ACU Maya study plan
ACU Maya · Give each week a clear focus.
8 weeks · About 6 hours per week
Maya Fundamentals and Interface & Modeling
Configure the Maya workspace by customizing shelves, marking menus, and hotkeys for modeling workflows.
Demonstrate viewport navigation and object manipulation using both mouse and keyboard shortcuts without menus.
Build a simple hard-surface prop from primitives, using the Outliner and Channel Box to organize and rename nodes.
Apply basic transforms and pivots to duplicate and align components precisely.
Your checkpoint
A saved scene containing a cleaned-up, correctly named prop with an organized Outliner hierarchy and a screenshot of the customized interface.
Modeling
Model a low-poly asset using edge loops, extrudes, and bevels while maintaining quad topology.
Use the Modeling Toolkit to retopologize a simple shape and check for non-manifold geometry.
Create a UV layout for the asset using automatic projection and manual stitching in the UV Editor.
Apply a checker map to verify UV distortion and adjust shells for minimal stretching.
Your checkpoint
A low-poly asset with clean topology and a non-overlapping UV layout, exported as an OBJ and accompanied by a checker-map render.
Modeling & Texturing and Shading
Sculpt a high-resolution detail pass using the Sculpting Tools and transfer details to the low-poly mesh via a normal map bake.
Build a layered shader network in Hypershade using file textures, bump, and specular maps.
Assign materials to the asset and test them under a basic three-point light rig.
Create a simple procedural texture using ramps and noise nodes to add surface variation.
Your checkpoint
A textured asset with a baked normal map and a turntable render showing the material under three-point lighting.
Texturing and Shading & Rendering and Lighting
Set up an Arnold render with physical sky and an area light, adjusting exposure and sampling for a clean image.
Create and compare three lighting scenarios (key/fill/rim, HDRI-only, and mixed) and document the differences.
Apply texture maps to a character or prop and render a close-up to evaluate shader response to light.
Optimize render settings by reducing noise while keeping render time under five minutes per frame.
Your checkpoint
A comparison sheet of three lighting setups with render times and noise levels, plus a final beauty render of the textured asset.
Rigging and Animation
Build a joint chain for a simple character or mechanical arm and orient joints correctly.
Bind the mesh using smooth skinning and paint weights to fix deformation in at least two problem areas.
Create a basic IK handle and set up a constraint to control the limb.
Animate a 48-frame walk cycle using the graph editor to refine timing and arcs.
Your checkpoint
A rigged character with a working IK limb and a rendered playblast of a 48-frame walk cycle.
Rigging and Animation & Rendering and Lighting
Animate a simple object interaction (e.g., a ball bouncing with squash and stretch) and refine the timing in the graph editor.
Set up a camera move and render the animation as a sequence with motion blur.
Use the Time Editor or Trax Editor to blend two animation clips.
Render a multi-pass composite (beauty, shadow, ambient occlusion) and combine them in post.
Your checkpoint
A 5-second animated clip with a camera move, motion blur, and a composited multi-pass render.
Maya Fundamentals and Interface & Rendering and Lighting
Optimize a scene for rendering by cleaning up history, reducing polycount, and using proxies.
Set up a batch render with render layers for separate objects and shadows.
Create a custom render layer override for a material and verify it in the final composite.
Render a still frame at 1080p with a maximum render time of ten minutes.
Your checkpoint
A 1080p still render produced from a batch render with at least two render layers and layer overrides.
Maya Fundamentals and Interface & Modeling & Texturing and Shading & Rigging and Animation & Rendering and Lighting
Assemble a final project that combines modeling, texturing, rigging, animation, and rendering into a single scene.
Create a turntable and a short animated clip of the final asset.
Review all deliverables against the ACU Maya exam objectives and document any gaps.
Complete a timed practice test covering all five domains and review incorrect answers.
Your checkpoint
A final project package including a textured and rigged asset, a 10-second animation, a turntable render, and a self-assessment checklist.
Milestones
Week 4: Successfully model and texture a complete asset with clean UVs and a baked normal map, and render it under three distinct lighting setups with documented render times.
Week 6: Demonstrate a working rig with IK, a polished walk cycle, and a composited multi-pass animation render, showing competence in rigging, animation, and rendering.
Week 8: Deliver a final project that integrates all five domains and score at least 80% on a timed practice test covering the exam objectives.