
Examine the discovery of a flying disc and its possession by the army, using maya 2020 to explore modeling fundamentals.
Master Maya 2020 modeling fundamentals, including camera navigation, rotate pan zoom controls, and selection techniques with lasso and paint tools across vertex, edge, and face components using W, E, R.
Prepare the scene for Maya 2020 modeling by configuring the modeling toolkit and image planes, aligning front, side, and back views to the iPhone's real-world inches.
Model a rounded iPhone-like block by beveling selected corners, adjusting fraction and segment for smooth curvature, and refining thickness and vertex positions to match the reference image.
Learn to refine a mobile phone model in Maya by aligning geometry, applying circular bevels to edges, using select similar, and merging vertices for clean topology.
Create the first button in Maya 2020 by centering the geometry, setting a center pivot, beveling edges, and adjusting vertices for a crisp, accurate model.
Duplicate and position the second button, then use boolean operations to cut holes, clean history, bevel edges, and mirror for a clean, circular button geometry.
Rotate and position the side buttons on the phone model, duplicate and align them, then extrude and push in to form a through hole in the phone geometry.
Create the screen in Maya by using the multicar tool to form precise horizontal edge loops, extrude the face, and extract to separate the screen from the phone.
Learn to create a centered edge loop and resolve a rectangular cutout on a Maya model, using inside edge loop tools, multi-cut, vertex adjustments, and a mirror workflow.
Apply boolean operations and extrude techniques in Maya 2020 to create a precise rectangular cut-out, refine geometry, and prepare clean, sharp holes.
learn how to clean up a cut-out by creating bevels and edge loops, preserve the curvature, and mirror the half-model to achieve a symmetric Maya 2020 geometry.
In Maya 2020, create a cylinder and rotate it to form the bottom button, apply booleans and bevels, extrude for depth, delete history, and correct normals.
Clean up the geometry around the screen by adding and terminating edge loops, merging vertices to remove triangles, mirroring the model, and shaping four-sided, sharp-edged edges for realism.
Create a USB port in Maya by cutting a precise opening, extruding and beveling edges for a rounded port, cleaning up topology, and mirroring the geometry for a complete model.
In this Maya 2020 tutorial, create the USB port holes by preparing geometry, applying boolean difference, and refining with edge loops, bevels, and quad-only faces for clean, symmetric detail.
Maya 2020 teaches modeling the top button for a mobile phone by duplicating, rotating 90 degrees, snapping to center, extruding, beveling corners, cleaning geometry, and mirroring for a precise fit.
Create and position the top buttons for the phone model in Maya, duplicating, rotating, and aligning cylinders, applying boolean difference, bevels, and clean topology to refine the circular cutout.
Create a cylinder, rotate 90 degrees, position and scale to form the final front hole; apply booleans, bevels, extrude faces, clean history, and center pivot for clean geometry.
Model the back camera lens of a smartphone in Maya by building cylinders, applying booleans, and refining the lens protrusion for a realistic back view.
Group the phone in the outliner, move the geometry into the group with a middle mouse drag, then organize image planes on one layer and freeze transformations.
Set up a Maya 2020 Arnold render of the phone by configuring a camera, HDR image, Skydome lighting, and metal and glass materials with adjustable roughness for a realistic shot.
Explore rendering a mobile phone in maya 2020 by using ambient occlusion, skylight and directional sun lighting, and UV mapping to apply textures for realistic results.
Discover how to apply the Arnold wireframe shader to display a model's geometry quickly. Adjust color and thickness, render in low resolution, and present your modeling process in post-production.
Import a reference image in Maya 2020 and block out the cartoon car roof by starting from a cube, shaping vertices, extruding frames, and mirroring the mesh, then save.
Learn to model a roof rack in Maya 2020 by creating cylinders, bridging to curved corners, beveling edges, and extruding faces, then adjust pivots and divisions for a two-sided rack.
Create and refine car windows in Maya by extruding edges, aligning vertices, and mirroring halves; apply a Lambert or Blinn material and adjust transparency.
