ACU Maya study materials
ACU Maya study resources

ACU Maya study plan

ACU Maya · Give each week a clear focus.

8 weeks · About 6 hours per week

Week 1

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.

Week 2

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.

Week 3

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.

Week 4

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.

Week 5

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.

Week 6

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.

Week 7

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.

Week 8

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.