Just a couple of words on the workflow. First I did a blockout with booleans, then cleaned everything up with proper support edges. After that comes even edge distribution so that is why I subdivided the cylinder part from the boolean one more time to get more geometry. After everything was clean, then come details and final look. Rendering is very basic for this sort of stuff where I just wanna see is there something else to add etc. So it is HDRI and one Area light with Shadow Matte as a floor. I used CPU because GPU still does not support Shadow Matte. Most of the things shown here are covered in my Intro to Maya series and How to Understand Topology here on UA-cam. If you´re interested in more in-depth training where topology, edge flow, and redirection is covered in great detail, feel free to check my Mastering 3D Modeling in Maya course. elementza.com/mastering-3d-modeling-in-maya/ You can use code MAYA10 and can get 10€ off on checkout! Project files come as part of the course as well. That is all for now guys :) Till next time, Mario
Very nice I'm not a max user i use BLENDER but i have a question for you ... there's no need to fix the TOPOLOGY you should have used bevel MODIFIER to round the edge's instead of sub-di MODIFIER
I'm going through the Maya modeling course and your content is great, I really hope you do more Maya content with advanced techniques, will be a day one buy for me. Thanks!
How do you come up with what the final piece should look like. Do you draw it out first? Cause I like hard-surface modelling but I can't come up with ideas on how I want things to look at the end of all of this and I usually end up with something either too over-designed or completely uninteresting. Could give me some advice on that Great work btw :)
Quick question, when you did those booleans, why didn't you use "polyRetopo" command to rebuild the faces again and fix every edges and vertices? BTW great job.
Not really but I had a pretty good idea of what I wanna do before I started. A targeting system for smaller mech or a drone. Then details were just an easier part.
Elementza I have a question. I'm using Maya 2019 and when I do booleans operations on meshes it always leave ngone vertex on the surfaces. As I see on this video you already have a good topology after subtracting meshes it is a skip consequence or you manually connect vertices to poke cilindric face and create 4 edges polygons? I'm just trying to figure out how to solve this problem from some time..if there is a specific command that allows me to fix topology or not. Thanks for your help.
@@Elementza thanks bro! I'm in peace now :) I used so many software like blender and modo but Maya is the most versatile in my opinion. Modo has a better selection and management of this kind of problems and I tried to find a work around but knowing that the manual work is the best thing is really helpful. Thanks. I subscrived. I'll check for your tutorial on the store.
Heyy man thank you so much for your tutorials it's very helpful, i have question as im trying to learn C4D now and i'm already Maya user, why you have shift from C4D to Maya? specially in modeling C4D seem to be much easier is it true?
No it is not related to maya, proper topology workflow is universal for every software and yeah its very much necessary in case film assets or creating high poly in case game assets.
@@sebastianosewolf2367 yes it will depend on a use. Like a weapon or small background objects for example. But I'll phrase it like this maybe will be easier to send a thought. Strong topology skill is like anatomy of hard surface. While you can create characters without understanding human anatomy, for some situations might be fine but would not be recommended. Better to have strong anatomy skills to adapt to any character or situation than completely avoid having learning it :) same with booleans. They have their use for sure, but with strong topology skills they could be better utilized and less limiting. Hope this helps :) Cheers
Mario we need to explain about the curve in maya, i think the curve in 3ds max is more useful because we can convert the curve to editable poly, i don't know please response me
too bad Maya is starting to become just a huge playback machine with focus on animation and vfx. With Max in a disgraceful condition would expect some basic tools and workflows for modeling we take for granted in pretty much all other software even in the free ones. Modeling tools are in Maya just so you cant say otherwise.
probably =D, but, that's really not necessary. Modo is expensive but absolutely a great tool. Just the maya, seems, for the last eight or more years had but little changing; while other are evolving.
@@victorgekko7158 Nah the development pretty sucks these days in general, and the modeling un particular even more. Maya has become more robust in other areas except modeling but anyway consider in how it was 10 years ago modeling now is a lot better. Maya still look like an application geared towards animation and the last year's seem to specialise it even more in this direction.
