Excellence tutorials... i'm from Cambodia and thank you for your best step by step tutorials... even I can't understand all but I can do it and try to understand some...
whenever i add the included rocket texture for the last part it does not cover the whole rocket (by the top it is still white) is there any way to stretch the texture or fix this? amazing tutorial thanks! (i would have done your in program interactive ones but the computer couldnt handle it lol)
Superb demo, useful, full of detail, very concise, user orientated, easy to follow and full of useful workflow help and well written script. Excellent.
Great lesson! I made the rocket as described, then tried to import it into Unity to use it in one of my scenes. Surprise, the FBX plugin does not support the materials used for this exercise. I reapplied Lambert materials and this time it worked fine. So heads-up for those who want to apply textures and materials in Maya before exporting to Unity, make sure your materials will be supported by the FBX plugin.
hey. i did everything as shown but for some reason the bump i add is just not noticable, i re-did it many times but i just never see the bump on my rocket, pls help
@@Autodesk_Maya i did. Not a change visible. I think my application bugged, because when i added the texture you provided, in the description, it didnt show on the model as well. Thanks for replying btw
Hello. I have a problem using the direct light through the rocket. It seems like the light and shadows are not moving. They shadow just turns the other side when I rotate the directional lights to 180 degrees. Do you know how can I fix this? Thank you in advance!
Why did it show “rocket_red_MAT” when you said rocket red mat and what is _ and “ Why looking at this, you think you’d like the same colour for your fins too and how and why so you will go back into face mode and carefully select all the fins faces and how Why a combination of the lasso tool an symmetry can make this easier and how What is combination and lasso tool and symmetry Why white thing moved to left and second thing then went to rocket and white circle went around one of bits of rocket Why white thing went up to white triangle next to symmetry then it showed off object X object Y object Z World X World Y World Z Topology and what do all these mean and why white thing went to object X and it turned blue and all the words went away Why white thing went to circle on very left Why circle went around one leg of rocket and it showed shift green + left at top of white thing blue Why white thing went to symmetry: Off at top then object Z and then all words went away and all three of bottom things turned brown Why it started going around rocket Why rather than making another red material, you can just re-use the same one by holding the right mouse button and going to assign existing material > rocket_red_MAT and how and why white thing went to assign editing material then rocket body _ MAT and how What is red material and existing material Why next, you’ll select you booster faces and add another standard surface shader and how Why things showed and white thing went on face why it started moving around rocket and white rectangle went around bottom and bottom turned brown Why white thing went to grey circle Why which you will call booster_MAT and how Why this time you’ll go with a less reflective “ceramic” preset to start and how What’s reflective and ceramic preset Why white thing went to ceramic then replace and how Why however, you’ll dial down the specular and assign it a very dark grey just to differentiate it from the body and how and why white thing was on rectangle next to weight and it moved to right and white rectangle next to colour moved to left Why for the portholes, you’ll assign them two colours: one for the inner porthole, and one for the rim and how What is assign and inner porthole Why to select the faces for the inner porthole, you’re actually going to start with vertex mode this time, then select the single vertex at the centre and how What is centre and vertex Why then, you’ll expand your selection outward by one row with “shift+.” (AKA “>”) and how What is shift period and why did it show “shift+” (AKA”>”) when you said that and it showed shift + > Why now with this selection of vertices, you can go to select > convert selection > to faces, which selects all the adjacent faces and how What is select and convert selection and to faces and selection Why white thing went on select at top and down to convert selection and on right to to faces and what do all these mean Why and then you’ll create another new material called “porthole_inner_MAT” and how What is porthole_inner_MAT and “ Why white thing went to grey circle at top then black rectangle next to standard surface and word in black rectangle changed to porthole_inner_MAT Why again, you’ll use a “car_paint” preset and how and why white thing went to word preset under focus then car paint then replace and how Why then you’ll do the same thing to the upper porthole and how What is upper porthole Why it showed seven words and the word vertex was blue and had white thing on it Why is it showing shift ^ green + >. And what does this mean
What is lighting and shading rocket Why now that we’ve learned the basics of lighting and shading, let’s beautify our rocket ship from lesson 3 and how What is , What is lighting and shading and beautify Why before we begin, you’ll hide your deformed handles just so you don’t accidentally move them and how What is accidentally and begin Why is it showing ctrl + H Why is flare1handle and bend1handle blue Why then you’ll go to the rendering shelf and create a directional light and how and why did white thing go to word rendering then yellow thing on very left Why white thing went to square on left Why three green things moved right and how Why and turn on lights, shadows, ambient occlusion, and anti aliasing in the viewport and how What is ambient occlusion Why and then you’ll just orient your light Why blue circle went around three green things Why black thing started coming on grey thing Why for secondary lighting, you’ll switch over to the Arnold shelf and add a skydome light and how and why did white thing go to word Arnold then yellow circle What is secondary lighting and skydome light Why everything changed a bit Why then open the attribute editor and add an HDR file and how white thing went to square close to colour and create render node showed and white thing went to file Why you can find a link to this file in the description below and how what is description Why white thing was on white rectangle close to image name What is image name Why this time you’re going to add some extra exposure, just to brighten things up a bit more and how What is exposure and extra and brighten Why do you want to brighten things up a bit more Why did white thing go to number next to exposure then turn black then numbers turned blue and number changed from 0.000 to 1.000 and how Why there, now that our rocket properly lit, we can start adding some colour to it and how What is properly lit Why start by selecting the rocket, then going back to the rendering tab and how and adding a standard surface material and how and why did white thing go to rendering then grey circle Why remember on older versions, you can use the right click marking menu to substitute an aiStandardSurface material instead (like you showed in lesson 5) and how Why white thing was at top right and words were changing under list selected and focus and how Why white thing went to standardsurface2 then standardSurface2 next to standard surface: turned blue and how Why we’ll rename this material “rocket_body_MAT”, then give it the Car_paint treatment and how and why and how in a very light grey What is rename and car_paint treatment Why was Why did standardSurface2 change to rocket_body_MAT Why white thing went to preset then car paint then replace and how Why is it showing colour history and colours under why of course, this applies the same material to your entire rocket, giving it this strange kind of liquid-metaly look and how What is liquid metaly Why is rocket grey Why so you’re going to hold the right mouse button and go to Face component mode and how What is right mouse button and component mode Why it showed top right of white thing blue and white thing went on face then words went away and whole rocket turned blue Why remember, a blue mesh shows you’re in component mode and how What is blue mesh Why then you’ll carefully select the faces of the nose cone and how Why top became light brown Why and create another standard surface shader and how Why white thing went to grey circle What is standard surface shader Why once again, I’ll give it the Car_Paint preset, this time in a bright hot rod red and how Why white thing went to preset then car paint then replace and how What is bright hot rod red Why it showed lots of colours then white thing went to red the top of rocket turned red Why and just to make stand out even more, you’ll crank up the metalness and base colour weight to make it really reflective and how Why white rectangle next to metalness moved right and why white rectangle next to weight moved to right Why now you have two distinct materials on the same mesh and how What is distinct materials and mesh Why let’s just rename the new one rocket red MAT and how What is rename
