Comprehensive Maya 3D Modeling and Animation Masterclass

BY
Udemy

Learn Comprehensive Maya 3D Modeling and Animation Masterclass by enrolling in the programme offered by Udemy.

Mode

Online

Fees

₹ 549 799

Quick Facts

particular details
Medium of instructions English
Mode of learning Self study
Mode of Delivery Video and Text Based

Course overview

MAYA Master Class - Complete Guide to 3D Animation in Maya course is an online programme created by EDU CBA that helps the students to learn 3D animation in Autodesk Maya. The curriculum of the Udemy- offered training will enable students to explore Dynamics, Animating, Texturing, Lighting, Modeling, Rigging, and many other aspects of 3D animation in Maya. 

MAYA Master Class - Complete Guide to 3D Animation in Maya online course is really meant for the folk interested in 3D animation including animators and artists. The candidates must have a basic knowledge of computers,  using Autodesk Maya and MAYA 3D character modeling.  The participants will also learn animation techniques of 3D, rigging a 3D character for animation, and become adept with Maya.

Offered by Udemy, MAYA Master Class - Complete Guide to 3D Animation in Maya certification also offers the learners certificate giving them more career opportunities. Besides, the students will have the opportunity to revise the decisions after 30 days if they are dissatisfied. Those who are interested can join the course by paying the fee.

The highlights

  • Online course
  • 30-Day Money-Back Guarantee
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of completion

Program offerings

  • 62 hours on-demand video
  • Full lifetime access
  • Access on mobile and tv
  • Certificate of completion

Course and certificate fees

Fees information
₹ 549  ₹799
certificate availability

Yes

certificate providing authority

Udemy

Who it is for

Artist

What you will learn

Animation skills

By the end of the MAYA Master Class - Complete Guide to 3D Animation in Maya online certification, the participants will learn to use Autodesk Maya to design 3D objects. Plus, the learners will be able to explore texturing, rigging, modeling, and many more. 

The syllabus

Maya 3D Character Modeling

  • Reference 
  • Interfaces
  • Create New Project
  • Panels
  • Working on Vertices
  • Import Character Reference
  • Image Adjustment
  • Front Side Ref Adjustment
  • Images Freez
  • Split Edge
  • Extrude Edge
  • Ref Issue
  • Extrude Edge From Eyebrow
  • Extrude Edge From Eyebrow Continue
  • Adjust Edge Sphere
  • Extrude Eye Corner
  • Lips Basic
  • Smooth Proxy
  • Nose Basic
  • Nose Segments Insert
  • Fill Area Nose
  • Fill Area Nose Up
  • Fill Area Chick
  • Fill Area Jaw
  • Working on Head Edge
  • Back Head Edge Extrude
  • More on Back Head Edg
  • Back Neck Edg Extrude
  • Back Neck Edg Extrude Continues
  • Working on Lips
  • Working on Eye
  • Detail Nose
  • Working on Chicks
  • Working on Basic Ear
  • Basic Ear Extrude
  • Basic Ear Extrude Edge
  • Basic Ear Extrude Edge Continues
  • Sub Div Proxy Options
  • Basic Ear Extrude Edge Part 1
  • Basic Ear Extrude Edge Part 2
  • Basic Ear Extrude Edge Part 3
  • Basic Ear Extrude Edge Part 4
  • Basic Ear Extrude Edge Part 5
  • Basic Ear Extrude Edge Part 6
  • Basic Ear Extrude Edge Part 7
  • Basic Ear Extrude Edge Part 8
  • Chin Extrude
  • Neck Extrude
  • Basic Torso
  • Basic Torso Chest
  • Basic Extrude Leg
  • Details Leg Thai Part 1
  • Details Leg Thai Part 2
  • Details Leg Thai Part 3
  • Details Leg Thai Part 4
  • Details Leg Thai Part 5
  • Details Leg Thai Part 6
  • Details Leg Thai Part 7
  • Details Leg Thai Part 8
  • Details Leg Thai Part 9
  • Abs Part 1
  • Abs Part 2
  • Abs Part 3
  • Ribs Part 1
  • Ribs Part 2
  • Ribs Part 3
  • Ribs Part 4
  • Back Muscle Part 1
  • Back Muscle Part 2
  • Back Muscle Part 3
  • Back Muscle Part 4
  • Back Muscle Part 5
  • Back Muscle Part 6
  • Back Muscle Part 7
  • Back Muscle Part 8
  • Back Muscle Part 9
  • Basic Hand Part 1
  • Basic Hand Part 2
  • Basic Hand Part 3
  • Basic Hand Part 4
  • Basic Hand Part 5
  • Elbow Extrude Basic Part 1
  • Elbow Extrude Basic Part 2
  • Elbow Extrude Basic Part 3
  • Elbow Extrude Basic Part 4
  • Elbow Extrude Basic Part 5
  • Elbow Extrude Basic Part 6
  • Elbow Extrude Basic Part 7
  • Elbow Extrude Basic Part 8
  • Elbow Extrude Basic Part 9
  • Connect Hand Body Part 1
  • Connect Hand Body Part 2
  • Connect Hand Body Part 3
  • Connect Hand Body Part 4
  • Connect Hand Body Part 5
  • Elbow Twik Part 1
  • Elbow Twik Part 2
  • Elbow Twik Part 3
  • Elbow Twik Part 4
  • Index Finger Extrude Part 1
  • Index Finger Extrude Part 2
  • Hand Basic Part 1
  • Hand Basic Part 2
  • Hand Basic Part 3
  • Hand Basic Part 4
  • Hand Basic Part 5
  • Hand Basic Part 6
  • Hand Basic Part 7
  • Hand Basic Part 8
  • Hand Basic Part 9
  • Foot Finger Extrude Part 1
  • Foot Finger Extrude Part 2
  • Foot Finger Extrude Part 3
  • Foot Finger Extrude Part 4
  • Foot Finger Extrude Part 5
  • Foot Finger Extrude Part 6
  • Foot Finger Extrude Part 7
  • Foot Finger Extrude Part 8
  • Foot Finger Extrude Part 9
  • Combine Foot and Body Part 1
  • Combine Foot and Body Part 2
  • Combine Foot and Body Part 3
  • Combine Foot and Body Part 4
  • Combine Foot and Body Part 5
  • Combine Foot and Body Part 6
  • Final Combined Both Bodies

