Maya Modeling Techniques: Automotive

Learn a production workflow to automotive modeling and a multitude of techniques that can be used for film, games, commercials, and car design with 10 hours of project-driven training. Software required: Maya 8 or higher (Maya 8.5 required for project files).
Course info
Level
Intermediate
Updated
May 2, 2007
Duration
9h 47m
Table of contents
Introduction and Project Overview
Maya Modeling Techniques: Automotive
Overview of Project Techniques 2m Drawing out Significant Curves Along Body (Part 1) 11m Drawing out Significant Curves Along Body (Part 2) 8m Drawing out Significant Curves Along Body (Part 3) 12m Drawing out Significant Curves Along Body (Part 4) 20m Modifying Curves to Prepare for Surface Creation 15m Creating NURBS Panels from Curves (Part 1) 12m Creating NURBS Panels from Curves (Part 2) 12m Converting Panels to Polygons 7m Building Large Scoop on Side of Car 13m Modeling Lower Scoops 9m Adding Subd Resolution to Door and Side Panels (Part 1) 11m Adding Subd Resolution to Door and Side Panels (Part 2) 14m Adding Subd Resolution to Door and Side Panels (Part 3) 7m Adding Some Thickness to Bottom of Body 6m Extracting Headlight Cover and Well 12m Cutting out Body Panels 15m Adding Thickness to Body Panels 11m Continuing to Add Thickness to the Body Panels 14m Cutting out the Headlight Panel 16m Extruding in Scoops on the Front End 15m Building out the Bottom of the Bumper 7m Mirroring the Front End 4m Building the Grill 11m Mirroring Back End and Bridging the Gaps 9m Filling in Back End Geometry 9m Drawing out Edges to Prepare for Extrusion 5m Extruding in Sections of the Back End 20m Adding Subd Resolution to Back End 10m Creating Hood Geometry 8m Cutting out the Hood 4m Adding Thickness to the Hood Geometry 6m Building Scoop into Hood and Adding Resolution 8m Modeling Trunk 5m Adding Trunk Detail 3m Adding Pieces to the Side of the Trunk 1m Attaching the A-pillar to the Roof and Cutting out the Door 12m Adding a Scoop to the Roof 13m Modeling the B-pillar 5m Adding Thickness and Resolution to Side Pieces 6m Building Window Geometry Using Existing Curves 7m Adding Circular Detail to B-pillar 9m Building the Headlights 13m Adding a Spoiler 10m Building Taillights and Rear Panels 9m Adding Detail to Exhaust Panel and Adding Pipes 13m Modeling the Bottom Piece for the Back End 6m Adding the Fins 12m Fitting the Windshield and Backlight into the Car 5m Starting the Backlight Vent Housing 5m Finishing out the Backlight Vent by Adding Slats 10m Building a Tire and Rim 11m Modeling the Wheel's Spokes 14m Building the Brake Disc and Caliper 10m Mirroring Panels and Wheels 3m Building an Undercarriage 12m Modeling the Side Mirrors 12m Adding Windshield Wipers and Reflectors 18m Setting up HDR Lighting 9m Using mental ray Shaders to Create a Realistic Look 11m
Description
Course info
Level
Intermediate
Updated
May 2, 2007
Duration
9h 47m
Description

Learn a production workflow to automotive modeling and a multitude of techniques that can be used for film, games, commercials, and car design with 10 hours of project-driven training. Great for intermediate artists seeking fresh techniques. Popular highlights include: Establishing Automotive Line Flow; Creating NURBS Curve Framework; Modeling Contoured Panels; Adding Sub-D Resolution; Avoiding Creases and Dents with Edge Spacing; Adding Scoops to Curves Surfaces; Extracting Useful Geometry; Mirroring Detail; Troubleshooting Common Edge Loop Issues; Creative Uses of Extrusions; Converting Between Geometry; Moving Points Along Normals; Adding Tire Tread with Bump Maps; Modeling using Deformers; HDR Lighting Setup; mental ray Shading Techniques; Automotive Terminology and Concepts. Software required: Maya 8 or higher (Maya 8.5 required for project files).

About the author
About the author

Justin thrives as a lead modeling author at Pluralsight. Growing up, Justin found a deep interest for the computer graphics industry after watching movies like Jurassic Park, Toy Story and The Abyss. His ambition would lead him to work at Sony Imageworks in Los Angeles on movies like Monster House and Surf's Up. Justin has also had numerous articles, tutorials and images published in 3D World and 3D Artist.

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