Autodesk Maya 2018 – Stylized Dresser Speed Modeling

Autodesk Maya 2018 – Stylized Cabinet Modeling and Texturing Timelapse
Based on original concept by : boris bakliza
Get the Smart Material here :

Learn how to make the Stylized Material here :
This video shows a timelapse video on how to model a simple Wind Mill. Autodesk maya was used to model and Substance Painter for texturing. It took about 1 hour and 40 minutes to make the whole thing.


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Learn the Fundamentals of 3D Modeling :

Learn how to model a Soda Can.

Here’s a list of useful shortcuts used in maya.

W- move
E- rotate
R- scale
G- repeat last command
q – exit tool
b- soft selection
shift + . – grow selection
alt + b – change background color
f – fit to selection
ctrl + a – open attribute editor/channel box
ctrl + delete – deletes an edge loop( 2014 version and up only)
1 – standard mode
2- subdivision mode with cage
3- subdivision mode
4- wireframe
5 – shaded mode
6- texture mode
Questions are welcomed, but please refer to the video time-frame when asking video specific questions, thank you

Music :
Hypnothis – Kevin MacLeod (
Space1990 – Kevin MacLeod (
Basement Floor- Kevin MacLeod (
Electro Sketch – Kevin MacLeod (
Licensed under Creative Commons: By Attribution 3.0


29 responses to “Autodesk Maya 2018 – Stylized Dresser Speed Modeling”

  1. Amazing work as always! I am wondering though why you decided to keep the geo of the metal handles and knobs separate from the cabinet geo. Is it acceptable to have geometry lined up with each other (without bridging or melding the edges and vertices together) like you do in the video, or will there be issues with doing that further down the 3D pipeline?

    I enjoy watching the content uploaded here on this channel, it helps me learn so much about the different workflows!

    Merry Christmas and thank you in advance! 🙂

  2. Was there a particular reason you chose to use substance painter for some items, rather than including them in the original modeling? For example the clock face and the book pages you painted in later. Would it have slowed down the pipeline by modeling those? I ask, because my paint skills are lacking.

  3. Once again, a fantastic video! Very cool!

    I'd like to know how you would go on texturing and rendering a crystal with emissive. You see, the problem I'm facing right now is related to emissive "killing" the object's texture. First I modeled the crystal, opened UV, sculpted a bit on ZBrush, added texture through Substance Painter and finally put an emissive layer. The problem is that the emissive is kind of overlapping and replacing the texture (both on painter and marmoset), making the crystal look too bright and unable to see their texture. If I lower the emissive amount the render looks bad because the crystal is not emitting enough light. Do you have any insight and knowledge you can share around this very specific subject? Thanks for the time to read man! Keep up the great work, big fan of yours!

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