Maya 2026 Essentials Training
5h 6mBeginner2025-04-24
Authors

George Maestri
Animation Director and Producer
Course details
Discover how to create high-quality 3D models and animations in Maya 2026. This course covers the core Maya skills—modeling, texturing, rendering, and animation—in a real-world, project-based workflow that translates equally well to film, motion graphics, and game design. Learn basics such as customizing the interface, selecting and manipulating objects, and organizing scenes. Next, review polygonal modeling, creating and refining meshes, sculpting, smoothing, working with curves, and more. Discover how to create and apply materials to surfaces—adding color, texture, and reflectivity—as well as integrate cameras, lighting, and depth-of-field effects using the Arnold for Maya renderer. Last but not least, instructor George Maestri shows you how to add movement and life to your work with the built-in Maya animation tools.
Skills covered
Maya3D AnimationRenderingMotion Graphics and VFXAutodesk3D ModelingVisualization and Real-TimeAECProduct and ManufacturingAnimation and IllustrationOne-Off
Concepts
0. Introduction
- 01 - Welcome
- 02 - Using the exercise files
- 03 - Configuring Maya
1. The Maya Interface
- 04 - Overview of the Maya interface
- 05 - Working with files and Maya projects
- 06 - Navigation in Maya
- 07 - Configuring viewports
- 08 - Using the hotbox and marking menus
- 09 - Configuring workspaces
- 10 - Setting preferences
2. Selecting and Manipulating Objects
- 11 - Selecting objects
- 12 - Using the move tool
- 13 - Rotating and scaling
- 14 - Understanding the channel box
- 15 - Manipulating pivots
- 16 - Maintain accuracy with snapping
3. Organizing Maya Scenes
- 17 - Working with the outliner
- 18 - Duplicating objects
- 19 - Creating hierarchies
- 20 - Grouping objects
- 21 - Creating layers
- 22 - Hiding and showing objects
- 23 - Working with the attribute editor
4. Creating Polygonal Models
- 24 - Creating polygonal objects
- 25 - Selecting polygonal components
- 26 - Using the modeling toolkit
- 27 - Component tags
- 28 - Using brush tools to sculpt meshes
5. Modeling Polygonal Meshes
- 29 - Smoothing and subdivision surfaces
- 30 - Working with edge loops
- 31 - Using the extrude tools
- 32 - Smart extrude
- 33 - Bevel tools
- 34 - Object history
6. Additional Modeling Techniques
- 35 - Lattice deformers
- 36 - Nonlinear deformers
- 37 - Combine and separate
- 38 - Weld edges and vertices
- 39 - Bridging polygons
- 40 - Mirroring and merging components
- 41 - Boolean tools
7. Working with Curves and Surfaces
- 42 - Creating curves
- 43 - Creating NURBS surfaces
- 44 - Convert NURBS to polygons
- 45 - Extruding along a path
8. Creating Materials
- 46 - Arnold Render configuration
- 47 - PBR material types
- 48 - OpenPBR Surface materials
- 49 - Using bitmaps as texture
- 50 - Transmission and refraction
- 51 - Bumps and normal maps
- 52 - Use the hypershade window
- 53 - Use substance materials
9. Applying Materials and Textures
- 54 - Apply multiple materials to objects
- 55 - Projecting UV maps
- 56 - Understanding the UV editor
- 57 - Unwrap UVs in the UV editor
10. Rendering in Arnold
- 58 - Render settings
- 59 - Basic lighting
- 60 - Maya light types
- 61 - Image based lighting and skydomes
- 62 - Using objects as lights
- 63 - Adding cameras
- 64 - Adding depth of field in Arnold
- 65 - Creating motion blur in Arnold
- 66 - Render view and final output
- 67 - Rendering animation
11. Animating in Maya
- 68 - Understanding the animation interface
- 69 - Animating objects using set key
- 70 - Adjust keys on the timeline
- 71 - Modifying keys in the graph editor
- 72 - Using the dope sheet
- 73 - Animating objects along spline paths
- 74 - Creating animation cycles
- 75 - Time slider bookmarks
12. Working with External Data
- 76 - Working with standard formats
- 77 - Referencing system
- 78 - Setting Up USD stages
- 79 - Creating variations in USD
Conclusion
- 80 - Next steps