Just a couple of words on the workflow. First I did a blockout with booleans, then cleaned everything up with proper support edges. After that comes even edge distribution so that is why I subdivided the cylinder part from the boolean one more time to get more geometry. After everything was clean, then come details and final look. Rendering is very basic for this sort of stuff where I just wanna see is there something else to add etc. So it is HDRI and one Area light with Shadow Matte as a floor. I used CPU because GPU still does not support Shadow Matte. Most of the things shown here are covered in my Intro to Maya series and How to Understand Topology here on RU-vid. If you´re interested in more in-depth training where topology, edge flow, and redirection is covered in great detail, feel free to check my Mastering 3D Modeling in Maya course. elementza.com/mastering-3d-modeling-in-maya/ You can use code MAYA10 and can get 10€ off on checkout! Project files come as part of the course as well. That is all for now guys :) Till next time, Mario
@@leecaste Hey I did a video on some of these operations like Multicut. You can check it here ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-6OWUO0_ccYg.html
Very nice I'm not a max user i use BLENDER but i have a question for you ... there's no need to fix the TOPOLOGY you should have used bevel MODIFIER to round the edge's instead of sub-di MODIFIER
I'm going through the Maya modeling course and your content is great, I really hope you do more Maya content with advanced techniques, will be a day one buy for me. Thanks!
How do you come up with what the final piece should look like. Do you draw it out first? Cause I like hard-surface modelling but I can't come up with ideas on how I want things to look at the end of all of this and I usually end up with something either too over-designed or completely uninteresting. Could give me some advice on that Great work btw :)
Quick question, when you did those booleans, why didn't you use "polyRetopo" command to rebuild the faces again and fix every edges and vertices? BTW great job.
Heyy man thank you so much for your tutorials it's very helpful, i have question as im trying to learn C4D now and i'm already Maya user, why you have shift from C4D to Maya? specially in modeling C4D seem to be much easier is it true?
Not really but I had a pretty good idea of what I wanna do before I started. A targeting system for smaller mech or a drone. Then details were just an easier part.
Mario we need to explain about the curve in maya, i think the curve in 3ds max is more useful because we can convert the curve to editable poly, i don't know please response me
No it is not related to maya, proper topology workflow is universal for every software and yeah its very much necessary in case film assets or creating high poly in case game assets.
@@sebastianosewolf2367 yes it will depend on a use. Like a weapon or small background objects for example. But I'll phrase it like this maybe will be easier to send a thought. Strong topology skill is like anatomy of hard surface. While you can create characters without understanding human anatomy, for some situations might be fine but would not be recommended. Better to have strong anatomy skills to adapt to any character or situation than completely avoid having learning it :) same with booleans. They have their use for sure, but with strong topology skills they could be better utilized and less limiting. Hope this helps :) Cheers
Elementza I have a question. I'm using Maya 2019 and when I do booleans operations on meshes it always leave ngone vertex on the surfaces. As I see on this video you already have a good topology after subtracting meshes it is a skip consequence or you manually connect vertices to poke cilindric face and create 4 edges polygons? I'm just trying to figure out how to solve this problem from some time..if there is a specific command that allows me to fix topology or not. Thanks for your help.
@@Elementza thanks bro! I'm in peace now :) I used so many software like blender and modo but Maya is the most versatile in my opinion. Modo has a better selection and management of this kind of problems and I tried to find a work around but knowing that the manual work is the best thing is really helpful. Thanks. I subscrived. I'll check for your tutorial on the store.
too bad Maya is starting to become just a huge playback machine with focus on animation and vfx. With Max in a disgraceful condition would expect some basic tools and workflows for modeling we take for granted in pretty much all other software even in the free ones. Modeling tools are in Maya just so you cant say otherwise.
probably =D, but, that's really not necessary. Modo is expensive but absolutely a great tool. Just the maya, seems, for the last eight or more years had but little changing; while other are evolving.
@@victorgekko7158 Nah the development pretty sucks these days in general, and the modeling un particular even more. Maya has become more robust in other areas except modeling but anyway consider in how it was 10 years ago modeling now is a lot better. Maya still look like an application geared towards animation and the last year's seem to specialise it even more in this direction.