Roughing Polygon Workflows

Maya: Modeling Fundamentals

In This Class You’ll Access…
This class, ‘Roughing Polygon Workflows’ takes us through two modeling workflows… ‘Box Modeling’ and ‘Primitive Modeling’.

We’ll make a case for avoiding ‘Box Modeling’ which usually produces lumpy models with students. Once we’re more experienced we can make more of this technique but students don’t get good results this way. Learning box modeling early generally encourages bad habits.


A better way to practice is with the “Primitive Modeling” technique. This is the art of starting with primitive objects, intersecting them together without worrying about topology joins. Cleaner forms are the result and we’re able to block faster and make changes easily.

The disadvantage of primitive modeling is we’ll have to join the objects later and this can be intimidating. But not to worry, in later lessons we’ll be covering the joining of polygon objects and it’s easier than most would believe. This style of modeling is clean, fast and produces superior results. Lets explore both these methods in detail with this class.

Running Time: 1:30 hrs
Software: Maya 2016
Instructor: Andrew Silke

Class Time: 1:30 hrs

1. Box Model Workflow (22 mins)

1.1 – Box Model 1 (13 mins)
1.2 – Box Model 2 (9:01 mins)

2. Box Model Posing And Tweaking (14 mins)

2.1 – Box Model 3 (14 mins)

3. Creating Image Planes In Maya (10 mins)

3.1 – Image Plane PShop (6:16 mins)
3.2 – Image Plane Maya (4:14 mins)

4. Primitive Block Workflow (34 mins)

4.1 – Primitive Block 1 (17 mins)
4.2 – Primitive Block 2 (17 mins)

5. Primitive Block Posing (8:58 mins)

5.1 – Primitive Block Posing (8:58 mins)
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  1. ojkoorde
    September 22, 2017 at 9:36 pm ·

    Regarding video 3.1: How can did you capture right, top and front orto views of modelled character keeping same 2d scale in maya view in order to transfer print screen to Photoshop? This was not explained.

    • Andrew Silke
      September 23, 2017 at 10:19 pm ·

      I probably would have print screen captured those at incorrect scales, and then scaled them in Photoshop using ruler guides to match there. There are ways to do it in Maya, you could match the scales by matching the orthographic width of each camera, (attr editor > camera shape > Orthographic Views > Orthographic Width). At least I believe that would match the scales in the Maya cams. But I probably would have just matched in Photoshop. Nothing special.

      • ojkoorde
        September 25, 2017 at 8:28 pm ·

        Yes this works great. Thanks

  2. josefwells6
    October 13, 2018 at 5:34 am ·

    Hi, Andrew is there a video showing how you connect all the parts using the primitive approach? Thanks!!

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