Maya Basic Modeling

Modeling tools: Spline curve, revolve surface, loft surfaces, Planar Surfaces, plus attaching curves plus nurbs.

My name is Larry Neuberger plus I am a professor at Alfred condition College in Alfred NY. I created these handouts to use in my lessons and most of my students found them to be helpful. I at this time decided to submit them to be published on the web hoping they are able to help others as fine.

This handout resolve go over a few advanced modeling tools. It resolves show you habits to build more complex models without using primitive shapes.

Spline Curve Tool:

The spline curve tool is used to make an outline of the shape you desire to create. After you have created the curve or curves, you have the option of various tools to employ to make the geometry. I determination briefly demonstrate a few of these tools in association with the spline curve tool. To create a spline curve you would desire to use the CV curve tool (Fig 1.).

figer 1

Following selecting the CV curve tool, you now go to one of the windows (it is most excellent not to use the perspective window for this) and click to make dots that resolve form your curve. Once your curve is complete, press enter on the keyboard to finalize it (Fig 2 – 3.).

figer 2 figer 3

One time you have your curve sculpted, you are set to create the surface. just click on the curve so it is highlighted, after that go to surfaces >
Revolve . (Fig 4.)

figer 4

This resolve open the option box for the revolve tool. In present you have a handful of options to play by. The main one we are concerned by means of is the axis. For my model, Z is the up axis plus so as to be what I desire to revolve this curve around. (NOTE: The curve resolve revolve around the center point, so create sure it is where you desire it to be.) I select Z for the axis, click revolve, plus see my results (Fig 5 – 6.).

figer 5 fig 6

So at present we have our vase, prepared to texture plus light.

Now speak you wanted an oblong shape for this vase. at what time using the revolve tool, everything depends on anywhere the center point is. If I get the curve, move it off to one side (Fig 7.), then move my middle point (Fig 8.) and revolve it (Fig 9.), I resolve get an oblong shape (Fig -10.).

fig 7 fig 8 fig 9 fig 10

Now the vase is fatter plus wider. So this is a quick instance of how you can employ the revolve tool to create surfaces. Also, once your surface is shaped, you can motionless select it, change to component mode, plus sculpt it more by editing the CV’s. Remember, whenever you make a surface, it is a good idea to delete the history so it does not obtain too bulky. To delete the history, now select your object/s and go to edit > delete by type > history.

Attach Curve, Lofted Surfaces, And Planar Surfaces, Attach Nurbs, and Rebuild Surfaces:

The loft plus plane are two tools you are able to use to create somewhat simple shapes. The attach tools come in helpful at what time you are creating a complex shape to loft. To demonstrate these tools, I am going to model a TV.

First, make a curve for the form of the TV. I created four curves for the top and sides, after that four curves connecting all of them for the corners. I second-hand grid snapping to stay the top and sides straight, and curve snapping to make sure the corners connected properly (Fig 1.).

fig 11

On one occasion the shape was created, I attached every one the curves to create one curve. At what time attaching curves you contain two options; connect, or blend. Blend will create a smooth blend connection, whereas connect, just connects them. For this I chose connect. To do this, select the first two curves you desire to attach. Then go to edit curves > attach curves . Then create sure connect is selected, and uncheck keep originals. Then click attach (Fig 2.). Then, just shift click on another curve plus choose edit curves > attach. Keep doing this until every one the curves are connected plus are one curve. (Fig 3.)

fig 12 fig 13

Now so as to every one the curves are connected, duplicate, and move the curve to make the shape of the TV (Fig 4.)

fig 14

Notice how a few parts are spaced out additional than others and how the part where the screen would go has a great deal more curves that the rest. This is needed because of the amount of detail in the one particular region.

Next we resolve loft the TV section by section. Select the first two curves, then choose surfaces > loft (Fig 5.). Then choose the next to curves and repeat. Keep repeat these steps awaiting the TV’s casing is a surface and the front plus back are open (Fig 6.).

fig 15 fig 16

Now we contain the TV casing, but it is every one in separate pieces. come again? we need to do is attach all the pieces. So click on the first two surfaces and choose edit nurbs > attach surfaces.

Then create sure connect is on and keep originals off. Then fasten the two surfaces (Fig 7.). Then repeat the similar for the rest of the surfaces so it is now one surface Fig 8.).

fig 17 fig 18

Now we desire to finish of the shape of the TV. Basically we need to add the rear panel and a screen. To do this we determination use the planar tool. The planar tools create a surface from a closed curve (I.E. you can plane a square created from 4 curves to make a flats square surface.).

Select the back curve of the TV, next select surfaces > planar (Fig 9.). Then do the similar for the front (Fig 10.)

fig 19 fig 20

One previous obsession we need to do to finish the TV. We need to fix the screen. Right at the present it is totally flat. Most TV screens have a curve to it. Just select the screen, go to component mode and drag some center CV’s out. (Fig 11 – 12.)

fig 21 fig 22

Lastly, we now need to attach every one the surfaces. Follow the steps shown earlier plus attach the screen plus back panel to the case of the TV.

That’s it. The TV is modeled. every one we need to do is add textures plus lights.