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Maya Essentials 2: Polygonal Modeling Techniques

Maya Essentials 2: Polygonal Modeling Techniques

with George Maestri

 


This installment of Maya Essentials covers the basics of the polygonal modeling toolkit. Author George Maestri delves into the theory behind popular polygonal modeling techniques, then walks through the basic process of creating objects, modifying them with Soft Select, and working with subdivision surfaces. The course also includes more advanced techniques such as cutting faces and splitting polygons with the Edge and Bevel tools, creating holes and protrusions with Booleans, and deforming an entire object with lattices. An additional chapter is dedicated to edge loops, which can be used to create and organize detail in models.
Topics include:
  • Creating and modifying polygonal objects
  • Editing with reflection
  • Smoothing objects
  • Keeping faces together
  • Using the Polygon Bridge tool
  • Selecting and editing edge loops
  • Spinning edges
  • Working with objects history
  • Modeling symmetrically
  • Merging vertices
  • Combining objects
  • Using the Crease tool

show more

author
George Maestri
subject
3D + Animation, Modeling
software
Maya 2013
level
Beginner
duration
2h 17m
released
Jun 13, 2012

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Introduction
Welcome
00:04I am George Maestri and welcome to Maya Essentials 2: Polygonal Modeling Techniques.
00:09In this course we are going to go over some of the basics of polygonal modeling techniques in Maya.
00:14We are going to show you how to create some basic polygonal objects and modify them using
00:20Soft Select, and we're also going to take a look at subdivision surfaces.
00:25After that, we're going to start using some more advanced tools such as the Extrude tool
00:30and the Bevel tool.
00:31We'll also be going to show you how to cut faces and split polygons.
00:37We're going to work with Edge Loops, which are ways to create and organize the detail in your model.
00:45Finally, after that we are going to discuss a couple of other additional tools such as
00:49Booleans and Lattices.
00:52Let's get started with Maya Essentials 2: Polygonal Modeling Techniques.
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Using the exercise files
00:00If you're a lynda.com Premium Subscriber, or you got this course on DVD, you will get a
00:06copy of the exercise files that I use in this course.
00:09Now if you want to follow along with those files, go ahead and copy them to your Desktop like I have here.
00:17The exercise files folder has a number of subfolders here, and we have one for each
00:22chapter in the course.
00:24Now each one of these folder is a standard Maya project with a standard Maya directory structure.
00:31So when you start a chapter, go into Maya and make sure you do File > Set Project and
00:39go to your Desktop and find the appropriate tools.
00:44So go ahead and select ModelingTools as your project and hit Set.
00:49Now when you do that, you will be able to find your assets very easily.
00:53All you have to do is to do an Open Scene, and it should show up as the first folder.
00:59So go ahead and get that set up, and we can get started with Maya Essentials 2: Polygonal
01:05modeling Techniques.
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1. Polygonal Modeling Tools
Creating polygonal objects
00:00Maya has two main forms of modeling, Polygonal modeling and NURBS modeling.
00:06This course is about Polygonal modeling, so let's go ahead and get started by creating
00:10some basic polygonal primitives.
00:13Now we can do this in a number of places, we can use the Create menu, and we have an
00:19option here called Polygon Primitives.
00:21If we want we can select any of these, or if we are going to be doing a lot of work
00:26here we can click on this dotted line here and tear this off.
00:30You can also go over to the Polygon shelf if you have your shelves visible.
00:36And in this you'll see a lot of the polygonal primitives are available, not all of them but a lot of them.
00:42So let's go ahead and get started by creating some basic primitives, we're going to start with a sphere.
00:48So I'm going to go ahead and just go Create > Polygon Primitives > Sphere, and you can see my cursor
00:54changes and Maya gives me a little hint to drag on the grid.
00:59So all I have to do is left-click and drag, and there I have my sphere.
01:04And if I hit the 5 key on the keyboard we can shade it to see what it looks like.
01:10Now if want to have a little bit more control over this I can go ahead and delete this by
01:14hitting the Delete key, and we can go into Polygon Primitives > Sphere, but in this case
01:21let's go ahead and click on this little box here to the right.
01:26Now you notice all of these menu options have this and what this does is it just brings
01:31up my Tool Settings, which is how I'm going to create this object.
01:36So what this does is basically just tells us what are the defaults, how many divisions do we have?
01:42So if we dial this down to say 10 instead of 20, you can see we have less detail here.
01:48And also notice that as I release this it goes into my Select Tool Settings, so I can
01:54go ahead and just close that here.