Block out the top half of the chassis using a cube, refine vertices and pivot, delete interior faces, and align a mirrored half to shape the grille.
Block out the hood by refining the chassis with a bevelled edge, elevating the front, and extruding and moving faces to form the notch and slump.
Block out the bottom half of the chassis in Maya by extruding and bridging edges, cleaning history, aligning vertices, and mirroring to match the reference image.
Block out the front bumper in maya by duplicating and shaping pieces, aligning pivots, beveling edges, and creating a centered license plate area to refine the model.
Block out the wheels in Maya 2020 by creating a cylinder, adjusting its position, and forming circular wheel wells with a projected curve on the mesh to guide geometry.
Refine the front wheel well by adjusting vertices, adding edge loops, and shaping a circular geometry, while checking perspective and preparing for the back wheel.
Create the back wheel well in Maya by refining the mesh with edge loops, moving vertices to shape curvature, deleting faces, and verifying the result from side view.
Learn to create tire treads in Maya 2020 by extruding, beveling, and shaping edge loops, bending for curvature, and mirroring for complete tread patterns.
Model the hubcap in Maya 2020 by building the rim and spokes, extruding and beveling edges, using edge loops and merging vertices to clean up triangles for a smooth wheel.
Model a detailed car rearview mirror in Maya 2020, building the bezel from cylinders, refining edges with bevels, and extruding to shape a glass insert for realism.
Block out the car interior in Maya 2020, create seat geometry, and build and save selection sets to control interior faces for precise modeling.
Block out car seats in Maya, extrude and reshape geometry, add slight bends and recline, apply bevels for leather-like rounded edges, duplicate seats, and clean up four-sided quad topology.
Fix the back interior in maya 2020 by selecting back seats, extruding faces, deleting inside faces and history, merging vertices, and mirroring to complete the rear of the car.
Block out the dashboard geometry in Maya, then extrude, mirror, and align edges, and finally bevel and clean up topology for sharp, render-ready results.
In Maya 2020, model an elevated dashboard piece as a separate component, align with the central edge loop, extrude and bevel, then clean up geometry and adjust the pivot.
Model a steering wheel in Maya 2020 using a torus for the wheel and a center cylinder, connect with bridge and bevel, refine edges, then mirror with a center pivot.
Create and refine a wing mirror in Maya 2020 by modeling a cylinder, adjusting radius, rotating with snap pivot, beveling, extruding, and using connect components and mirror to finalize.
Block out the doors in Maya 2020 by extruding strips, bridging edges, merging vertices, and isolating pieces to form a clean car-door block before beveling and detailing.
Create a door handle in Maya 2020 by shaping, beveling, and extruding a center loop, refining edges, duplicating components, and grouping them into a cohesive model.
Block out wheel well rims in Maya 2020 by creating circular cuts with the multi-cut tool, extruding, adjusting vertices with soft select, and merging components for a cohesive wheel opening.
Block out the car front in Maya 2020 by outlining the grill and headlights, creating border geometry, then extruding, beveling, and mirroring parts for a cohesive front assembly.
Bevel the bumper edges, add support edges and edge loops to keep four‑sided faces, delete history, and finalize with a license plate.
In Maya, finish the chassis by cleaning geometry, adding bevels, extruding and shaping event pieces, aligning pivots, tightening edges with support edges, and merging vertices for clean topology.
Finish the chassis in Maya by refining vertices and edges, creating smooth bevels and edge loops, and cleaning up topology to avoid triangles for a clean quad-dominated model.
Fine-tune the chassis topology in Maya by cleaning up geometry, removing triangles, and maintaining quad faces, while beveling edges and straightening vertices for the front section.
In Maya 2020, finish the chassis by beveling edges, extruding depth, merging vertices, creating edge loops, bridging edges, and cleaning up geometry for a smooth, connected model.
Finish the chassis in Maya 2020 by cleaning up extra faces, refining edge loops, and sharpening edges with slide edge, bridge, extrude, and merge tools for clean topology.