What is zero point one What is bump value and input button and reduce Why is it now showing threshold 0.000 in black rectangle next to white small rectangle on left side of black rectangle and two white square and two black square together on the right of this and under these is amplitude with 1.000 in black rectangle next to it and long black thing with white rectangle on the right of it next to it with two black and two white squares next to that and under all these is ratio with 0.707 in black rectangle next to it and long black thing with white rectangle on it is next to two white and two black squares and under this is frequency ratio with 2.000 in black rectangle next to long black thing with white rectangle on it and two black and two white rectangles next to it and under these is depth max which is next to 3 in black rectangle which is next to two white squares and two black square on each other and under these it shows black square next to inflections and under this is time What is noise attribute and all the stuff under it Why up here in the materials tab and where is that we can find a list of all our materials at all times and how and why was it showing a bunch of blue ms and black thing with white words under then black thing was changing colour and why and there’s even this handy little “mini-Attribute editor” we can use instead of the one in the viewport and how and why waps white thing on grey thing and it was moving down and why you could even change the little preview object up here as well and how and why did words come under shader ball and what do these mean and why did white thing go to teapot then the red thing changed What is mini-attribute editor and materials tab What is preview object Why did red teapot change to ball and it just kept changing when you picked a different word Why but the real power of the hypershade comes from selecting a material - like your rocket_red_MAT, and then clicking the “show inputs” button down here and where and how and why did white thing go to white rectangle with white triangle on the left of it and what were the other stuff on the right of it and why this shows you what’s called a “shading graph” - that is, a visual representation of your material and how and why did a big grey rectangle with a bunch of white words show and what do all these mean What is visual representation and why do shading graph give you visuals representation What hypershade and power Why here you can very clearly see your noise feeding into a bump and then feeding into your material via the “Normal Camera” attribute and how Why does it show three things in black square and what does everything here mean and why is red rectangle around bottom What is “Normal Camera” attribute and via and material Why this and what is the connection that Maya created when you assigned your bump map and how and what and why you can drag on this connection to disconnect it… or reconnect it at will and how and why yellow thing came out of purple rectangle and why this is great for quick comparisons or experimentation and how and why to show us this in action, let’s add a coat of dirt on top of the shader as well, by going down to the “coat” section and again connecting some noise to the colour attribute here and how and why it shows create render node and stuff under and what does this mean and why as soon as you do that, Maya adds a second noise node to the Hypershade, which we can see feeding into the shader’s Coat Colour and how and why then you can adjust exactly how much dirt to apply and how and why white thing went to noise type billow then wimpy and how and what were all the words under and on top of wimpy and what is billow Why is it showing five rectangles with two of them being purple and they had words in them and there were joined together and why was it moving under rocket red mat What is connection and assigned and disconnect and assigned and comparison and experimentation and “coat” section and connecting and hypershade and shader’s Coat and dirt and apply Why notice you always have the option to work from either the Viewport or hypershade - and how and why whichever you find more convenient at a given time and how and why white rectangle next to ratio went to the left What is convenient and given time How do we find things convenient at a given time
Why so just to hammer home this workflow one more time, let’s assign some bump mapping to the booster and how and why white thing went on bottom of rocket then it turned a bit green and why just like the rocket you’ll go down to the Geometry section and add a Bump Map with some noise… and how and why it showed create render node and stuff under and white thing went to noise and how and what does all this mean and why white rectangle next to bump depth moved to right and why …then go back to the Hypershade, select the material, select the material, and show its inputs and how and why white thing went to booster_Mat then to white triangle rectangle on top of untitled_1 and then everything started moving and it turned blue outside big grey rectangle and why from here you can adjust either the bump depth, or the noise pattern and how and why white thing went to grey rectangle on the right then shader ball then it showed shader ball and cloth and teapot and ocean and ocean splash and glass fill and glass splash and hair and sphere and plane and what do all these mean and why white thing went to teapot then everything went away and why white rectangle next to ratio moved to the left then white rectangle next to amplitude moved to the left and white rectangle next to threshold moved to left and frequency ratio moved to right then left and white rectangle next to time moved far right and what does everything here mean and why white thing moved to - at the top then everything went away and what were the other two things next to - What is hammer home and workflow and bump mapping and booster and geometry section and bump map and hypershade and inputs Why this time you’ll skip the dirt since this part’s already pretty dark and how and why so that’s the basic use of the hypershade, but with just a bit of out-of-the-box thinking you could do way more powerful things with it and how and why for your final example, let’s assign a texture to the main body material… …by clicking the palette button next to base colour and loading a file and how and how and why did white thing go to rocket_body_MAT then geometry then it moved grey thing up then it went on white and black thing next to white rectangle next to base then file and words went away and colour of rocket changed What is basic use and powerful things and assign and main body material and loading a file and palette button and base colour and geometry Why we can find the texture linked below and how and why stuff showed under maya then white thing went to open at bottom and why this adds a panelled metal texture to your rocket and how and why was white rectangle next to weight moving to the right and why however, at first glance it looks very flat and how and why just like the red areas or the booster, this needs some bump mapping to it and how and why but in this case you don’t want to apply just random noise and how and why instead, you’d like bumps to match up with your panelled texture and how Why noise came and hyperbole and stuff under showed and white thing went sixth M on top of rocket_red then white