Advanced Maya 3D Modelling and rendering

Course on Advanced Maya 3D Modelling and rendering

Advanced Maya 3D Modelling and rendering – Course Details
Advanced Maya Training Course

7 Hours of Video Content no Stone Unturned

I released a course called “Maya creating Iconic designs” this very popular course featured a chair designed by inspiration designer Charles Eames, This latest course extends on that course significantly!


Some of what we will cover?

We will look at the following course topics during this course:

  • Introduction to Course

    Welcome to this course on Maya Modelling and Rendering we have loads to show you so sit back and watch this and the next video on the course.

  • MAYA 3d Modelling the Basics

    This section is aimed at beginners and prepares them for what we will be doing later on during the Maya Modelling phase.

  • The Course

    This is the main part of the course where we will cover everything you need to know, 7 hours of content.

  • Resources

    All resources supplied for an easy to follow along flow.

Advanced Maya 3D Modelling and rendering the Complete Course Curriculum

Presentation and introduction to the Maya 3D Modelling Course, sit back and enjoy.

  • Maya 3D Course – Promotional Video
    Welcome to this course on Maya Modelling and Rendering we have loads to show you so sit back and watch this and the next video on the course.
  • Maya 3D Course – Intro to the Course
    Course intro lets see exactly what is going on during this course, it highlights the key problem we will be tackling in this Maya 3D Modelling course.

MAYA 3d Modelling the Basics – This section is aimed at beginners and prepares them for what we will be doing later on during the Maya Modelling phase.

  • MAYA Basics
    The Basics Panels and Projects
  • MAYA 3d Modelling the Basics
    Lets take a look at Panel set and opening/setting projects.
  • MAYA Basics
    Navigating, Moving and Basic Shapes
  • MAYA 3d Modelling the Basics
    Creating Basic Shapes, Navigating and Move tools.
  • MAYA Basics
    Component Selection
  • MAYA 3d Modelling the Basics
    Understanding the parts of model/geometry is fundamental lets look at Object component selection types.

Maya 3D Modelling and Rendering – Creating an Iconic design from Charles Eames

  • Lets set up our Maya projects correctly
    First things first we need to make sure we set up our project within Maya correctly, this will make it easier for up to know exactly where things are and for Maya as well
  • Our reference images, lets take a look!
    In order to model this Chair we will be looking and using lots of reference images, these are important so we have direction and model to scale ect
  • Setting up our reference image
    Let’s now setup our reference images so it makes us easy to model against these.
  • Box Modelling our seat – Part 1
    So lets now start box modelling our seat.
    Box modelling is a common technique used to model in 3D no matter what the software its pretty common, it involves working with a box polygon or planes and adapting these working from a simple shape and evolving a more complex shape from it.
    In 3D you will find breaking a model up and working from a simple shape adding more and more detail is definitely the way forward, especially for new 3D artists.
  • Box Modelling our seat – Part 2
    Using the reference we work on the shape to match it up as close as we can get.
  • Box Modelling our seat – Part 3
    Now lets add more detail and refine our seat, we use smooth (3 on the keyboard) to check the shape.
  • Finishing Box Modelling our seat – Part 4
    We will now finish our seat.
    I know its taken a while to create this relatively simple shape, it is more complex than you thought hey!
    It was important to spend some time on this as it is a very important element of 3D modelling, you will use box modelling often when creating anything, so understanding this process is vital for you.
  • Creating the wooden rocker pieces
    OK now we move onto the Rocker section of the course, these are going to be relatively simple to do, but first we will create a simple shape to represent them we call simple placements geometry proxies.
  • Refining the rocker pieces
    Let’s quickly refine this simple shape. And move onto the wire frame support system.
  • Analyzing the Wire Frame Support System
    Before we move onto modelling this its important to check out reference carefully, doing this step could save us tons of time later on. Say you get a wire strut in the wrong place it could mean spending extra time adjusting it etc later!
    We also need to double check our measurements.
  • Getting the height of seat versus the rocker pieces
    Before starting the wireframe sections we need to double check the distance between the rocker and the chair, even though we have the reference images it still a good idea especially if you have a dimension sheet.
  • The Wireframe creation Process
    Right lets do this, now we shall start to create out support system for the chair.
  • The Wireframe creation Process – Backwire
    So now we have created the front wire, let us now concentrate on the back wire using our front wire as a base.
  • Combining meshes and bridging
    With two pieces of geometry it is easy in Maya to make these two separate pieces one mesh, so lets do it! We will also use a method for bridging gaps between them.
  • Front wire cross support
    Nearly there we now just need to set up the cross wire, so it all links up.
  • Creating and adjusting the remaining wire struts
    Lets now create the other pieces so it all matches up correctly.
  • Creating the nut slots for our bolts on the wire frame
    So now we have the basis of our frame completed we now need to add the details, in this case the slots of metal that extrude from the wire frame onto the leg for the Bolts to connect through. Now lucky for us we have not got to put holes in the slots as the bolts will cover that!!
  • Fun Fact
    In 3D modelling the term liquid metal is often used, it basically means that as its 3D and not really solid, geometry can be pushed through other geometry giving impossible effects with real materials, a classic example would be the transformer movies where liquid metal effect is used to transform, geometry pushes through other pieces and even scales as well it all happens so quick you still get a believable effect!
  • Giving a welding effect for our wire framework
    In the last lesson I told you a fun fact, we will use this method for giving a welding joint type effect to out frame pieces.
  • Refining our Rocker Legs
    Lets check out the reference and make some angle and adjustments to out Rocker legs.
  • Keep it all clean Model Cleanup
    Now its essential to make sure your scene and model geometry is clean I often will go in and just clean the scene up
  • Adding shock absorbers
    In this lesson we will create a very simple rubber shock absorber for the chair.
  • Creating a simplified patch
    Even though for this particular model it’s not essential I am going to do it anyway, and that is to create a circular indent in the rockers for the bolt heads to sit in.
    This is trickier than you think but is a great example of how to show you how to increase the resolution in a model without losing the simple geometry, or in this case the smoothing.
    Take this lesson slow it brings up key principals you should not move on until you have played around with this technique, please try to do similar things on your own!
  • Position Hole on Rocker
    In this lecture I will position the hole on the rocker and show you how to join it and merge it to the rocker piece, making it one mesh, keeping the low resolution geometry with the new higher resolution geometry.
  • Creating out Nut and Bolt
    Now we have created our lovely hole in the rocker, let’s move on and create the Nut and Hex bolt head to go into position on the rocker piece.
  • Positioning the Hex head and Nut
    Right well you should be getting the hang of it now, but lets position the newly created assets.
  • Adding brackets and finishing off our Chair
    In this lesson we will do a few things to finish the Chair off, we will create a bracket to join the frame to the Chair and position the Nuts onto the Seat.
  • Model Cleanup
    Again crucial to just go through our model and clean it up.
    This brings us to the end of the modelling part of the course, if you followed along and completed it or your own Chair a big High Five to you guys well done we covered a lot!!