Just a couple of words on the workflow.
First I did a blockout with booleans, then cleaned everything up with proper support edges. After that comes even edge distribution so that is why I subdivided the cylinder part from the boolean one more time to get more geometry.
After everything was clean, then come details and final look.
Rendering is very basic for this sort of stuff where I just wanna see is there something else to add etc. So it is HDRI and one Area light with Shadow Matte as a floor. I used CPU because GPU still does not support Shadow Matte.
Most of the things shown here are covered in my Intro to Maya series and How to Understand Topology here on UA-cam.
If you´re interested in more in-depth training where topology, edge flow, and redirection is covered in great detail, feel free to check my Mastering 3D Modeling in Maya course.
elementza.com/mastering-3d-modeling-in-maya/
You can use code MAYA10 and can get 10€ off on checkout!
Project files come as part of the course as well.
That is all for now guys :)
Till next time,
Mario
Elementza do you use Ctrl + Shift for 90º angle when using the multicut tool?
By the way, how do you move the cut lines before cutting at 8:41 ?
@@leecaste Hey I did a video on some of these operations like Multicut. You can check it here
ua-cam.com/video/6OWUO0_ccYg/v-deo.html
@@Elementza I'm starting in maya now, how to rotate the camera in maya? I know they removed the 3d view
Elementza cool, thank you very much!
Very nice I'm not a max user i use BLENDER but i have a question for you ... there's no need to fix the TOPOLOGY you should have used bevel MODIFIER to round the edge's instead of sub-di MODIFIER
Man, you are really good at modeling. You turn it to a beautiful and sophisticated form of science...
Your retopology skill is amazing! inspires me a lot, thank you
This is very soothing to watch!
I love the Deus Ex soundtrack you put on this. Excellent video
I like the soundtrack in tutorial.
Man you have to thank the god about what are your level is being now and this big gift which give to you . You deserve ❤️
Never stop with the maya vids bro
I'm going through the Maya modeling course and your content is great, I really hope you do more Maya content with advanced techniques, will be a day one buy for me. Thanks!
Hey Mario, we miss you modeling in C4D🙏🏻
Beautiful modeling + beautiful ost= maya love xD
Best Pro Maya modeling at Elementza! You can try for Hollywood VFX industry.
You are making so carefully,very good man
ultimate workflow and helpful.
Excellent job as always! Thank you for your tutorials.
Hey Mario. Just went through your whole course on your website and loved it. I would love to see some videos on UV unwrapping in Maya!
This is so inspiring!
Very nice tutorial man. Loving your content
How do you come up with what the final piece should look like. Do you draw it out first? Cause I like hard-surface modelling but I can't come up with ideas on how I want things to look at the end of all of this and I usually end up with something either too over-designed or completely uninteresting. Could give me some advice on that
Great work btw :)
Brazil watching you
Your work is inspiring.
ain't it !
can you share that blinn preset or tech how to do it? ^^
Quick question, when you did those booleans, why didn't you use "polyRetopo" command to rebuild the faces again and fix every edges and vertices? BTW great job.
It's more work to clean up the mesh and it may cause irregularity in the topology. It's much faster and efficient by doing it manually.
Do you use any references or just do whatever you feel like doing?
Not really but I had a pretty good idea of what I wanna do before I started. A targeting system for smaller mech or a drone. Then details were just an easier part.
@@Elementza thank you for your reply.
Elementza I have a question. I'm using Maya 2019 and when I do booleans operations on meshes it always leave ngone vertex on the surfaces. As I see on this video you already have a good topology after subtracting meshes it is a skip consequence or you manually connect vertices to poke cilindric face and create 4 edges polygons? I'm just trying to figure out how to solve this problem from some time..if there is a specific command that allows me to fix topology or not. Thanks for your help.
All here is manual work, no commands.
@@Elementza thanks bro! I'm in peace now :) I used so many software like blender and modo but Maya is the most versatile in my opinion. Modo has a better selection and management of this kind of problems and I tried to find a work around but knowing that the manual work is the best thing is really helpful. Thanks. I subscrived. I'll check for your tutorial on the store.