rectangle under and how Why so let’s first create a bump node manually in the hypershade by pressing Tab and then typing “Bump” and how and why did it show rectangle with words in it and why then white thing went on bump2d then rectangle turned purple and why you’ll plug that into the “normal Camera” just like we saw before and how and why purple thing moved down a bit and why only this time, you’ll steal “Out Alpha” directly from the same file providing your texture map and plug it straight into your bump map and how and why suddenly we can see that your model looks bumpy in exactly the spots where the panels are and how And why yellow thing came out from grey rectangle to purple rectangle and why the of course, the effect is a bit too pronounced, so you’ll just dial down the bump effect and how and why white thing went to black rectangle next to bump depth then number in it changed and white rectangle moved to the left and why now you can see how the light plays off the bumpy texture, adding another layer of depth and believability to your model and how and why similar to that, you can show inputs for multiple materials at the same time and how and why it showed blue on top left of white thing then shift green + showed on left and why in this case your red and body and how and why did white thing go to square on top left then the rectangles got smaller then things got closer to rectangle at bottom and why then you can steal the coat of dirt from your red and apply it straight to your body and how and why yellow thing went from grey rectangle under purple rectangle to big bottom rectangle and why was grey thing at top right turning around What is textured link and panelled metal texture and glance and apply and tab and bump node and normal camera and plug and “out alpha” and directly and file and providing and texture map and panel and pronounced and effect and dial down and bump effect What was “ around normal camera and bump and believability and model and bumpy texture and layer of depth Why was grey rectangle with red around it changing a bit Why as with the modelling lesson, this is just a taste of what we can do with lighting and shading in Maya and how and why to apply what we’ve learned, why not try creating some windows out of half-spheres, then adding glass materials to them and how and why or add a new material to the bottom of the booster to make it look more rocket-like and how And why it showed orange under rocket Why and if we like what we saw, please remember to comment and subscribe to the maya learning channel and how and why it helps you figure out what kind of material is popular so you can make more in the future and how What are glass materials and half-spheres and popular and future and subscribe and comment
Can i ask whenever i get our of maya the color is messed up like all the color will blend each other i thought it was my mistake when i move object but not it is just automatic. Is it because i change the shape of rocket when it already union because i wanna have tiny leg at the end like it sharp
Hi there fellow Maya enthusiast! Speaking of textures ( 9:30 ), does anyone know if i can scale the texture once is applyed to the model? Let's say i have a cylinder-like object and i want to apply a texture of a vinyl via an image file i shot but the picture is larger or smaller than the object; is it possible to resize the image in order to match the object? Thank you again for the answers, love, Tito.
Hey Tito! I was struggling with this as well. For me, my rocket body was longer than the tutorial's. I tinkered with the "rocket_body_MAT" 's Steps to get there: select rocket ----> select the tab: "rocket_body_MAT" ---> select the base color (arrow-box thing ">☐") ---> you will have 2 tabs select "place2dtexture5" or the other tab not named "file2" or something From here on, I played with the "2d Texture Placement Attributes" attributes. And these changes worked for my taller rocket: *Coverage: 1.000, 1.300* *Offset: 0.000, 1.100* I don't know what's the case for your model, but try messing around the attribute values with *SMALL INCREMENTS* like what I did with mine. I couldn't find any helpful resources online to solve this problem, but this experimentation worked for me. Hope this helps! :)
@@weksheddwellerfor me worked Coverage 1.000 , 1.300 Translate Frame 0.000 -0.1500 I accidentally charged that Trans. Fram instead of your Offset, but it worked 😅 Anyways thank you for you sharing this solution
Actually, another super easy way to select those fins is to use UV Shell component mode (right-click, UV > UV Shell). Then you can just select each fin (this works because they each have a separate UV Shell). I thought about showing this method, but then I'd have to explain what UVs are all about and I figured this video was full enough as it is.
@@Autodesk_Maya Hallo again. Just realized that when i put on the Texture, I find a white Gap between my cone and my body (Top is red then a white "belt" below your material. Can't figure out how to move that *#&%@* texture.... could you give me an advice? Thank you.
I have a problem with this orange lines on my object I cant quit, it is something related with booleans I think, I tried to delete de history but it only works with some parts of the rocket, can some one help me?
There's a bug in Maya at certain scales (too small) where Boolean used to make the model vanish - so I used combine to avoid that from happening. Since booleans were revamped in a recent release, this is not an issue anymore. In general, it's better to use booleans when you can since it eliminates a lot of unnecessary geometry.
Hi, I have to open the Render Attributes section in the Attribute Editor but I can't find where it is, can anyone tell me how to open this section please?
Are you running Maya or Maya LT? You must be running Maya to get Arnold. If you are, check the Plug-in Manager to make sure that the "mtoa" plug-in is activated.
greetings, I'd like to ask why is that when i render the rocket ship the colours dont seem to be the same? i am talking about my rocket ship tip, the red part. In render the rocket ship "nose" is not shiny as it is supposed to be or better said reflective like it is non rendered? Great video.
what you need to start uploading is is some advanced modeling series regarding how to adapt the few remaining but quite handy workflows and tools Max still have in comparison with Maya for modeling in order to actually make people use Maya for more intensive modeling sesions. With the disgracefull state of Max we really need that.
I have been following the tutorial even the numbers. I just have a bit of a problem with my background everytime I open the file when I have to pause (I save my work everytime I finish a step). What shall I do?
@@Autodesk_Maya thank you for replying, I did not notice that I did not put details about the problem, but yes, the background disappears but it's alright now, my laptop was just lagging.
Everything was going fine until I tried to add the file. Did everything exactly like in the video but image background does NOT appear after loading this file into Skydome Light.
For some reason, when i gave my rocket a material, half of it is black for no reason. I thought is a bug so i continued to work on it. But now it wont let me use texture on it
Did you build the rocket following the exact steps from the previous video? If so and this still happened, you can try selecting the rocket body and going to UV > Cylindrical, then retry the steps in this video.
If you are using 2019 or 2020 then: go to... windows,>settings/preferences,>pluginmanager And search "mtoa" on that search bar, then after load and browse finally...! enjoy your arnold
Thank you for this tutorial ! I only had one problem when uploading the image for the body. It doesn't appear when I apply it . I've unabled the Hardware Texturing, so it works for the bumps, but not for the image. Can somebody help ?
@@manasmhatre8200 The Viewport is where you see all your models and scene objects. Just above it should be a row of small icons. Look for the icon that is a circle with a black and white checkerbox inside (it's to the left of a lightbulb icon). Is that button turned on?
@@Autodesk_Maya Thank you so much , 👍👍❤️❤️ thank you for replying too again , 👍 are you on instagram , if yes then pls tell I will send a request , my name is Manas Vijay Mhatre , from India.