01:56So each one of these has its own settings, but let's go ahead through some of the other
02:01basic primitives that we have in Maya.
02:04Again, I'm just going to go ahead and select this sphere and delete it.
02:09And let's go ahead and just create a basic Cube.
02:12Now Cube doesn't have to be an exact cube, it's more like a box, and let's just go ahead and do that.
02:17You just basically left-click and what we're doing here is we're dragging out the base
02:22of that cube or box.
02:24And once we drag that then we have to click a second time to drag the height of the object.
02:32And again I'm going to go ahead and delete this.
02:34Now if we want we can also use the tool shelf here, so let's go ahead and use that, and
02:38let's go ahead and create a Cylinder.
02:40Now this is very similar to creating a box, we left-click and drag to set our radius,
02:47let go, and then left-click and drag again to set our height.
02:51Now we don't have to go up, we can also go down, as you can see, and this is the case
02:56with most of these tools.
02:58Now there are other ones that are a little bit more simple.
03:01We can go into, for example, a Cone and in the Cone, it's very similar to a Cylinder
03:08we just click and drag twice to create that Cone. Again, once to create the base, and once
03:15to create the height.
03:17Something is simple as a plane only requires one set of clicking, because it's just a two-dimensional
03:23instead of a three-dimensional object.
03:27And one of the other ones is a Torus. What a Torus is it's basically a donut shape.
03:32So again we're going to go ahead and drag out the radius of the Torus, and then left-click
03:38again, and then we can drag left and right to create the circumference.
03:44And as we can see we have a number of other ones here let's go through -- one that's a
03:49little bit more complicated is a Pipe, and that's basically a double Cylinder.
03:55So again we left-click to create the outline of the Pipe, let go.
04:00Drag up for the height, again let go, and then we can drag again left and right to create the thickness.
04:09So, as you can see, we have a number of basic primitives that you can use with Maya.
04:15Typically, we use these as starting points to model more complex objects, a lot of times
04:22we'll start with a box or sphere, and then we'll manipulate it and modify it to create
04:27the shape that we want.
04:29So as you start modeling, one of the things you should probably do is start thinking about
04:33what's the basic shape of the object.
04:37And when you can get that then you can start with the proper primitive.
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Modifying polygonal objects
00:00There are times when you want to be very precise about the way that you create your polygonal objects in Maya.
00:07Typically, we use a click and drag method that is approximate.
00:12If you want to get more specific, we can do that in Maya, and let me show you several ways to do that.
00:18First of all let's just start with a simple sphere.
00:20We're going to create polygonal primitives sphere, and again just like we did before,
00:25we're just going to go ahead and left-click and drag.
00:28As I'm left-clicking and dragging, I don't really have a guide as to how big this sphere is.
00:34So, if I wanted it to be a very specific size, it's not easy to do just by clicking and dragging
00:41interactively, but if we want, we can go back to the original creation parameters of this and change them.
00:50We can find those in two places.
00:53Here in the Channel Box, we can scroll down, and you'll see we have something here called
00:59INPUTS and in this case we have a polySphere1.
01:02If I click on that, you'll notice some parameters open up--in fact, I'm going to go ahead and
01:07bring this down so we can see this.
01:09And you can see we have the Radius, the number of Subdivisions, and as well as how it creates
01:16the UVs, but for the geometry, the Radius and the Subdivisions are really what we want to look at.
01:22So let's say we wanted this to be instead of 5.7, we wanted it to be exactly 5.
01:27So all we have to do is type in that number. You'll notice that it jumps right to 5.
01:32We also can do the same technique we use for translation and rotation, and that's the middle
01:38clicking and dragging left to right, so if I select the subdivision's access, middle-click
01:43and drag left to right, you can see I can increase or decrease that interactively.
01:48If I select both of them by Shift-selecting them, I can change both of those at the same time.
01:55So these are great ways to get very specific dimensions on your object.
02:00Now if we want we can also do this in the Attribute Editor.
02:05So if I go into the Attribute Editor, you'll see that we have sphere, which is basically just the geometry.
02:12The shape of the sphere which is basically the surface, but what we are really looking
02:17for is the same thing we saw in the channel box, which is a polySphere1.
02:21And when we create that, you can see how we have dial here from the Radius, Subdivisions,
02:28and then we also have a box here for how you create the UVs for the object.
02:34Now this works the same for almost any objects.
02:35So I'm going to ahead and select this and delete it, and let's go ahead and just go
02:39do a simple cube, so again, I'm going to left-click, drag, let go, left-click and drag to set the height.
02:47Now as I create this you can see already in my Attribute Editor, I have a number of tabs,
02:53one for the master of the cube, where it is in space.
