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Motorcycle Modeling Techniques in Maya

Learn a time-saving workflow for modeling motorcycles and production-ready techniques for hard-surface modeling with design constraints, how to build complex machines and man-made parts, and methods of adding detail for realism. Software required: Maya 2009 and up.

Intermediate
7h 57m
(5)

Created by Justin Marshall

Last Updated Mar 19, 2019

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  • Course

Motorcycle Modeling Techniques in Maya

Learn a time-saving workflow for modeling motorcycles and production-ready techniques for hard-surface modeling with design constraints, how to build complex machines and man-made parts, and methods of adding detail for realism. Software required: Maya 2009 and up.

Intermediate
7h 57m
(5)

Created by Justin Marshall

Last Updated Mar 19, 2019

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What you'll learn

Learn a time-saving workflow for modeling motorcycles and production-ready techniques to hard-surface modeling with design constraints, how to build machines and man-made parts, and methods of adding detail for realism. Contains over eight hours of self-paced training for artists using Maya. Popular highlights include: Hard Surface Modeling; Polygon Modeling Techniques; Understanding Fabrication Process; Motorcycle Parts and Components Overview; NURBS to Build Motorcycle Frame; Adding Realism with Modeled Detail; mental ray Shaders to Blend Complex Geometry; Booleans to Create Complex Shapes; Creating Seam Detail; Adding Welds to Metal Pieces; Adding Bevels to Edges; Modeling Different Types of Materials; Adding Imperfections and Details; Applying Different Surface Materials; HDRI Lighting; Car Paint Shader; Using Naming Conventions; Setting up Hierarchies for Posing; Repurposing Geometry; Tire Treads with Bump Map. Software required: Maya 2009 and up.

Motorcycle Modeling Techniques in Maya
Intermediate
7h 57m
(5)
Table of contents

About the author
Justin Marshall - Pluralsight course - Motorcycle Modeling Techniques in Maya
Justin Marshall
318 courses 4.7 author rating 1814 ratings

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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