You can just select all the relevant objects and either group them (Edit > Group), or combine them (Mesh > Combine). The former will keep them separated but let you move them as a group, while the latter will merge them into a single mesh.
You kidding me? basic tutorials at this time? knowing that you guys have things like MASH and Bifrost nodegraph. Theres not any new tutorials about it in months and you guys just upload basic tutorials? it is ridiculous. After use around 9 years Maya I am thinking about Blender. I feel that is growing faster and better than you guys. Sorry, I am really disappointing
Actually it's precisely because I've recently spent a lot of time doing Bifrost / release videos that I really wanted to revisit this series. It might surprise you to learn that the getting started content accounted for over 40k views last month alone. If you check the comments in those videos, there's actually been a lot of hunger for a continuation to this series. But I haven't forgotten about things like Bifrost and MASH - more content will be coming on those in the future too. But I need to balance my time for everyone (also this isn't my full time job, sadly).
@@Autodesk_Maya it is not personal. Autodesk is a huge company, unfortunately it is not enough from mid to advanced users. In my personal point of view I think the strategy is wrong, Why I say that? because we can see very popular and professional artist publish in their social networks comments that encourage you to switch to software like blender . Please don´t misunderstand me, I love Maya, I thinks that is such a great piece of software but the info about great stuff is very very limited in comparison to software like cinema 4D and Houdini where you can find content everywhere. No men, this is not for you or your time. It is for the company that you represent. There is no any BIfrosft tutorials in months and it is suppose that it is the best develop in years for Maya. Again it is not personal instead it is a constructive criticize. Apologize for my english.
@@losimple No offense taken, don't worry. Regarding Bifrost, I think the thing to remember is that it's still very young. Because there's still so much active development being done at its core, that means that we need to be careful about what parts of it to make tutorial videos on right now, because we might need to redo them in the near future (that's a lot of effort for not much gain). In the short term, I'd suggest checking out the AREA forums (forums.autodesk.com/t5/bifrost-forum/bd-p/6060). This is somewhere you can talk directly to the devs to get advice, or see what kinds of things other people are cooking up. You can also pick up submitted compounds in the Downloads section to pick apart and see how the work. I find that's how I always learn best (but I know that's a personal thing and can be different for other people). And if you really want to be on the cusp of what's new, maybe consider requesting to join the Maya Beta program.
excellent tutorial, very high quality and easy to follow, looking forward to more!
it will be really cool if you guys do some game art lessons, specially mesh optimization and correct workflow
I like this idea. I'll keep it in mind!
This is a good tutorial. My instructors didn't get this in-depth, and I paid them.
Same here
Can't believe I'm paying to Lear this and not learning a thing while you are teaching it for free tysm
This is such a great tutorial I’m learning so much already thank you for making these videos!
--> Next Lesson: Animation Basics I
ruclips.net/video/BbeiG1YmmDc/видео.html
*New* Check out the video description for a link to the scene files used!
Your Maya runs so smooth...
Excellence tutorials... i'm from Cambodia and thank you for your best step by step tutorials... even I can't understand all but I can do it and try to understand some...
whenever i add the included rocket texture for the last part it does not cover the whole rocket (by the top it is still white) is there any way to stretch the texture or fix this? amazing tutorial thanks! (i would have done your in program interactive ones but the computer couldnt handle it lol)
I’m also fighting this issue, have you found a solution? Pleeeease? 😊
@@TheEasygone shyyyt i think i just left it white or found a different texture to use lmao
very helpful video, thank you.
Now, I can learn using nodes in Maya like in Blender.
waiting for lesson 7. how long we will wait ??
Good news. It's my next project!
ruclips.net/video/BbeiG1YmmDc/видео.html
Can you untexture first, then use boolean union. So it's textured, then put together into 1 object.
Priceless tutorial....Litreally Priceless...
I can't thank enough for what you are providing for free.
Respect Sir
How can we save that sky dome image
Superb demo, useful, full of detail, very concise, user orientated, easy to follow and full of useful workflow help and well written script. Excellent.
Great lesson! I made the rocket as described, then tried to import it into Unity to use it in one of my scenes. Surprise, the FBX plugin does not support the materials used for this exercise. I reapplied Lambert materials and this time it worked fine. So heads-up for those who want to apply textures and materials in Maya before exporting to Unity, make sure your materials will be supported by the FBX plugin.
i had seen tutorials , its so easy learn kind of this tutorials thank you for making these vidoes
hey. i did everything as shown but for some reason the bump i add is just not noticable, i re-did it many times but i just never see the bump on my rocket, pls help
Have you tried increasing the "Bump Depth" value?
@@Autodesk_Maya i did. Not a change visible. I think my application bugged, because when i added the texture you provided, in the description, it didnt show on the model as well.
Thanks for replying btw
@@jsdkilla1878 Do you have textures turned on in the Viewport?
@@Autodesk_Maya yes i do, checked multiple times
Hello. I have a problem using the direct light through the rocket. It seems like the light and shadows are not moving. They shadow just turns the other side when I rotate the directional lights to 180 degrees. Do you know how can I fix this? Thank you in advance!
Why do rename names have to be spaces (_)? Most are like that.
I don't have Maya to start making stuffs yet but oh man watching these lessons has been very interesting!!!
When you do the symmetry bit, it would be great if that came with an explanation as you are doing it. Very frustrating otherwise.
When i turn the object into standard surface, it comes with an error 'cannot perform a boolean operation. How do i fix it?
do you know the fix now?