Maya 3D Character Texturing

  • Introduction to Texture
  • Apply Planner Map
  • Head Separate UVS
  • Cutting UVS
  • Cutting UVS Continues
  • Unfold UVS of Head
  • More on Unfold UVS of Head
  • Working on Unfold UVS Options
  • Unfold UVS Hand
  • Unwrap Leg
  • Unwrap Foot Down
  • More on Foot Down
  • Unwrap Foot Up
  • Unwrap Foot Up Continues
  • Unwrap Chest
  • Unwrap Chest Continues
  • Duplicate UVS
  • Creating Duplicates UVS
  • Creating Duplicates UVS Continues
  • UV Snapshot
  • UV Range Options
  • Creating Texture
  • Apply Texture
  • Creating Texture Part 1
  • Creating Texture Part 2
  • Working on Save Texture
  • Apply Texture Part 1
  • Creating Texture Part 3
  • Creating Texture Part 4
  • Creating Texture Part 5
  • Apply Texture Part 2
  • Creating Texture Part 6
  • Apply Texture Part 3
  • Creating Texture Part 7
  • Apply Texture Part 4
  • Apply Texture Part 5
  • Apply Texture Part 6
  • Apply Texture Part 7
  • Creating Texture Part 8
  • Apply Texture Part 8
  • Apply Texture Part 9
  • Apply Texture Part 10
  • Apply Texture Part 11
  • Eye Texture