02:57One for the actual shape of the cube, which is the geometry, the polygons, and that sort of stuff.
03:03And this one here, polyCube1, which is a very similar name to polySphere1.
03:08And again, we have Width, Height and Depth, so we have very specific creation parameters here.
03:14So if I wanted to, I could type in a very specific number for the Width, a very specific
03:19number for the Height and a very specific number for the Depth.
03:23I also have the amount of subdivisions I can use, so if I want, I can add or subtract detail
03:30just by dialing these in.
03:33Just as we saw with the sphere, I can go over to the channel box and see the same thing.
03:40So if I scroll down here, you can see I have an input called polyCube1 and all of those numbers are there.
03:47So again, if I want, I can change my subdivisions, simply by middle-clicking and dragging or
03:53if I want, I can just highlight as much as I want and just type in a number that will
03:58affect all of them.
04:01So these are some simple ways to create very precise objects with exactly the detail that you want.
04:08Don't worry too much, about when you create an object, you can always go back and change it later in Maya.
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Editing polygonal components
00:00Now as you start working with polygonal modeling, you are going to want to reshape your objects.
00:06You're going to want to move things around, make it a different shape than the standard primitives.
00:11So let me show you some of the basics of how polygonal objects are constructed and how
00:15you can do just simple basic editing of them. So let's go ahead and just create a simple box.
00:22So I'm going to go ahead and go into Polygon Primitives > Cube, and then just drag out a
00:28cube, and then drag up the height, and I'm going to hit 5 to shade.
00:34And let's go ahead and give it a little bit more detail.
00:37So I'm going to keep this selected, go into the Channel Box and find polyCube1.
00:42And let's go ahead and make this Subdivisions 3 on each side.
00:46So I'm going to go ahead and highlight Width through Depth and just type in the number
00:503 just to give it a little bit more detail.
00:54Now this is a very basic polygonal object, and all polygonal objects have three basic
01:00components that comprise them.
01:03And these are really just the same as the three dimensions that we're using in Maya.
01:08We can get to these in one of two ways, probably the most common way is to simply right-click over the object.
01:16If I right-click over this you'll see I get this marking menu, and in it I have all of
01:22my different components that I can select for my object.
01:27The most important ones we're going to look at are Vertex, Edges, and Faces.
01:32We also have some other ones, one is called UV, and that's for texturing the object.
01:38Multi mode allows you to select vertices, edges and faces, and Object mode allows you
01:44to go back to the original object.
01:48So I'm going to go ahead and right- click, and let's start with Vertex.
01:51Now, as you can see, the display changes just a little bit, and I get these little dots
01:56here at the corners where all these lines intersect.
02:00A vertices is a point, it's the one- dimensional point of the object.
02:06Now each one of these is editable, so I can left-click and drag and say select that corner,
02:13and if I want I can go over to my Move tool, and I can start reshaping it.
02:18So if I want to I can left- click and drag here, move this.
02:21If I want I can select multiple ones.
02:24So if I wanted to I could drag over here and select this entire corner and move it.
02:29Now in addition to vertices we have the lines connecting the vertices.
02:34So that's the next dimension, and that's called an Edge.
02:39If I right-click over this and go into Edge mode, you can see that now I can select any
02:45one of these lines.
02:46So if I select this line here by left-clicking on it, I can move the edge, in other words
02:53the line connecting these two vertices.
02:57Now again just the same as with vertices I can select multiple edges.
03:03Now one of the nice things about Maya is that it does recognize connected edges.
03:09If I hover over say this middle one here and click on it I can select one, if I double-click
03:15on it I can select what's called an Edge Loop, and this allows me to move that detail around very quickly.
03:22This is great for adjusting things on very complicated models.
03:27If you want to select something like this just double- click on it, and you can select a whole Edge Loop.
03:35Now the third component is called a Face.
03:38So let's go ahead and right-click over this and go into Face mode here, and as you notice
03:43here my cursor changes, and I'm selecting now the planes that are defined by the edges.
03:49So again, we have vertices, and we have the edges defined by the vertices, and now we
03:54have the planes defined by the edges.
03:58So I can left-click on one of these and select it, and as you can see, I can move that face.
04:03Again, I can select multiple faces just by holding down the Shift key and moving those as well.
04:12Now if I want to deselect I can always just click somewhere where there's no geometry.
04:17Now if I double-click on a face I select the entire object.
04:22There is another way to select components in Maya, and that's using what's called Multi mode.
04:28So again, if I right-click over this and go into Multi, this allows me to select faces,
04:34vertices, edges, really anything.