Please keep making these learning from real example videos it’s how I and so many others learn. You have my follows and likes from these!!! ❤❤❤❤❤🎉🎉❤❤❤
Why did it show “rocket_red_MAT” when you said rocket red mat and what is _ and “
Why looking at this, you think you’d like the same colour for your fins too and how and why so you will go back into face mode and carefully select all the fins faces and how
Why a combination of the lasso tool an symmetry can make this easier and how
What is combination and lasso tool and symmetry
Why white thing moved to left and second thing then went to rocket and white circle went around one of bits of rocket
Why white thing went up to white triangle next to symmetry then it showed off object X object Y object Z World X World Y World Z Topology and what do all these mean and why white thing went to object X and it turned blue and all the words went away
Why white thing went to circle on very left
Why circle went around one leg of rocket and it showed shift green + left at top of white thing blue
Why white thing went to symmetry: Off at top then object Z and then all words went away and all three of bottom things turned brown
Why it started going around rocket
Why rather than making another red material, you can just re-use the same one by holding the right mouse button and going to assign existing material > rocket_red_MAT and how and why white thing went to assign editing material then rocket body _ MAT and how
What is red material and existing material
Why next, you’ll select you booster faces and add another standard surface shader and how
Why things showed and white thing went on face
why it started moving around rocket and white rectangle went around bottom and bottom turned brown
Why white thing went to grey circle
Why which you will call booster_MAT and how
Why this time you’ll go with a less reflective “ceramic” preset to start and how
What’s reflective and ceramic preset
Why white thing went to ceramic then replace and how
Why however, you’ll dial down the specular and assign it a very dark grey just to differentiate it from the body and how and why white thing was on rectangle next to weight and it moved to right and white rectangle next to colour moved to left
Why for the portholes, you’ll assign them two colours: one for the inner porthole, and one for the rim and how
What is assign and inner porthole
Why to select the faces for the inner porthole, you’re actually going to start with vertex mode this time, then select the single vertex at the centre and how
What is centre and vertex
Why then, you’ll expand your selection outward by one row with “shift+.” (AKA “>”) and how
What is shift period and why did it show “shift+” (AKA”>”) when you said that and it showed shift + >
Why now with this selection of vertices, you can go to select > convert selection > to faces, which selects all the adjacent faces and how
What is select and convert selection and to faces and selection
Why white thing went on select at top and down to convert selection and on right to to faces and what do all these mean
Why and then you’ll create another new material called “porthole_inner_MAT” and how
What is porthole_inner_MAT and “
Why white thing went to grey circle at top then black rectangle next to standard surface and word in black rectangle changed to porthole_inner_MAT
Why again, you’ll use a “car_paint” preset and how and why white thing went to word preset under focus then car paint then replace and how
Why then you’ll do the same thing to the upper porthole and how
What is upper porthole
Why it showed seven words and the word vertex was blue and had white thing on it
Why is it showing shift ^ green + >. And what does this mean
What is lighting and shading rocket
Why now that we’ve learned the basics of lighting and shading, let’s beautify our rocket ship from lesson 3 and how
What is ,
What is lighting and shading and beautify
Why before we begin, you’ll hide your deformed handles just so you don’t accidentally move them and how
What is accidentally and begin
Why is it showing ctrl + H
Why is flare1handle and bend1handle blue
Why then you’ll go to the rendering shelf and create a directional light and how and why did white thing go to word rendering then yellow thing on very left
Why white thing went to square on left
Why three green things moved right and how
Why and turn on lights, shadows, ambient occlusion, and anti aliasing in the viewport and how
What is ambient occlusion
Why and then you’ll just orient your light
Why blue circle went around three green things
Why black thing started coming on grey thing
Why for secondary lighting, you’ll switch over to the Arnold shelf and add a skydome light and how and why did white thing go to word Arnold then yellow circle
What is secondary lighting and skydome light
Why everything changed a bit
Why then open the attribute editor and add an HDR file and how white thing went to square close to colour and create render node showed and white thing went to file
Why you can find a link to this file in the description below and how
what is description
Why white thing was on white rectangle close to image name
What is image name
Why this time you’re going to add some extra exposure, just to brighten things up a bit more and how
What is exposure and extra and brighten
Why do you want to brighten things up a bit more
Why did white thing go to number next to exposure then turn black then numbers turned blue and number changed from 0.000 to 1.000 and how
Why there, now that our rocket properly lit, we can start adding some colour to it and how
What is properly lit
Why start by selecting the rocket, then going back to the rendering tab and how and adding a standard surface material and how and why did white thing go to rendering then grey circle
Why remember on older versions, you can use the right click marking menu to substitute an aiStandardSurface material instead (like you showed in lesson 5) and how
Why white thing was at top right and words were changing under list selected and focus and how
Why white thing went to standardsurface2 then standardSurface2 next to standard surface: turned blue and how
Why we’ll rename this material “rocket_body_MAT”, then give it the Car_paint treatment and how and why and how in a very light grey
What is rename and car_paint treatment
Why was
Why did standardSurface2 change to rocket_body_MAT
Why white thing went to preset then car paint then replace and how
Why is it showing colour history and colours under
why of course, this applies the same material to your entire rocket, giving it this strange kind of liquid-metaly look and how
What is liquid metaly
Why is rocket grey
Why so you’re going to hold the right mouse button and go to Face component mode and how
What is right mouse button and component mode
Why it showed top right of white thing blue and white thing went on face then words went away and whole rocket turned blue
Why remember, a blue mesh shows you’re in component mode and how
What is blue mesh
Why then you’ll carefully select the faces of the nose cone and how
Why top became light brown
Why and create another standard surface shader and how
Why white thing went to grey circle
What is standard surface shader
Why once again, I’ll give it the Car_Paint preset, this time in a bright hot rod red and how
Why white thing went to preset then car paint then replace and how
What is bright hot rod red
Why it showed lots of colours then white thing went to red the top of rocket turned red
Why and just to make stand out even more, you’ll crank up the metalness and base colour weight to make it really reflective and how Why white rectangle next to metalness moved right and why white rectangle next to weight moved to right
Why now you have two distinct materials on the same mesh and how
What is distinct materials and mesh
Why let’s just rename the new one rocket red MAT and how
What is rename
I'm starting my 3D courses with Think Tank in 2 weeks, and this series offers a great intro to Maya! Thanks a ton
You should be a 3D beast after you're done with Think Tank
@@lockenessmotorsports818 in week 6 of 10 rn! Man, have I learned a lot since I posted this. Were you a student?