But we are not finished yet next we will look at UVs and texturing and then on to Rendering – Move onto the next section when your ready, see you on the other side

  • What are UV’s and Materials?
    UV’s are a co-ordinate system geometry uses to place texture and to know the location of a surface point, unlike3D dimensional space UV co-ordinates base the position on U and V positions.
  • So by mapping these positions we can set UV’s for an object, this is the basis of texturing in any 3D application.
    We will also discuss some of the basic Maya materials. (Please note if this is gobbledegook to you don’t worry we will go over this some more later)
  • Maya Basic Materials
    In this lecture we will add Mayas Basic material shaders to our model.
  • What are Surface Normals?
    Every object inside 3D space has a side these are called surface normals, sometimes if double sided are turned on this cannot be seen or the programme will call both sides the surface but you need to be aware that the geometry always has a surface normal side!
  • Creating a custom Camera
    In order to render I usually create a custom camera, this is a good idea as you can lock, animate or adjust it separately from the other Maya default cameras, lets create one now.
  • Setting our multiple shot angles with our Maya Custom Camera
    So we have our custom camera ready to go, lets now set up the following:
    Set the resolution gate, so we can see how our render will be positioned
    Parent our cameras to a locator, this is a great idea as you then have transformations on the camera at 0, and you only adjust the locator
    Set up Multiple camera angles by animating the locator
    Understanding these key principals is very important, this can also be done with not only cameras but geometry as well!
  • Advantages and Disadvantages of Maya Software Renderer and How to Fix
    So in this lecture we will render from the in built Maya software renderer, this has some disadvantages the main one being that it does not render softened geometry! and we have softened geometry.
    But the good news is its pretty easy to fix, we can convert this to subdivision geometry this type of geometry will divide the softened Geometry up giving a nice smooth finish which is what we want, we can either render from this or then do another conversion back to Polygon geometry.
  • Setting up lights in Maya and bypassing Default lights
    In this lesson we are going to set up and I am going to show you different light set up, we also want to turn off default lights in the Maya render settings panel to stop any default light from contributing to the scene.
  • Mental ray shadows and setting a background material for alphas
    In this lesson we will increase the shadow quality of our renders and also add a background material this will give us a lovely alpha for compositing in Photoshop later!
  • Setting up our UVs for our Rocker peices
    OK in a previous lesson I talked about UVs now lets do that!
  • Creating our texture map for the Rocker
    Lets now show you the basic method for applying a textre to the rocker, we will be using Photoshop to do this, but any image editing software should be able to do the same, if your on a budget try GIMP its free!!! Google it.
  • HDRI What the heck!
    So what is an HDRI environment?
    Well basically it is a High Dynamic range image, high dynamics on the fact it is a full 32 bit image this hold lots of information and can be used in 3D to give very effective lighting environments as well as reflections.
    So is great to use for giving really ultra realist renders, specially when composited into live plates ect.
    In this lesson we will have a quick play and render
  • Changing shaders for Mental ray Materials
    So why change the material type for Mental Ray materials? Well as we are using the mental ray renderer it’s a good idea to switch to the mental ray materials because they give much better results, these materials have been created for sole use of rendering within mental ray, they also have handy little presets and more options as you get more advanced with rendering and material setup these will be known to you.There are some disadvantages the main ones being speed of renders which slows a lot and also limitations on some of the output passes at render.
  • The Mental Ray Material Setup
    Lets now assign Mental ray materials to our Model and have a look at presets!.
  • Setting up render passes
    Setting up render passes is pretty important especially if you want completed control over your renders, so what are they?
  • Render passes
    These are basically all the things that make up your image, like shadows, reflections, diffuse, specular etc
    Using render passes we can split these out of the render, a master beauty pass containing all passes is always out put, but you kind of get all the other passes for no more render time!
  • Within Photoshop we can now build the image back up but have control over every aspect of it.
    There is another way to render as well called render layers, however we will not be covering that in this course.
  • Building up our image inside Photoshop


7 Hours of Video Content Leaving No Stone Un-turned!

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