Heyy man thank you so much for your tutorials it's very helpful, i have question as im trying to learn C4D now and i'm already Maya user, why you have shift from C4D to Maya? specially in modeling C4D seem to be much easier is it true?
Brother I want to know do you have any advance course of maya modeling and texturing
Hopefully for the C4D R22, put those useful tools from Maya, Modo or Blender to model faster without the need for plugins.
let's make it low poly and texture in substance painter :)
Maybe it’s related to Maya but is it really necessary to create this grid ? I just ask because I done all this Boolean on blender without them
No it is not related to maya, proper topology workflow is universal for every software and yeah its very much necessary in case film assets or creating high poly in case game assets.
@@Elementza not really necessary in each situation. In General yeah good topography is great but it also depends on the use of the assets.
@@sebastianosewolf2367 yes it will depend on a use. Like a weapon or small background objects for example. But I'll phrase it like this maybe will be easier to send a thought.
Strong topology skill is like anatomy of hard surface. While you can create characters without understanding human anatomy, for some situations might be fine but would not be recommended. Better to have strong anatomy skills to adapt to any character or situation than completely avoid having learning it :) same with booleans. They have their use for sure, but with strong topology skills they could be better utilized and less limiting.
Hope this helps :)
Cheers
a w e s o m e, great work
What’s that shader looks fancy
Mario we need to explain about the curve in maya, i think the curve in 3ds max is more useful because we can convert the curve to editable poly, i don't know please response me
Please can you tell me > Is this course 'Mastering 3D Modeling in Maya' from beginner to advanced for learning 3D modeling in maya?
Thank you for the inspiration!
ME: (Watches elementza tutorials) this should be easy
OPENS UP MAYA
ALSO ME: I have no idea what am doing. (close it again)
track. janus - sascha Dikician. from DEUS EX mankind devided
You used multi cut tool at time of 08:41 - 08:50 in this tutorial but how did you slide / move your cut before applying it ?
it works only on cuts made outside of geometry. Make a cut outside of geometry and then middle mouse click and drag it before applying.
how much time it took to complete this
What shortcut are you using at 5:31 to "slide" the vertex like that??
Ctrl + Shift + RMB - Click on the center pivot and drag in desired direction
Really nice!
How do you come up with shapes like these?
very very good thx!
Amazing!
Nice background music, what type is that called? Album, artist?
Synthwave
Deus Ex Mankind Divided
@@Elementza yeaap thats it, i was search this... Tnx maya's king
Nice background music in this tutorial.
Thank You😍
can i see your class perview
hey man i too use maya 2019 my inter face doesnt seem as yours and ya i also have a high end pc that can support that too
its Ryzen9 with 1080ti
solved
bt what is this ??model name??
Is this how professionals model ?
helpful video.
Do you make a picture?
its a nice design but basically how you do this in every program...
顺滑自由的过程
Cool
it is much better if you speak and explain what you are doing so we can all learn
You use multicut tool like a sword.
cool
👍👍👍👍👍👍👍👍👍👍👍👍👍👍
The music 😩
It’s all fun and games until you have to Boolean a curved object into another curved object
too bad Maya is starting to become just a huge playback machine with focus on animation and vfx. With Max in a disgraceful condition would expect some basic tools and workflows for modeling we take for granted in pretty much all other software even in the free ones. Modeling tools are in Maya just so you cant say otherwise.
Oh you Blender users, always jealous.
probably =D, but, that's really not necessary. Modo is expensive but absolutely a great tool.
Just the maya, seems, for the last eight or more years had but little changing; while other are evolving.
@@victorgekko7158 Nah the development pretty sucks these days in general, and the modeling un particular even more. Maya has become more robust in other areas except modeling but anyway consider in how it was 10 years ago modeling now is a lot better. Maya still look like an application geared towards animation and the last year's seem to specialise it even more in this direction.
@@victorgekko7158 Maya has had some significant improvements in it's modeling tool set over the lase few builds.
wtf im doing here
Blender!
They are just tools,doesnt matter
Almost asleep! It's too slow and inefficient!
lol