04:37Anything I click on, I can edit.
04:41And there are times when we will need to do that.
04:43But typically I tend to stick to vertices, faces, and edges because it's simpler and
04:50easier to understand.
04:52Now there is one more way to select these, and that's by using Component mode here.
04:59So we can select by component type.
05:01So if I click on this button here, notice how these change.
05:06And this allows me to select points, faces, or edges.
05:11So if I select that I can select my edges, if I select this I can select faces.
05:18In some ways this is kind of an artifact of the way that Maya used to work, typically
05:23the marking menus is the best way to go.
05:26But there are some additional advantages you have to this and that we can select additional
05:31types of objects, but for most of what you're using the marking menus really are the way to go.
05:36So, as you can see, there's a number of different ways to select the parts that comprise an object.
05:43And once you select those, you can edit and reshape your object anyway that you want.
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Using Soft Select
00:00As your models get more complex, you want to model a little bit more organically.
00:06Selecting individual faces and edges is great for simple models, but as you get more and
00:12more vertices you'll want to have a little bit softer selection.
00:17I have a very simple object here, it's a very simple airplane, and let's go ahead and just
00:22left-click on the body of this airplane.
00:24Let's say I wanted to reshape the tail of this airplane.
00:28Well, I can certainly do that, I can zoom in here right-click over this and select some vertices.
00:36Now if I were to just select those vertices and move them, you can see how it kind of
00:41breaks up, because well this is a really kind of smooth organic shape.
00:46And if I just move a few of those vertices, it kind of destroys that smoothness.
00:52So with models like this a lot of times what we want to do is use Soft Selection.
00:58So the easiest way to get a Soft Selection is to just double-click on the tool, and that
01:04brings up our tool Settings.
01:06We can also get to it here by clicking on this little tool icon at the top right corner.
01:12Now this has our settings for the Move tool and how we want the Move tool to work.
01:18As we've seen we can use the move access, and so on.
01:21but really what I want to do is scroll down here to this little section here that says Soft Selection.
01:28Now when I click this on, you can see how my display changes.
01:33I have these vertices enabled, and then as soon as I click it on you can see how it falls
01:37off over a distance.
01:41And this distance is determined by this Falloff radius.
01:44So if I bring it up I get more, and if I dial it down I get less.
01:50So I'm going to actually dial it down to about one and half or so, somewhere in that range
01:55say I'm getting 1.3 here, and that comprises most of the tail, but not the rest of the plane.
02:03So once I do that then I can just start moving this and reshaping the tail of the plane.
02:10And I don't have to be limited to just the Move tool.
02:13I can go into the Rotate tool, and it will still be active as well as the Scale tool.
02:19So if I want to make this bigger or smaller or wider, I can do that, and I can also move this.
02:27What it does is it falls off from whatever you have selected, and this is a Falloff radius.
02:34If I select one, it will only fall off from that one.
02:37If I select the bunch it will fall off from the outside of that group.
02:42Now if want we can also change how it falls off. I can create my own Falloff curve here.
02:50All I have to do is click in here, and I can create a falloff.
02:55So if I wanted it to select at the top and the bottom I can change that just by left-clicking
03:01on this line and dragging.
03:04So now as I move it, you can see how it changes that a little bit there.
03:09Now if I don't want that I can get rid of these just by hitting that little X there,
03:13and that will go ahead and put it back to normal.
03:16Now I also have different types of Interpolation, do I want Linear or Smooth Interpolation?
03:22I also have some Curve presets here and these are just presets for these curves that we
03:27can make by ourselves if we want.
03:28I'm going to go ahead and just put it back to the default one here.
03:32And then we also have a Color option here, and this just basically changes how we see this.
03:38Do we want to see it in color and what colors do we want to see.
03:41So, for example, I want to go from yellow through red to black, that's great.
03:46But let say I don't want to go through red, I can just left-click on the red, and I can
03:50change that color to whatever I want blue, green, whatever.
03:55And then also I can change where this is at. It's just a way of doing visual displays.
04:00This really works the way that a Ramp works in Maya.
04:03If I want to create another one I can just click on their and create another option here
04:09and change the color again.
04:10So if I wanted it to go yellow to orange to green, I could do that just change that to
04:15orange and again, it's just a way that you want to configure it.
04:20As your models get more and more complex, you're going to be using this more and more.
04:26Now one thing to remember is that Soft Selection stays toggle.
04:30So once I've toggled it on, if I select something else in my object or another object, Soft
04:36Selection will still be enabled.