Maya 3D Character Ringing

  • Introduction to Rigging
  • Child Parent Connection
  • Child Parent Connection Multiple
  • Contrain Parent
  • Point Contrain
  • Orient and Scale Contrain
  • Aim Contrain
  • Motion Path
  • Creating Joints
  • Insert Remove Hierarchy
  • Mirror Orient Joints
  • Basic Joint Structure Dino
  • Basic Joint Structure Dino Continues
  • More on Basic Joint Structure Dino
  • Intro Rigging Human Anatomy
  • Create Joints and Legs
  • Create Spine and Hand Joints
  • Create Index Joints
  • Add Middle and create Ring Joints
  • Pinky and Thumb Joints
  • Add Sporting Joints
  • Create Ik and FK Bones
  • Create l and R Arm Joints
  • Creating Neck
  • Create Head joints sj Names
  • Creating Controller of Bones
  • Create Heel Tab Toe Controller
  • Create l Attributes Inner Outer Roll Controller
  • Create l Attributes Heel Toe Twist Controller
  • Create R Foot Controller
  • Create R Foot Controller Continues
  • Create R Inner Outer Connections
  • Checking R I Controllers In Bind Skin
  • Knee Control Pole Vector
  • Spine Control Spine IK
  • Spine Control Spine IK Continues
  • Checking Spine Control
  • Hand Control FK Parenting
  • FK and IK Orientation
  • Create Ik and FK Switch Hand Control
  • Create Ik and FK Switch Hand Control Continues
  • Set Driven IK FK switch
  • FK Control Joints Point Orient Connection
  • IK Handle Controller Connection
  • Visibility On Off Connection
  • FK Wrist Controller Connection
  • FK SJ Joints Orient Connection
  • R IK SJ Joints Orient Connection
  • R Set Driven Controllers IK FK
  • Joints Orient Parent IK FK
  • IK and Fk Joints on off Setdriven Connection
  • Fingers Setdriven Connection
  • Thumb Fingers Setdriven Connection
  • IK and FK Controllers and Changed Ik Handle
  • I Elbow Control Connection
  • R Elbow Control Connection
  • Neck Head Control Orient Connection
  • Eyeball Bindskin Joints Connection
  • Eye Aim Control Connection
  • Global Controller Connection
  • Apply Bind Skin
  • Add Influence Tab Ankle Joint
  • Add Influence Knee Joint
  • Add Influence Hip Joint
  • Mirror Skin Influence
  • Add Influence Root Hip Joint
  • Root l R Hip Joint
  • Remove Influence R Hip Joint
  • Add Influence Root Spine
  • Add Influence Root Spine Continues
  • Left Wings Skining and Mirror Skin
  • Right Wings Skining
  • Skinning Spine
  • Skinning Spine SJ
  • Root SJ Lock
  • Skinning Spine SJ and Root
  • Working on Root SJ Lock
  • Working on Root SJ Lock Continues
  • Skinning Spine SJ Continues
  • Paint Skin Weight Tools
  • More on Weight Tools
  • Move to Left Hand Skinning
  • l shoulder Skinning
  • l shoulder Skinning Continues
  • Freez Tranformation Issue Solved
  • l Elbow Skinning
  • l Elbow Skinning Continues
  • l Wrist Skinning
  • l Wrist Skinning Continues
  • Paint Skin Tool for Wrist
  • IK FK Influence Issue Solved
  • l Index Finger Skinning
  • l Middle Finger Skinning
  • l Ring Skinning
  • l Pinky Skinning
  • l Thumb Skinning
  • R Hand Skinning Shoulder Elbow
  • R Hand Skinning Shoulder Elbow Continues
  • R Hand Skinning Wrist
  • Neck Skinning
  • Neck Skinning Continue
  • Head Skinning
  • Create Jaw Controller
  • Jaw Skinning
  • Lower Teeth Skinning
  • Pant Skinning
  • Pant Skinning Continue
  • More on Pant Skinning

