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Modeling in Maya

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If you don't respect it, you can't control it. Most asked ... Open Inseam Isoparm. Delete torso half. Freeform Fillet. You just got to see it to believe it ... – PowerPoint PPT presentation

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Title: Modeling in Maya


1
Modeling in Maya
  • Who needs animation when you can model?

2
Who the hell is this David Choi?
  • Tell a joke. Wait for laugh
  • Show some cool stuff for some street creds

3
Soapbox Topics
  • The Malcolm Principle
  • If you dont respect it, you cant control it
  • Most asked questions when I do this presentation
  • How do you get good at it?
  • How long did it take you to make it?
  • Can I go to the bathroom?

4
Just what have you gotten yourself into anyways?
  • Do you know what kind of art you are making?
  • Fine Art
  • Commissioned Art
  • Commercial Art
  • The Three Variables of this Trade
  • Art
  • Developing the Critical Eye
  • Technology
  • How you learn best
  • Business
  • Presentation

5
The Fab Four to becoming a real, full fledged, no
kidding, honest to goodness 3D game artist
  • NURBS Patch Modeling
  • Curve Network Modeling
  • Polygonal Mesh Modeling
  • Texturing

6
Digital Geometries
  • Polygons
  • Its like sculpting with wood. What you do to it
    is what you get
  • NURBS Non Uniform Rational B-Splines
  • Its like modeling with clay. The surface is
    influenced by pressures with degrading intensities

7
Universal Modeling Rules
  • All curves are connected straight lines
  • All surfaces are tesselated as triangles
  • Form and Function
  • Geometry Distribution
  • Edge Flow/Loops

8
Safety Tips
  • Maya Project Directory Structure
  • Creating a New Project
  • Setting Maya to a Work Project
  • Saving Iteration Scene Files
  • name of file undercore 01 underscore one
    word description
  • Preparing 2D image reference
  • Good ones vs. Bad ones
  • Concept Art Prepping proper images
  • Joint Placements
  • Never use a photo as an ortho image
  • Setting up 2D image reference in Maya
  • Working with Image Planes
  • Syncing the image

9
Start with NURBS
  • Why do you start with NURBS? Are you freakin out
    of your mind?
  • Youre only working with about five tools
  • Detach Surfaces
  • Freeform Fillet
  • Rebuild Surfaces
  • Attach Surfaces
  • Sculpt Surfaces
  • Working with NURBS
  • NURBS sub-components
  • Isoparms
  • Control Vertex/Vertices
  • Hulls
  • NURBS Rule 1
  • All NURBS are 4 sided
  • Parameterization
  • Uniform
  • 0 to 1
  • 0 to of spans
  • Chord Length

10
NURBS Patch Modeling
  • Placing NURBS Cylinders
  • Rough volume cylinder for arm
  • Rough volume cylinder for leg
  • Rough volume cylinder for torso
  • Double facet for torso cylinder
  • Rough Shaping
  • Pushing, pulling and scaling control vertices and
    hulls
  • Isoparm flow
  • Detach into Patches
  • Cutting a hole for the arm to attach to
  • Open Inseam Isoparm
  • Delete torso half
  • Freeform Fillet
  • You just got to see it to believe it
  • Rebuild surface fillets and patches
  • Matching up the isoparms
  • Attach Patches
  • Artisan Sculpt Tool
  • Converting NURBS to Polygonal Mesh

11
Curves/Splines
  • Like Patch Modeling, Youre only working with
    about five tools
  • Create CV or EP Curve
  • Rebuild Curve
  • Cut Curve
  • Attach Curve
  • BiRail 2 Surface Tool
  • Working with Curves
  • Similarity between Curve Tools and NURBS Tools
  • The create CV curve tool is the same curve as the
    create EP curve tool

12
Curve Network Modeling a Head
  • Studying the Muscle Tissue Flow
  • Edge Loop the Eyes
  • Edge Loop the Mouth
  • C key Snap to Curve
  • Creating 6 primary curves
  • Side Profile
  • Front Profile
  • Inner Eye Opening
  • Outer Eye Loop
  • Inner Mouth Opening
  • Outer Mouth Loop
  • Creating the framework
  • Surfacing the Curve Network
  • BiRail 2
  • Attach Patch Strips
  • Artisan Sculpt Tool
  • Detach
  • Converting NURBS to Polygonal Mesh
  • Note Delete History Often

13
Polygonal Mesh
  • This is why you model with polygons last. You
    just tripled your tools
  • 2 Custom Polygon Display Settings
  • Soft Edges
  • Hard Edges
  • Reverse Normals
  • Combine
  • Merge Vertices
  • Merge Multiple Edges
  • Splite Polygon Tool
  • Append to Polygon Tool
  • Extrude Faces
  • Extrude Edges
  • Keep Faces Together Setting
  • Sculpt Polygon Tool
  • Move Normal Tool
  • Select Continuous Edges Tool
  • Grow Selection Tool
  • Freeze Transformation

14
Polygonal Mesh
  • Working with Polygonal Mesh
  • Components of Polygon
  • Vertex
  • Edge
  • Face
  • Displaying and Selecting If you cant see what
    you need, you cant select what you want. If you
    cant select what you want, you cant model
  • Display settings
  • Backface Culling
  • Soft/Hard Edges
  • Normals
  • Making selections
  • Shift, Ctrl, Shift Ctrl
  • Select Continuous Edge
  • Grow Selections

15
Working on the Head and Body
  • Reverse Normal on meshes as needed
  • Combine
  • Merge Border Edges
  • Soften Edges
  • Mirror Other Half to check the model
  • Mirror tool
  • Scale in negative X
  • Making changes as needed
  • Split Polygon tool to add edge loops
  • Move vertices and edges to redistribute geometry

16
Working on the Hand and Foot
  • Starting with a Default Box
  • Smooth Proxy
  • Inner Shell Detail Level
  • Extrude Faces
  • Keep Faces Together setting
  • The Extrude Manipulator
  • Local Extrude
  • Global Extrude
  • Delete History
  • Combine Hand to Arm
  • Merge Border Edges
  • Append to Polygon
  • Repeat for Foot

17
Texturing
  • The UV Coordinate System
  • What are UVs and what does it stand for anyways?
  • Polygonal UVs are faked. Vertices are for
    geometry and UVs are for surface
  • Hypershade
  • What are material shaders?
  • How does the hypershade work?
  • Assigning material shaders to selections

18
Creating a Texture Map
  • Texture Map Rule 1
  • Pixel equals detail
  • The UV Texture Editor
  • The Canvas
  • Projection Method
  • Planar Mapping
  • Cylindrical Mapping
  • The process
  • Select
  • Project
  • Refine UVs
  • Putting everything in its place. Its like that
    numbers puzzle.

19
If we have enough time
  • Relationships
  • Parent/Child
  • Master/Slave
  • Driver/Driven
  • 5 Types of relationships in Maya
  • Hierarchy
  • Constraints
  • Connection Editor
  • Set Driven Key
  • Expressions

20
Well Thats It
  • Questions?
  • Whos got my check?
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