What is zero point one
What is bump value and input button and reduce
Why is it now showing threshold 0.000 in black rectangle next to white small rectangle on left side of black rectangle and two white square and two black square together on the right of this and under these is amplitude with 1.000 in black rectangle next to it and long black thing with white rectangle on the right of it next to it with two black and two white squares next to that and under all these is ratio with 0.707 in black rectangle next to it and long black thing with white rectangle on it is next to two white and two black squares and under this is frequency ratio with 2.000 in black rectangle next to long black thing with white rectangle on it and two black and two white rectangles next to it and under these is depth max which is next to 3 in black rectangle which is next to two white squares and two black square on each other and under these it shows black square next to inflections and under this is time
What is noise attribute and all the stuff under it
Why up here in the materials tab and where is that we can find a list of all our materials at all times and how and why was it showing a bunch of blue ms and black thing with white words under then black thing was changing colour and why and there’s even this handy little “mini-Attribute editor” we can use instead of the one in the viewport and how and why waps white thing on grey thing and it was moving down and why you could even change the little preview object up here as well and how and why did words come under shader ball and what do these mean and why did white thing go to teapot then the red thing changed
What is mini-attribute editor and materials tab
What is preview object
Why did red teapot change to ball and it just kept changing when you picked a different word
Why but the real power of the hypershade comes from selecting a material - like your rocket_red_MAT, and then clicking the “show inputs” button down here and where and how and why did white thing go to white rectangle with white triangle on the left of it and what were the other stuff on the right of it and why this shows you what’s called a “shading graph” - that is, a visual representation of your material and how and why did a big grey rectangle with a bunch of white words show and what do all these mean
What is visual representation and why do shading graph give you visuals representation
What hypershade and power
Why here you can very clearly see your noise feeding into a bump and then feeding into your material via the “Normal Camera” attribute and how
Why does it show three things in black square and what does everything here mean and why is red rectangle around bottom
What is “Normal Camera” attribute and via and material
Why this and what is the connection that Maya created when you assigned your bump map and how and what and why you can drag on this connection to disconnect it… or reconnect it at will and how and why yellow thing came out of purple rectangle and why this is great for quick comparisons or experimentation and how and why to show us this in action, let’s add a coat of dirt on top of the shader as well, by going down to the “coat” section and again connecting some noise to the colour attribute here and how and why it shows create render node and stuff under and what does this mean and why as soon as you do that, Maya adds a second noise node to the Hypershade, which we can see feeding into the shader’s Coat Colour and how and why then you can adjust exactly how much dirt to apply and how and why white thing went to noise type billow then wimpy and how and what were all the words under and on top of wimpy and what is billow
Why is it showing five rectangles with two of them being purple and they had words in them and there were joined together
and why was it moving under rocket red mat
What is connection and assigned and disconnect and assigned and comparison and experimentation and “coat” section and connecting and hypershade and shader’s Coat and dirt and apply
Why notice you always have the option to work from either the Viewport or hypershade - and how and why whichever you find more convenient at a given time and how and why white rectangle next to ratio went to the left
What is convenient and given time
How do we find things convenient at a given time
Why so just to hammer home this workflow one more time, let’s assign some bump mapping to the booster and how and why white thing went on bottom of rocket then it turned a bit green and why just like the rocket you’ll go down to the Geometry section and add a Bump Map with some noise… and how and why it showed create render node and stuff under and white thing went to noise and how and what does all this mean and why white rectangle next to bump depth moved to right and why …then go back to the Hypershade, select the material, select the material, and show its inputs and how
and why white thing went to booster_Mat then to white triangle rectangle on top of untitled_1 and then everything started moving and it turned blue outside big grey rectangle and why from here you can adjust either the bump depth, or the noise pattern and how and why white thing went to grey rectangle on the right then shader ball then it showed shader ball and cloth and teapot and ocean and ocean splash and glass fill and glass splash and hair and sphere and plane and what do all these mean and why white thing went to teapot then everything went away and why white rectangle next to ratio moved to the left then white rectangle next to amplitude moved to the left and white rectangle next to threshold moved to left and frequency ratio moved to right then left and white rectangle next to time moved far right and what does everything here mean and why white thing moved to - at the top then everything went away and what were the other two things next to -
What is hammer home and workflow and bump mapping and booster and geometry section and bump map and hypershade and inputs
Why this time you’ll skip the dirt since this part’s already pretty dark and how and why so that’s the basic use of the hypershade, but with just a bit of out-of-the-box thinking you could do way more powerful things with it and how and why for your final example, let’s assign a texture to the main body material… …by clicking the palette button next to base colour and loading a file and how and how and why did white thing go to rocket_body_MAT then geometry then it moved grey thing up then it went on white and black thing next to white rectangle next to base then file and words went away and colour of rocket changed
What is basic use and powerful things and assign and main body material and loading a file and palette button and base colour and geometry
Why we can find the texture linked below and how and why stuff showed under maya then white thing went to open at bottom and why this adds a panelled metal texture to your rocket and how and why was white rectangle next to weight moving to the right and why however, at first glance it looks very flat and how and why just like the red areas or the booster, this needs some bump mapping to it and how and why but in this case you don’t want to apply just random noise and how and why instead, you’d like bumps to match up with your panelled texture and how
Why noise came and hyperbole and stuff under showed and white thing went sixth M on top of rocket_red then white rectangle under and how
Why so let’s first create a bump node manually in the hypershade by pressing Tab and then typing “Bump” and how and why did it show rectangle with words in it and why then white thing went on bump2d then rectangle turned purple and why you’ll plug that into the “normal Camera” just like we saw before and how and why purple thing moved down a bit and why only this time, you’ll steal “Out Alpha” directly from the same file providing your texture map and plug it straight into your bump map and how and why suddenly we can see that your model looks bumpy in exactly the spots where the panels are and how And why yellow thing came out from grey rectangle to purple rectangle and why the of course, the effect is a bit too pronounced, so you’ll just dial down the bump effect and how and why white thing went to black rectangle next to bump depth then number in it changed and white rectangle moved to the left and why now you can see how the light plays off the bumpy texture, adding another layer of depth and believability to your model and how and why similar to that, you can show inputs for multiple materials at the same time and how and why it showed blue on top left of white thing then shift green + showed on left and why in this case your red and body and how and why did white thing go to square on top left then the rectangles got smaller then things got closer to rectangle at bottom and why then you can steal the coat of dirt from your red and apply it straight to your body and how and why yellow thing went from grey rectangle under purple rectangle to big bottom rectangle and why was grey thing at top right turning around
What is textured link and panelled metal texture and glance and apply and tab and bump node and normal camera and plug and “out alpha” and directly and file and providing and texture map and panel and pronounced and effect and dial down and bump effect
What was “ around normal camera and bump and believability and model and bumpy texture and layer of depth
Why was grey rectangle with red around it changing a bit
Why as with the modelling lesson, this is just a taste of what we can do with lighting and shading in Maya and how and why to apply what we’ve learned, why not try creating some windows out of half-spheres, then adding glass materials to them and how and why or add a new material to the bottom of the booster to make it look more rocket-like and how And why it showed orange under rocket
Why and if we like what we saw, please remember to comment and subscribe to the maya learning channel and how and why it helps you figure out what kind of material is popular so you can make more in the future and how
What are glass materials and half-spheres and popular and future and subscribe and comment
i had not intrsed when doing maya after watching these videos i got intersted very nice and easy to understand
I don't know what I pressed wrong...but it was going well and then suddenly the skydome is blurry. Any idea why it's suddenly gone blurry? T.T
?? Closing the file and opening it again solved it!
when i try to add material to rocket it shows Error: Cannot perform Boolean operation. please help
tutorials are very helpful and easy to follow
Can i ask whenever i get our of maya the color is messed up like all the color will blend each other i thought it was my mistake when i move object but not it is just automatic. Is it because i change the shape of rocket when it already union because i wanna have tiny leg at the end like it sharp
Hi there fellow Maya enthusiast!
