13

    Develop claw fingers in Maya 2020 vol. 2 by duplicating and hiding finger bits, extruding top and bottom plates, applying reverse boolean differences, repairing the mesh, and re-topologizing.

  • 143. Creating the Claw Fingers Part 311:30

    Create robot fingers in Maya 2020 by mirroring geometry, refining vertices and edges, and using bridge and edge loop edits to achieve a clean, centered finger model.

  • 144. Creating the Claw Fingers Part 411:16

    Create and refine the claw finger geometry in Maya with circular profiles and edge loops, adjust vertices for smooth curvature, then duplicate and mirror fingers while cleaning up faces.

  • 145. Creating the Claw Fingers Part 510:26

    Add thickness to the claw finger pieces, extrude and refine geometry while avoiding intersections, cut holes, bevel edges, adjust vertex flow, and align the pivot for a clean Maya model.

  • 146. Creating the Claw Fingers Part 613:53

    Refine the claw fingers in Maya by manipulating vertices, applying bevels, extruding edges, and adjusting soft selection to achieve a clean, centered robot hand geometry.

  • 147. Creating the Claw Fingers Part 76:59

    Bevel the edges to refine the claw-like finger, then use a lattice cage in deform mode to narrow the fingernail, and group the mesh.

  • 148. Creating Claw Fingers Part 87:46

    Learn to model a claw finger in Maya 2020 by shaping a cylinder, refining geometry with edge flow and bevel, adjusting resolution, and creating a sharp, curved tip.

  • 149. Creating the Claw Fingers Part 93:25

    Create the claw fingers by duplicating selected faces, moving the pivot, and extruding the loops to push out and shape the claw, then reverse and refine.

  • 150. Creating the Claw Fingers Part 1011:33

    Learn maya 2020 techniques to create claw fingers by modeling with circles and cylinders, converting polygons, extruding, beveling, and conforming to a sphere, then refine with live center pivot.

  • 151. Creating the Claw Fingers Part 1115:53

    Connect two mesh pieces into a single form by bridging edges, extruding and beveling edge loops to shape claw fingers, and refine vertices for clean topology.

  • 152. Creating the Claw Fingers 1213:21

    Learn to create the claw fingers in Maya 2020 vol. 2 by duplicating, grouping, mirroring, and repositioning parts, adjusting pivots and freezing transformations for accurate robot fingers.

  • 153. Cleaning, Grouping and Posing the Geometry25:41

    Model and clean a robot character in Maya 2020 vol. 2 by extruding, freezing transforms, grouping, and posing the geometry, then center the pivot and set basic materials.

  • 154. Setting Up the Camera5:58

    Set up a camera in Maya 2020 to render a posed robot: create the camera, adjust resolution and aspect, set focal length to 50mm, frame the shot, and lock it.

  • 155. Creating Materials with the Hypershade13:58

    Create and assign light and dark metal materials, glass eyes, and other surfaces in Hypershade for a robot character in Maya 2020, using standard surface shaders and color sampling.

  • 156. Creating Ambient Occlusion6:42

    Set up a skydome light and render with Arnold to preview ambient occlusion, then create ambient occlusion shaders in HyperShade, adjust colors, and compare renders to verify shadows.

  • 157. Creating the Metal Material2:16

    Learn to create a metallic material in Maya by adjusting metalness, specular, and roughness, and compare dark and light metal presets through rendering.

  • 158. Creating a High Dynamic Range Image (HDRI)7:34

    Learn to add an HDRI image in Maya 2020 Vol. 2, rotate and map it with lat-long, mirrorball, or angular modes, and tune material specular and roughness for realistic renders.

  • 159. Creating the Glass Helmet16:43

    Create the glass helmet in Maya using Arnold by turning off opacity, enabling transmission, and tweaking depth, refraction, roughness, color, and lighting to reveal the face through a subtle glow.

  • 160. Creating the Skin with Subsurface Scattering13:14

    Learn to create realistic robot skin in Maya using subsurface scattering, adjusting ambient occlusion, transmission, and subsurface color, and refine glass and eyeball shaders in Hypershade.

  • 161. Creating Front and Back Lights13:59

    Create front and back lights with an area light in Maya. Adjust intensity, exposure, color temperature, and global illumination to shape cinematic illumination and shadows.

  • 162. Creating a Light for the Eyes10:04

    Create and adjust a light for the eyes in Maya 2020, isolating illumination to the eyeballs, refining iris materials, and tuning specular and roughness for realism.

  • 163. Creating a Bottom Light10:16

    Develop a bottom light setup by duplicating and repositioning lights, adjust color to red and tweak exposure, roughness, and specular for a clearer final render.

  • 164. Final Render Settings4:58

    Set Maya final render settings: raise sky dome to 2k, ambient occlusion to 7, adjust camera and diffuse/transmission to five, then render the sequence and finish in Photoshop.

  • 165. Final Composite in Photoshop6:10

    Final composite in photoshop: open with alpha channel transparency, maintain a transparent background, and refine with levels, brightness, contrast, saturation, color tweaks, and blending modes to finalize the render.

  • 166. OVERVIEW: Creating a New Render9:34

    Create a new render of the character with a background and lighting, reduce helmet specular clarity, and apply post-production adjustments like exposure and contrast, and a blue green channel mix.

Requirements

  • Passion, excitement and the desire to become a professional digital artist.
  • A copy of Autodesk Maya and Photoshop.

Description

In this course you will lean how to create a robot character in Autodesk Maya.

Firstly, you will learn how to block out the character using simple primitives.

Then you will learn how to use the QUAD DRAW TOOL. This tool is very powerful and it allows you to create polygons with a click of the mouse. This tool enables you to create any shape you like. It allows you to add more polygons, delete polygons, and add extra EDGE LOOPS. There is also a RELAX function that allows you to space the polygons evenly, giving you a great looking model.

Next, you will earn how to set up the lighting in Maya. You will learn how to use the SKYDOME light, and how to use a HDRI map, which is a high resolution texture map that acts as a light source.

Then you will learn how to create extra lights to create a more interesting lighting scenario, making your character look more cinematic and stylish.

Finally, you will learn how to set up the Arnold render so you can create beautifully rendered images.

Then afterwards, you will learn how to composite the image in Photoshop, and how to add a background.

This course teaches you all the principles of modeling, how to light efficiently, and how to use Maya effectively for your future modeling and lighting projects.

Who this course is for:

  • Students who want to become industry professionals in the film, game, and entertainment business.