Maya 2016 tutorial : General approach to 3D modeling in Maya


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My approach to modeling in general. Some tips and tricks when approaching a new model and how to consider method of modeling, references, polycount, UV’s, edge flows etc.

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18 responses to “Maya 2016 tutorial : General approach to 3D modeling in Maya”

  1. I have question about real world scale. It seems to make my scene to big and then I get confused on where to put the camera. say I build a house and yard, the camera will only show the house or something.

  2. hi mike I was wondering if u can do a tutorial on uv with more info I know you only do scenes and no charater but I'm working on a female toon and uv are my weak point and I'm struggling with it thanks 🙂

  3. Hey Mike, when I enter the UV Editor the polygons aren't in the same layout as yours, instead I have two big squares for the table top and underneath and smaller rectangles for the rest of the table. What did I do wrong?

  4. Thank you for your tutorials. I was so fearful of Maya because I didn't know how to model properly. Now I think I can tackle my assignment :))

    Still, something else is driving me insane: texturing. Have you done a tutorial on custom texturing techniques before? It's frustrating to me that people just whip out a 'here's something I've prepared earlier' texturing file and just snap it on the object.

    I have to texture a flower, a star fruit, a dragon fruit (um, I chose them, not wanting to be the same as everyone else, you see)

    How would you create textures for these items? I know little of photoshop so it's going to be hard. Can you just cut out a image of say, a star fruit, from its side, and use photoshop to make a texture file? How do you use bump map?

    Thank you so much.

    Ben.

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