Speaking of textures ( 9:30 ), does anyone know if i can scale the texture once is applyed to the model?
Let's say i have a cylinder-like object and i want to apply a texture of a vinyl via an image file i shot but the picture is larger or smaller than the object; is it possible to resize the image in order to match the object?
Thank you again for the answers, love, Tito.
Hey Tito!
I was struggling with this as well. For me, my rocket body was longer than the tutorial's. I tinkered with the "rocket_body_MAT" 's
Steps to get there:
select rocket ----> select the tab: "rocket_body_MAT" ---> select the base color (arrow-box thing ">☐") ---> you will have 2 tabs select "place2dtexture5" or the other tab not named "file2" or something
From here on, I played with the "2d Texture Placement Attributes" attributes. And these changes worked for my taller rocket:
*Coverage: 1.000, 1.300*
*Offset: 0.000, 1.100*
I don't know what's the case for your model, but try messing around the attribute values with *SMALL INCREMENTS* like what I did with mine.
I couldn't find any helpful resources online to solve this problem, but this experimentation worked for me. Hope this helps! :)
@@weksheddwellerfor me worked
Coverage 1.000 , 1.300
Translate Frame 0.000 -0.1500
I accidentally charged that Trans. Fram instead of your Offset, but it worked 😅
Anyways thank you for you sharing this solution
Thank you for the great Tutorial
For "Selecting adjacent Faces I just gor "Shift + >" To shrink selection i just go "
Actually, another super easy way to select those fins is to use UV Shell component mode (right-click, UV > UV Shell). Then you can just select each fin (this works because they each have a separate UV Shell).
I thought about showing this method, but then I'd have to explain what UVs are all about and I figured this video was full enough as it is.
@@Autodesk_Maya OH my gosh, thank you, that is even better and faster. God bless you!!!
@@Autodesk_Maya Hallo again. Just realized that when i put on the Texture, I find a white Gap between my cone and my body (Top is red then a white "belt" below your material. Can't figure out how to move that *#&%@* texture....
could you give me an advice? Thank you.
Nothing happens when I add a bump map in the geometry tab 5:56
HDR file not found please update link
My background is not loading and my shadows are blocks I am about to cry from the rage
how do you make the material on the bottom??
Thank you for these wonderful videos
So cool Sir, pleease continue!!
I have a problem with this orange lines on my object I cant quit, it is something related with booleans I think, I tried to delete de history but it only works with some parts of the rocket, can some one help me?
really helpful for beginner's
Hi.
2:53
I don't have the Symetry panel when I use Lasso Tool
Try double-clicking the Lasso Tool icon and activate it from the panel that appears.
who else is learning maya in 2023?
My boosters are reflecting even after I set them in Ceramics preset
You are an amazing teacher! Thank you so much!!!
I have version 2024 and really struggling to follow along with these tutorials because the settings are in different places...
Just curious, have you tried the Interactive Tutorials included in the software? They're in the "Getting Started" section of the Home screen.
No I havent, I will try that. Thank you for getting back to me :)@@Autodesk_Maya
love your lessons
In the modelling tutorial (part 3) he did Boolean union but in this it looks like 'combine' is used, why is that?
There's a bug in Maya at certain scales (too small) where Boolean used to make the model vanish - so I used combine to avoid that from happening. Since booleans were revamped in a recent release, this is not an issue anymore. In general, it's better to use booleans when you can since it eliminates a lot of unnecessary geometry.
@@Autodesk_Maya The same thing happened to me, it fanished even though I'm using the latest version of maya, Thanks 🙌 awesome channel
the background skydome light is turning grey pls help
What is the basic system requirement for using autodesk maya
Hi, I have to open the Render Attributes section in the Attribute Editor but I can't find where it is, can anyone tell me how to open this section please?
i cant see arnold in my meanu ,,how can i ger it
Are you running Maya or Maya LT? You must be running Maya to get Arnold.
If you are, check the Plug-in Manager to make sure that the "mtoa" plug-in is activated.
@@Autodesk_Maya Thank you for a quick replay,,,it was cleared
Thank you for wonderful tutorial~~. Can you check the rocket body texture? The download link does not seem to work. Best Regards.
Try copy and pasting the link rather than clicking it. RUclips is being weird with direct linking.
Perfect intro into Maya. Thank you so much
aistandardhair
Sorry, I answered the wrong person。
Why you make it look so easy and I can't even copy you *cry emojies*
greetings, I'd like to ask why is that when i render the rocket ship the colours dont seem to be the same? i am talking about my rocket ship tip, the red part. In render the rocket ship "nose" is not shiny as it is supposed to be or better said reflective like it is non rendered? Great video.
Try turning the Specularity up.
When I download the background, it gives me a ZIP. How do I extract the Image?
You'll need to use a software like Winzip to unzip the package.
what you need to start uploading is is some advanced modeling series regarding how to adapt the few remaining but quite handy workflows and tools Max still have in comparison with Maya for modeling in order to actually make people use Maya for more intensive modeling sesions. With the disgracefull state of Max we really need that.
I have been following the tutorial even the numbers. I just have a bit of a problem with my background everytime I open the file when I have to pause (I save my work everytime I finish a step). What shall I do?
Sorry, what's the actual problem though? Does the background disappear or something?
@@Autodesk_Maya thank you for replying, I did not notice that I did not put details about the problem, but yes, the background disappears but it's alright now, my laptop was just lagging.
Now this is my new work😀😃
Everything was going fine until I tried to add the file. Did everything exactly like in the video but image background does NOT appear after loading this file into Skydome Light.
Do you have lights turned on in the scene? Also is the file you're loading an HDR format?
Same problem here:
you might want to change your renderer to Arnold instead of viewport 2.0
Hi there, my "rocket_red_MAT" color just goes black when I turn the metalness up... please help.