04:39So always remember to click it off once you're done with it or else you may run into issues.
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Editing with the Reflection settings
00:00Many things in this world are symmetrical so Maya has a couple tools that you can use
00:05to help model things symmetrically.
00:08A good example of symmetrical object would be characters or this plane, and this plane
00:14has wings that go left and right and are symmetrical.
00:17So let's say we wanted to change the shape of the wings on the plane.
00:21Well, I could select the plane, right-click over it, select vertex, and then just left-click
00:27and drag to select these vertices at the end of the wing.
00:30But if I move them on the left side they don't reflect to the right side.
00:36But we can make that happen using the tool Setting.
00:38So I'm going to go ahead and just show my tool Settings here, and let's go ahead and scroll down.
00:44Now we've worked with Soft Selection, but let's go down to Reflections Settings.
00:50If I click this on it will reflect what I have selected.
00:55In this case, you're not really seeing anything because it's reflecting over the X axis, and
01:01if we look here we see that the planes actually oriented along the Z axis.
01:07So I'm going to go ahead and select Z instead of X, and you'll notice as soon as I do that
01:12it reflects across this axis and now when I move what's on one side of the plane the
01:19other side of the plane follows along. In fact, this works great with Soft Select.
01:24So if I click on Soft Select here, and I can even dial up my Falloff radius a little bit here.
01:30I can again just make my wings bigger or smaller and do it organically.
01:36Now I'm going to go ahead and click off Soft Select here, and let's go back down to Reflection Settings.
01:42We have what's called a Reflection space.
01:45Now in this case we're using the Object space, but we also can use World space.
01:52In this case they're aligned, but there are many times when you want to reflect around,
01:56say the World rather than the Objects. So this is where you can change that.
02:00We also have Tolerance which says if it's within this much then go ahead and considerate it reflection.
02:07Then we also have, do you want to Preserve seam.
02:10Now this really is more for NURBS base modeling. We won't really deal with that using polygons.
02:16So, as you can see, reflection is a great way to model symmetrical objects.
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Displaying subdivision surfaces
00:00When you start working with polygonal models, you realize that the edges of the model are straight lines.
00:07So the less detail you have in your model, the more jagged it looks.
00:13But Maya has ways to automatically smooth this out, and it's called Subdivision Surfaces.
00:20We have this fish here, and if I select it you can see how the geometry on the fish is fairly jagged.
00:28It's made of straight lines and even the tail, you can see how we've got cut of a point here
00:34in the tail, and the lines between this are really more angular than curved.
00:40And a fish really is a little bit more for organic shape, it's more curvy.
00:45So we can actually get this effect by using what are called Subdivision Surfaces.
00:48And this is actually automatically in Maya, if you use the Mental Ray Renderer.
00:54For a subdivision surfaces, we have three display modes.
00:59If you hit the 1 key on your keyboard, you get the display of the polygonal object.
01:06If you hit the 2 key, the polygonal object goes to what's called a cage, and we can see
01:12the smooth object underneath.
01:16Now if we hit the 3 key, we just see the smooth object or the subdivided object.
01:22So let's go back to that 2 key and see what we have.
01:26I am going to go ahead and zoom in on this tail.
01:31This is the original polygonal object, then you can see it's just this wire frame that's
01:35around of this smooth object.
01:37This is called the subdivision cage.
01:40And I can still use this as a modeling tool.
01:44So if I right-click above this and select Vertex, I can actually select these vertices
01:50and go into my Move tool and adjust them.
01:54So I can still model and manipulate the shape of the object however I want.
02:00And what I'm doing is I'm actually manipulating the original polygonal object, which if I
02:05hit the 1 key would be this.
02:07And as you can see, it affects the shape underneath, in other words, the subdivided shape.
02:14If I hit the 3 key, you can see I'm still modeling, but, the actual point that I'm moving
02:19is off of the model.
02:21So in other words, I'm still modeling with the original object, it's just invisible.
02:27I can go through, and I can actually reshape my object.
02:30I can make things thinner or bigger, and it maintains this kind of smooth organic shape.
02:38This is a great way to work with polygonal objects.
02:41You model and plan for the subdivision.
02:46Now the one thing you have to remember when using this method is that it only renders in Mental Ray.
02:51I've got this really smooth object here and if I go into my Render Settings window, it
02:58defaults to the Maya Software Renderer.
03:00So if I click on this icon here and just do a quick render, you will see that the Maya
03:06Software Renderer is just rendering the original object.
03:11Mental Ray however, will subdivide this.
03:14So if I change my renderer here, in my Render View window to the Mental Ray Renderer and
03:20do another quick render, it's smoothed out.
