Learn beginner to Advanced Level Modeling in Autodesk MAYA
Master the Art of 3D Modeling
SESSIONS
LIVE
DURATION
36
SOFTWARE
AUTODESK
MAYA
START DATE
04 OCT 2024
2:00-3:30 PM
54 HRS
3 MONTHS
LEVEL
BEGINNER
TO
INTERMEDIATE
ENROLLMENT CLOSED FOR THIS BATCH
COURSE CONTENT
Fundamentals
The Fundamentals of Maya introduces students to the essential tools and workflows within Autodesk Maya, focusing on building a strong foundation in 3D modeling. This section covers the basics of the software interface, including the 3D viewport, various menus, and essential toolsets. Students will learn to navigate in a 3D space, manipulate objects, and understand the different types of geometry (polygonal, NURBS, and subdivision surfaces).
Hard Surface Prop Modeling
Hard surface modeling in Maya involves creating rigid, inorganic objects like vehicles, machinery, weapons, and architectural elements. This topic will focus on using precise modeling tools such as edge loops, extrusions, and bevels to achieve clean, sharp lines and detailed geometries. Students will explore best practices for maintaining edge flow, using smoothing techniques, and adding intricate details like bolts, panel lines, and other mechanical features. This section will emphasize accuracy and attention to detail, which is critical when modeling hard surface props for games, films, or product visualization.
Soft Surface Prop Modeling
Soft surface prop modeling covers the creation of organic or deformable objects like pillows, cushions, fabrics, and other flexible props. In this module, students will learn how to model objects with smooth and flowing surfaces using Maya’s sculpting tools, soft selection, and subdivision surfaces. Techniques for achieving natural shapes, such as smoothing, falloff controls, and manipulating curves, will be explored. This part of the curriculum emphasizes creating models that will deform realistically when animated or simulated.
CHARACTER MODELING
Character modeling is one of the most intricate aspects of 3D modeling. This topic introduces students to the process of creating humanoid and creature characters in Maya. The focus will be on building a clean and optimized topology that is suitable for animation. Key areas include facial topology for proper deformation, body proportions, and attention to anatomical details. Students will explore tools such as the Quad Draw and Multicut tools to ensure proper edge flow and polygon distribution for rigging and animation. This section will also cover how to create clothing and accessories for characters.
n-CLOTH MODELING
The nCloth system in Maya is used to simulate realistic cloth behavior, making it ideal for creating garments, flags, curtains, and other cloth-like materials. In this part of the course, students will learn how to set up and simulate nCloth for both soft surface props and character clothing. You will explore how to adjust cloth properties like stretch, bend, and tear resistance, as well as how to use constraints to control the interaction between the cloth and other objects in the scene. The goal is to create believable simulations that enhance the realism of your models.
UV UNWRAP
UV unwrapping is a critical part of preparing your models for texturing. In this topic, students will learn how to lay out the 2D UV coordinates of a 3D model efficiently. The course will cover automatic and manual unwrapping methods, such as planar, cylindrical, and automatic UV mapping. Techniques for minimizing texture distortion and maximizing UV space usage will be emphasized, along with organizing UV shells for complex models. Proper UV unwrapping ensures that textures can be applied seamlessly, making this an essential skill for any modeler.
RE-TOPOLOGY
Retopology involves creating a new, optimized mesh over a high-resolution model. This topic will teach students how to convert dense models, often created through sculpting or simulation, into low-polygon, animation-ready meshes. The focus will be on maintaining the original shape while improving edge flow, reducing polygon count, and ensuring that the model deforms correctly during animation. Tools like Maya's Quad Draw and Mesh Cleanup will be used extensively to create efficient topology that is suitable for both real-time and pre-rendered applications.
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