Metalness requires something to reflect off of. Are you sure you've turned on lights in the scene and applied the HDR as shown earlier in the video?
@@Autodesk_Maya I looked in to it, I did create the lights but I must have accidentally turned off the "use all lights tab", thanks for your help :)
nice
how do you hide the light icon without losing the light on object?
Go to Show > Lights in the Panel Toolbar
is there a way to adjust a porthole without having to start over? it makes my vertex faces swap colours if I adjust it.
Sorry, what do you mean by swap colors? Do you mean it flickers from colored to black?
@@Autodesk_Maya no it swaps colors with other parts of the rocket if I move the porthole. as it is already unionized.
For some reason, when i gave my rocket a material, half of it is black for no reason. I thought is a bug so i continued to work on it. But now it wont let me use texture on it
Did you build the rocket following the exact steps from the previous video? If so and this still happened, you can try selecting the rocket body and going to UV > Cylindrical, then retry the steps in this video.
@@Autodesk_Maya yes i did, as i know maya a little, gotta say, making uvs cylindrical worked! Thanks :)
Hi, I cant understand from where should i start, You have 265 vidoes on your channel but lessons ends on number 6.
Lessons 7-9 are now available!
i dont have the arnold tab. where do I find the dome light?
If you are using 2019 or 2020 then: go to...
windows,>settings/preferences,>pluginmanager
And search "mtoa" on that search bar, then after load and browse
finally...! enjoy your arnold
why wont the exr file work
Unfortunately I don't have the rights to share that file, but you can find similar ones at a website like HDRIHaven
Thank you for this tutorial ! I only had one problem when uploading the image for the body. It doesn't appear when I apply it . I've unabled the Hardware Texturing, so it works for the bumps, but not for the image. Can somebody help ?
Have you made sure Textures are turned on in the Viewport? Also make sure the "Default Material" is turned off too (in the same row of icons).
Pls tell me , I apply the bump map but it doesn't do bump , it stays the same
Are you sure textures are turned on in the Viewport?
@@Autodesk_Maya thank you for replying , but I am new to maya so I don't know where the texture option is there in viewport
@@manasmhatre8200 The Viewport is where you see all your models and scene objects. Just above it should be a row of small icons. Look for the icon that is a circle with a black and white checkerbox inside (it's to the left of a lightbulb icon). Is that button turned on?
@@Autodesk_Maya Thank you so much , 👍👍❤️❤️ thank you for replying too again , 👍 are you on instagram , if yes then pls tell I will send a request , my name is Manas Vijay Mhatre , from India.
like it, thanks alot
5:58 the bump is not working for me. i changed the texture to noise still just shiny as previously shown.
I had the same issue at first. Make sure you enabled in Viewport menu:
Shading -> Hardware Texturing
@@counterculturewrestling Thank you soooo much
Sir what should we watch next.
i cant open the website for downloads
Try copy and pasting the link into a web browser, rather than clicking on it (RUclips is being weird with handling external links)
Bro I love this...
I think Maya should recreate Justin Beiber and repost him to mass, this software is amazing
How to add joints
9:45 2d bump
Viewport not showing the bumpness (it shows only after render)
Do you have textures turned on in the Viewport?
@@Autodesk_Maya Just discover that, thank you. This videos are coming at the right time since i am switching from blender.
Really Thank you
It seems I don't have the standard surface material, why?
gomi91 if you’re on an older version of Maya, use the “aiStandardSurface” material instead (as mentioned in lesson 5)
@@Autodesk_Maya i think im on newer ver, do I use phong?
Wonderful
thankyou
wow
10/10
🔥🔥🔥
see you in a year ;)
Thanks you, Now i have something to do in this times. Hope you are clean from COVID :D
I can't finds lesson 7 , can any body help me
Unfortunately, I'm still working on it!
ruclips.net/video/BbeiG1YmmDc/видео.html
superb!
😍😍😍😍😍👍
thankyou
maya do have attach like 3d max ?
You can just select all the relevant objects and either group them (Edit > Group), or combine them (Mesh > Combine). The former will keep them separated but let you move them as a group, while the latter will merge them into a single mesh.
@@Autodesk_Maya thanks
You kidding me? basic tutorials at this time? knowing that you guys have things like MASH and Bifrost nodegraph. Theres not any new tutorials about it in months and you guys just upload basic tutorials? it is ridiculous. After use around 9 years Maya I am thinking about Blender. I feel that is growing faster and better than you guys. Sorry, I am really disappointing
😂
Actually it's precisely because I've recently spent a lot of time doing Bifrost / release videos that I really wanted to revisit this series. It might surprise you to learn that the getting started content accounted for over 40k views last month alone. If you check the comments in those videos, there's actually been a lot of hunger for a continuation to this series. But I haven't forgotten about things like Bifrost and MASH - more content will be coming on those in the future too. But I need to balance my time for everyone (also this isn't my full time job, sadly).
@@Autodesk_Maya it is not personal. Autodesk is a huge company, unfortunately it is not enough from mid to advanced users. In my personal point of view I think the strategy is wrong, Why I say that? because we can see very popular and professional artist publish in their social networks comments that encourage you to switch to software like blender . Please don´t misunderstand me, I love Maya, I thinks that is such a great piece of software but the info about great stuff is very very limited in comparison to software like cinema 4D and Houdini where you can find content everywhere. No men, this is not for you or your time. It is for the company that you represent. There is no any BIfrosft tutorials in months and it is suppose that it is the best develop in years for Maya. Again it is not personal instead it is a constructive criticize. Apologize for my english.
@@losimple No offense taken, don't worry.
Regarding Bifrost, I think the thing to remember is that it's still very young. Because there's still so much active development being done at its core, that means that we need to be careful about what parts of it to make tutorial videos on right now, because we might need to redo them in the near future (that's a lot of effort for not much gain).
In the short term, I'd suggest checking out the AREA forums (forums.autodesk.com/t5/bifrost-forum/bd-p/6060). This is somewhere you can talk directly to the devs to get advice, or see what kinds of things other people are cooking up. You can also pick up submitted compounds in the Downloads section to pick apart and see how the work. I find that's how I always learn best (but I know that's a personal thing and can be different for other people). And if you really want to be on the cusp of what's new, maybe consider requesting to join the Maya Beta program.
@@Autodesk_Maya Thanks men, I really appreciate it