Refine the chassis geometry in Maya 2020 by connecting edges, creating edge loops, and cleaning up triangles with the append to polygon tool to produce a crisp, well-supported edge flow.
Refine the chassis geometry in Maya by isolating the chassis, extruding and aligning edges, adding edge loops, bridging faces, and cleaning up topology to ensure proper clearance and cohesion.
Finish the chassis by extruding, merging vertices, and aligning edge loops to create a clean wheel well. Construct and adjust topology with bridges, equal distances, and edge termination.
Finish the chassis by cleaning up geometry, deleting unnecessary edges and triangles, bridging and merging edges, hardening critical edges, and mirroring the completed shell for a sharp, clean car form.
Finish the car front by beveling the headlight and grill frame, extruding and connecting edge loops to create smooth, curved surfaces.
Finish the wheel well rims by refining bevels and edges, adding segments, and manually correcting wonky curvature to achieve clean, aligned rims on the chassis.
In Maya 2020, duplicate parts to form rear bumper and lights, group and pivot, rotate 180 degrees, switch off references for selection, and mirror the headlight with scale X -1.
Create the axle by modeling a centered cylinder, rotate it 90 degrees, adjust the radius to 0.5 then 0.3, extrude a connector, bevel edges, and mirror to form both axles.
Master finishing the side strip and mirroring the air vents in Maya 2020 by beveling edges, adding segments, centering pivots, freezing transformations, and duplicating components like vents and doors.
Bevel and refine the front and back car doors in Maya by adding segments, aligning top edges, and cleaning up edge loops for consistent, sharp geometry.
Refine the car door topology in Maya 2020 by bridging edges, welding vertices, removing extra geometry, and ensuring the mesh uses clean, four-sided faces.
Finish the roof by deleting unnecessary faces and beveling key edges, then clean up and bridge gaps for a solid mesh, and mirror along the X axis.
Clean up the scene by organizing the outline, deleting unused layers and circles, and grouping the car, then label geometry with a naming convention like car piece, window one.
Welcome to...
MODELING FUNDAMENTALS IN MAYA 2020
This epic course is over 14 hours long and takes you through the journey of mastering Maya's powerful modeling tools.
You will learn HOW to use the tools, WHEN to use them and WHY you use them.
You will learn where the tools are located and how to use shortcuts for quick use.
You will learn professional modeling tips and tricks.
Modeling tools you will learn include:
Bevel Tool
Extrude Tool
Multi-Cut Tool
Insert Edge Loop Tool
Bridge Tool
Mirror Tool
Merge Tool
Booleans Tool
And many, many more.
Learning how to use a combination of these tools will make you proficient in modeling.
This course is project-based, so roll up your sleeves and get ready to dig in!
Firstly, you will learn how to model an iPhone.
You will learn every step of the modeling process.
You will learn how to create the basic shape of the phone with a cube, and from there, bevel the edges to make the corners of the phone rounded like a phone in real life.
From that point, you will learn how to model the buttons, the screen, the camera, and the port.
You will learn efficient modeling techniques as you go along and gain experience in the modeling process.
Finally, you will learn how to add proper shaders to the phone, like how to add glass to the phone screen, so the screen will reflect in the light just like in real life.
You will learn how to use lights in Maya so you can illuminate the phone, and how to render the phone so it will look realistic.
Then in the second half of the course, you will learn how to model a cartoon style car.
You will begin by blocking out the roof, then the chassis, then proceed to model the hood, the grill, the lights, the wheels, how to make the rims and the tire treads.
You will finally add details to the car, like the wing mirror, the steering wheel, the seats, the door handles, and also create the glass shader for the windows.
You will learn the difference between bad and good geometry and how to fix problems so your models have proper edge flows and clean geometry.
You will learn how to deal with common problems a lot of modelers make, and how to overcome these problems by using different modeling methods.
Finally, by the end of this course, you will have the confidence to make your own models inside Maya.
This course is designed for students who are serious about modeling and want to become a professional modeler.
Godspeed!