Create high-quality 3D models and animations in Maya 2023. Learn core Maya skills—modeling, texturing, rendering, and animation—in a real-world, project-based workflow.
Overview
Syllabus
Introduction
- Create high-quality 3D models and animations with Maya
- Maya 2023 system requirements
- Make the most of the exercise files
- Configuring Maya
- Overview of the Maya interface
- Working with files and Maya projects
- Navigation in Maya
- Configuring viewports
- Using the hotbox and marking menus
- Configuring workspaces
- Selecting objects
- Using the Move tool
- Rotating and scaling
- Manipulating pivots
- Duplicating objects
- Understanding the Channel Box
- Working with the Attribute editor
- Working with the Outliner
- Creating hierarchies
- Grouping objects
- Creating layers
- Hiding and showing objects
- Creating polygonal objects
- Selecting polygonal components
- Using the Modeling Toolkit
- Component tags
- Using brush tools to sculpt meshes
- Setting up reference
- Modeling against reference
- Using the Extrude tools
- Working with edge loops
- Combine and Separate
- Object History
- Object deformers
- Mirroring and merging components
- Smoothing surfaces
- Working with subdivision surfaces
- Boolean tools
- Creating curves
- Modifying curves
- Extruding along a path
- Basics of Maya rendering
- Standard surface materials
- Opacity and refraction
- Creating and applying maps
- Using bitmaps as texture
- Working with the Hypershade window
- Apply multiple materials to objects
- UV mapping polygonal objects
- Understanding the UV Editor
- Fine tuning UVs
- Render settings
- Add and control light
- Arnold light types
- Image-based lightning and skydomes
- Using objects and lights
- Adding cameras
- Adding depth of field in Arnold
- Creating motion blur in Arnold
- Render view and final output
- Understanding the animation interface
- Animating objects using Set Key
- Modifying keys on the timeline
- Modifying keys in the Graph Editor
- Creating animation cycles
- Animating objects along spline paths
- Ghosting animation
- Conclusion
Taught by
George Maestri