Maya Background (Set) Modeling

  • Introduction to Concept Art
  • Import Concept Art
  • Vertical Film Offset
  • Extrude Edge Sole
  • Extrude Edge Sole Continues
  • Extrude Edge Heel
  • Tweaking
  • Extrude Edge Toe Area
  • Extrude Edge Toe Area Continues
  • Model Panel
  • Extrude Edge Arch Area
  • Extrude Edge Arch Area Continues
  • Camera Shapes
  • Extrude Edge Heel Area
  • Extrude Edge Heel Area Continues
  • Working on Edge Area
  • Extrude Edge Ankle Area
  • Extrude Edge Ankle Area Continues
  • Working on Shoelace Area
  • Set Mesh Shoelace Area Continues
  • Set Mesh Shoelace Area Continues
  • Extrude Edge Door
  • Extrude Edge Inside Door
  • Extrude Edge Door Base
  • Extrude Edge Door Base Continues
  • Door Base Add Supporting Edges
  • Creating Stairs
  • Adjusting Sole and Satir Support Log
  • Adjusting Door Base and Satir Support Log
  • Adjusting Stair Support
  • Adjusting Stair Support Continues
  • Working on Next Stair
  • Adjusting Stair and Support Log
  • More on Stair and support Log
  • Adjusting Door Base and Stair Support Log
  • Creating Pilar Stairs
  • Creating Pilar Stair Continues
  • Creating Pillars Duplicates
  • Creating Pillars Stands
  • Creating Hing Create Polygon Tool
  • Creating Hing Lock
  • Creating Door Knock
  • Tweaking on Shoe lace Area
  • Tweaking on Shoe lace Area Continues
  • Maintain Curve on Ankle Area
  • Maintain Curve on Ankle Area Continues
  • Working on lace Holes
  • More on lace Holes
  • Creating lace Holes Extrude Vertex
  • Creating lace Holes Extrude Vertex Continues
  • Selecting lace Holes Edges
  • Vertical Film Offset
  • Select Vertex and Extrude
  • Tweaking on Shoe lace Area
  • Maintain Curves on Shoe lace Area
  • Duplicate Shoe Tweak
  • Duplicate Shoe Combined Tweak
  • Shoe Tweak with Lattice
  • Create Window Base
  • Create Window
  • Create Curve for Shoe lace
  • Create Shoe lace Curve Extrude
  • Create Shoe lace Curve Extrude Continues
  • Selecting Shoe lace Vertex
  • Adding Shoe lace Segment
  • Working on Horizontal Film Offset
  • Maintaining Shoe lace Curve
  • Poly Extrude Face
  • Freeze Transformations
  • Select to object Mode
  • Working on Shoelace Curve
  • Working on Long Shoelace
  • Working on Long Shoelace Continues
  • Working on Flow of Shoelace
  • Insert Knot
  • Lattice Adjust Model Camera
  • Create House Rellings
  • Create House Rellings Continues
  • Create Roof Using Polygon and Tool
  • Working on Camera Shape
  • Create Front Wall
  • Detailing Roof
  • Detailing Roof Continues
  • Working on Edge of Roof
  • Adding Segment of Roof
  • Create Roof Stands
  • More on Roof Stands
  • Tweaking Roof Stands
  • Tweaking Roof Stands Continues
  • Supporting Edge Roof Stands
  • Tweaking Pillars
  • Selecting Edge and Adding Sequence
  • Create Doors
  • Create Doors Continues
  • Create Top Roof
  • Create Top Roof Continue
  • Create Roof on Surface
  • Center Pivot
  • Create Chimney
  • More on Create Chimney
  • Unwraping Shoe
  • Unwraping Shoe Toe
  • Unwraping Shoe Toe Continues
  • Unwraping Shoe Bottom Ankle
  • Unfold Uvs Option
  • Unwraping Stair Pillars
  • Unwraping Stairs
  • Unwraping Stairs Continues
  • Unwraping Door
  • Unwraping Stairs Stand
  • Unwraping Door knock
  • Unwraping Door Knock Continues
  • Pin Unselected Uvs
  • Unwraping Door Hinge
  • More on Door Hinge
  • Pin Selected Uvs
  • Cylindrical Uvs
  • Unwraping Shoelace
  • Apply Pianer Uvs
  • Assign Favorite Material
  • Unwraping Shoelace - Apply Checkers
  • More on Apply Checkers
  • Unwraping Roof Base
  • Unwraping House Base
  • Unwraping Pillars
  • More on Unwraping Pillars
  • Unwraping Upper Door and Stairs
  • Unwraping Chimney
  • Unwraping Chimney Continues
  • Unwraping Roof
  • Adjust UVS for Leather Texture
  • UV Snapshot Shoe Leather
  • Texture Shoe Leather
  • Texture Shoe Leather Details
  • More on Shoe Leather Details
  • Shoe Leather - Dodge Tool
  • Working on Show Soal
  • Texture Shoe less
  • Texture Shoe Less Continues
  • File Attributes
  • Save Door UVS
  • Door Texture
  • More on Door Texture
  • Door knock Texture
  • Door knock Texture Continues
  • Stairs Texture
  • Working on Stairs UVS
  • House Base Texture
  • Base Texture UVS
  • Wall Texture
  • Roof Texture
  • Assign Existing Material
  • Apply Texture on Roof
  • Assign Lambert
  • Chimney Texture
  • Chimney Texture Continues
  • Final Render

Maya Bike Modeling (Hard Surface Modeling)

  • Introduction to Hard Surface Poly Modeling
  • Modeling Fuel Tank
  • Creating the Seat of the Bike
  • Creating the Seat of the Bike Continues
  • Creating the Front Body
  • Creating the Front Body Continues
  • More on Creating the Front Body
  • Base Shape of the Head
  • Space for the Head Lights
  • Mud Guard and Base Shape Tyre
  • Creating Rims of the Tyres
  • Creating Disk Brakes
  • Creating Disk Brakes Continues
  • Creating the Silencer
  • Rear Chain
  • Rear Chain Continues
  • Indicator Lights
  • Mirrors
  • Working on Body Parts
  • Creating the Extra Body Parts
  • Creating Suspension
  • Extension of Silencer
  • Engine with Base Shape
  • Creating Speed Meter
  • Stearing Handle
  • More on Stearing Handle
  • Creating the Clutches and Handle
  • Combine and Merge
  • Unwrapping Uvs
  • Texturing the Head
  • Texturing Mirrors
  • Texturing Tyres
  • Texturing Tyres Continues
  • Conclusion

nCloth Dynamics in Maya

  • Introduction to nCloth Dynamics in Maya
  • Creating New Scene
  • Animating the Cloth
  • Creating Features
  • Creating Cloth Effects
  • Modifying Cloth Effects
  • Properties of nCloth
  • Different Features of nCloth
  • Creating Different Features
  • Defining the Compression Resistance
  • Making Secondary Animations
  • Understanding Scaling Properties
  • Different Surface Types
  • Reaction of nCloth Objects
  • Creating a Polygon Plain

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