03:24Just remember that when you start using subdivision surfaces, plan to render in Mental Ray.
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Smoothing objects
00:00Subdivision surfaces are great for smoothing a low resolution object into a high resolution object.
00:08But there are times when we'll actually need that added resolution, either for modeling
00:12or rendering or if we're using a different type of renderer other than mental ray, we
00:17may need to smooth our objects.
00:19And we can do that in Maya by using the Smooth command.
00:23Now we get to this by making sure we have the Polygon menu set selected, and then we
00:30go into Mesh, and we have an option here called Smooth.
00:34So all I have to do is select my object, go Mesh > Smooth, and it instantly adds detail to the object.
00:43So when I select this object, you can see how it's actually subdivided the object.
00:48It's turned every face into four faces. So it's really just cut everything in half.
00:55So this was originally a face, and now it's subdivided it by four.
00:58And as you can see, this smoothes out the model, but it doesn't completely smooth it
01:04out, we still have a few points here, but this could add enough detail into your model
01:10to create whatever it is you want to do.
01:13Now we don't have to smooth the whole model, we can also smooth parts of the model.
01:19I'm going to go ahead and hit Ctrl+Z to undo, and get back to my low-res model.
01:25And if we want, we can just select faces. So let's say I want it to just smooth the tail.
01:30All I have to do is right-click over the tail, go into Face mode, and then select the faces in the tail.
01:38And now when I do Mesh > Smooth, it will only smooth that part of the object.
01:44Mow this may or may not be something you'll want to do, because, as you can see, we get
01:48a lot of little dead ends here, where the high- res model stops and the low-res model begins.
01:55Typically we will want to smooth everything at the same level of detail.
01:59But just know that you can apply it to parts of the model.
02:02Again, I'm going to go ahead and hit Ctrl+Z to undo this.
02:06And let's go ahead back into Object mode. I'm going to right-click, select Object mode.
02:11And let's go ahead and smooth this one more time.
02:14There are times when you'll need more detail, and we can get that in the Smooth command.
02:19So I'm going to go and Smooth, and this time I'm going to select the option's box here.
02:24I'm going to go to the right here, and click on this little box here, and this gives me
02:28some settings for this tool.
02:31What I really want to see here is this Division levels.
02:35When its set 1, it's subdivides everything once.
02:37If I turn it up to 2, it subdivides everything twice.
02:42So the first level of subdivision gives you four times as many polygons.
02:47The second level gives you 16.
02:50If we go one more level, we're getting 64, and, as you can see, as you go higher and
02:55higher, it gets more and more detail.
02:58And it's very easy to actually blow up Maya. You don't want to go too high.
03:02So I'm going to leave it in at 2 and just hit Smooth.
03:05And when I do that, you can see how it smoothes it even more.
03:09They give me a very high-res various version of the object.
03:13Maya does have History, and so I can go back in my history and actually change this.
03:21We can get to this either in the Channel Box or the Attribute Editor.
03:24So if I select my Channel Box, you can see I have INPUTS polySmoothFace.
03:30And this gives me my level of Divisions. I can also see this in my Attribute Editor.
03:36If I go over here, I'll have a polySmoothFace tab here, and you can see my Division levels
03:42are here, and if I want, I can actually dial it down just by typing in 1, and that'll actually dial it down.
03:49So again, I can bring it up or down, however I want.
03:52If I bring it up to 3, I get a lot of detail. So you want to be careful by going too high.
03:59If I want, I can actually dial this down to 0.
04:02So this is a way to get variable levels of detail, but as soon as you start modeling
04:07over this you're not going to be able to change this as easily, because it will change whatever you model as well.
04:14Just remember, if you want to smooth your model outside of subdivision surfaces, the
04:19Smooth command will work for you.
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Importing reference images
00:00There many times in Maya where you'll need to model against a reference image.
00:05This may be a drawing or a photograph, but it's something that you'll need to match in Maya.
00:12So let's take a look at how to import a reference image.
00:17So the first thing we want to do is create a piece of geometry on which to map the image.
00:23Typically for reference images we tend to use NURBS Planes.
00:28And that's simply because, they map a lot easier than Polygonal Planes.
00:34So even though we're actually doing polygonal modeling, we're going to create one NURBS
00:38surface on which to map our image.
00:42So the first thing I want to do is take a look at the image.
00:44Now I should already have my project set, if you don't just do File > Set Project and
00:51make sure it's set to ModelingTools.
00:54Now let's take a look at the image that we're going to map.
00:58I'm going to go into File and let just do a View Image.
01:02And this is just a simple image viewer within Maya.
01:05Now the image I have is in the sourceimages folder of the project, and it's called FishSide.jpg.
01:13And as you can see, it's just a very simple drawing of a fish.
01:17In fact, if we open it you can actually see the image viewer.
01:22Now the one thing I want to take a note of is the dimensions of the image.
01:28Up here in the tile bar of this you'll see we have the name of the image, and then the
01:33actual aspect ratio in pixels.
01:36So this is 700x500, which is very conveniently reduced to 7x5 or 5x7, so it's very common size image.
01:46So I just need to create a 5x7 plane on which to map this.
01:51So I'm going to ahead and close this and let's create the plane.
01:56I'm going to do this in the Side View, because I'm modeling from the side I want to make
02:00sure that the image is mapped from the side.
02:03So I'm going to go out of my Perspective View tap my spacebar, highlight my Side View with
02:08the mouse and tap my spacebar again.
02:11Now let's go ahead and create the NURBS Plane.
02:13We can do that under the Surfaces toolbar right here, this is a NURBS Plane, or we can
02:18go under Create > NURBS Primitives > Plane.
02:23Then it instructs us to drag on the grid, and this is very much the same as creating
02:27a Polygonal Plane, you just drag, and that's it.
02:29Now I'm going to actually creating a square plane.
02:33It's because of the way that Maya sets its creation parameters for NURBS Planes.
02:38If we go into the Channel Box and scroll down to INPUTS, you'll see that I have a couple
02:44of parameters here for makeNurbPlane.
02:46One is the Width which is a dimension.
02:49The other one is a Length Ratio.
02:52Unlike the Polygonal Plane which has a specific length and width, the NURBS Plane has a Width and a Ratio.
03:00That gets a little confusing, so typically what I like to do is just set the Ratio to
03:051, and that way I know it's completely square.
03:08Then I can also set the Width to 1 as well.
03:12And then however I scale it will be the size.
03:15So now I know it's 1x1, and it's square.
03:19If I scale it, I can scale it to exactly the size I want.
03:25Scaling it in Z is going to be my Width, so I want to make that 7.
03:31And scaling it in Y is going to be my Height, so I want to make sure that's 5x7.
03:38So now I have a NURBS Plane that is 5 units by 7 units.
03:43Now once I have this I don't have to keep it this size, I can certainly scale it.
03:48I can just select my Scale tool, and if I scale it evenly, I can scale it really however
03:55big or small I want.
03:58But now that we have this in place. Let's go ahead and actually apply the image.
04:02The first thing I want to do is I actually want to see my shading in this.
04:06So I'm going to hit 5 and make sure I'm in Shaded mode here, and then I'm going to apply a shader to this.
04:14So I'm going to go into the Rendering shelf here and select this one here, it's called
04:20Lambert Material, and just go ahead and click on this.
04:24And you'll see that I have my NURBS Plane and in my Attribute Editor I have a number of tabs.
04:30The right-most tab should be lambert2.
04:34And this is really just the color of this material I applied.
04:38Now we're not going to get too deep into materials, but you can see I can change the color of this.
04:43But I really want the color to be the image that I created.
04:46So I can do that by going over here to this little checkerboard and just left-click on
04:51that, and you'll get this giant menu called Create Render Node down here you'll see one
04:58called File, and that's the one we want.
05:01So if I left-click on that it will bring up this File Attributes dialog here and under
05:05Image Name I just have to click the folder, and then I can scroll to my sourceimages and
05:12make sure I have my FishSide.jpg, open that, and it should map.
05:19Now we're not seeing this in the viewport.
05:21That's because we have to do one more step, and that is turn on Hardware Texturing.
05:26So I'm going to into Shading and select Hardware Texturing.
05:30And when I do that, I can see my fish.
05:33Now once you have this in place you can start modeling against it.
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Modeling with reference images
00:00Once you have your reference image in place, you can start modeling against it.
00:05Now, we are going to be using this fish model to demonstrate a number of different modeling techniques.
00:11So we will be using it throughout the course.
00:14What I want to do is set up some layers, so that way, I am not accidentally selecting
00:19the fish instead of what I'm actually modeling.
00:22So, we do that by selecting the nurbsPlane onto which the fish is mapped, and going into
00:29our Channel box, and finding the layers panel here.
00:33If we click on layers, all we have to do is select Create layer from Selected.
00:39Once I do that, layer1 comes up, and we'll just leave that as it is we don't need to
00:44rename it, and we have several options here.
00:46We can now turn our Plane on or off, we can also click on this button here, and either
00:53template it, or reference it.
00:56And when we reference it, we can see it but we can't select it, which is exactly what we want to do.
01:03So now that we have this in place let's go ahead and start modeling against it.
01:08Before we start modeling, we need to decide which primitive we are going to use as the
01:13basis for our model.
01:16We can select really anything from a sphere to a box to a Taurus, really whatever we want.
01:22But we need to select something that's going to actually work in terms of a basis from which to model.
01:28Typically, the cube or the box is the best place to start.
01:33There are times when you may need a sphere or some other geometry, but in most cases,
01:39it's best to start with a box, because it gives you the most flexibility.
01:43Before I actually draw this I do need to get into an orthographic view.
01:48So, I am going to go ahead and tap my Spacebar, highlight my Side view, and let's go into that.
01:55Now, as you can see, my Side view is still set to wireframe.
01:58So, I am going to hit 5 to shade, and I'm also going to need to go into Shading, and
02:03set Hardware Texturing for this viewport.
02:06Now, remember Hardware Texturing is viewport-dependent.
02:09So, every time you want to see this image in a viewport, you need to make sure you turn
02:14on Hardware Texturing.
02:16You can't just turn it on once and have it show up in of every viewport.
02:21So now that we have this we can draw our cube.
02:23So, I am going to go Create > Polygon Primitives > Cube, and I just want to sketch out the rough volume
02:30of this character's body.
02:32I don't need to be specific, I just want to kind of get it rough.
02:36So now I have the base of my cube or my box, now I need to set my height, and I can do
02:43that by hitting the Spacebar, going into my Perspective window, and just dragging that
02:48out just a little bit, not too much.
02:51So now that I have this in place, I've got the basics from which to model.
02:56I'm going to need more detail within this box.
03:00Now, we can do that in one of two places, we can go into the Attribute Editor, and under
03:05polyCube, we have our subdivisions.
03:08So, if I select this polyCube tab, I can up my subdivisions here.
03:14Another way to do it is in the Channel box.
03:17So if I go into my Channel box, and scroll down, you'll see I have an input called polyCube, [00:03:2.37] and again just expand that by clicking on it, and you'll see I have the exact same things for subdivisions.
03:29So, in this case, I want to add four subdivisions for the width.
03:35What that does is it gives me enough detail to do the tail as well as enough detail to extrude the mouth.
03:44Subdivisions for height, that's stuff that's in this direction here I really don't need
03:50that, I just want to leave my Height at 1, and then for Depth, I am also going to type in 4.
03:57When you start modeling, always be aware of how much detail you're adding.
04:01You don't want to add too much detail, you need to add just enough to make the shape.
04:07So now that we have this in place let's go ahead start reshaping it, and getting this
04:10closer to fish shape.
04:13So I am going to go ahead and bring up my Side view here by tapping on the Spacebar.
04:18Let's go ahead and start modeling.
04:20So I can right-click over my cube, select Vertex, and then just left-click and drag,
04:27and select these vertices, and start moving them.
04:30You can see I can start reshaping this cube. But I really can't see what's behind this.
04:37I don't know how accurate I am because well the cube is blocking the fish.
04:41Well, we can actually fix that by turning on what's called X-Ray.
04:46So I go into Shading, find X-Ray, and turn it on.
04:50Now, what this does is it makes everything in the scene semitransparent, and I can now
04:55use that as a way to actually see the lines that I am trying to match when I model this.
05:02So, all I'm doing again is just grabbing vertices, and moving them.
05:06So, I am going to box select these, and move them.
05:10Now, one of the things you can do is you don't have to just use the Move tool, you can certainly
05:15use any other tool.
05:17So, if I want, I can scale them, I can also rotate these if I need to.
05:22Really, whatever tool I need to get this shape into place.
05:28For these corners here, I'm going to move these points back a little bit here.
05:34And again, I want to get this kind of positioned close to the mouth, not quite there.
05:39I want to start getting a box here around this eye.
05:43We do need to model the character's eye.
05:47And again, I am just roughing out this shape, and I need to pay attention to where the fins
05:52are going to be, and I'm roughing out the shape and also planning for future modeling.
05:59Now, of course this is just rough, so we can always change it, and this is also one of
06:04the benefits of working from low-res to high-res.
06:08If you make a mistake, it's very easy to move one vertex.
06:11If you have a couple of dozen vertices, it's going to be a lot harder.
06:15So, always better to start simple, block out the basic shape, and then add some more detail,
06:22and just keep adding detail as you need it.
06:25So, those are some of the basics of how to model against reference.
06:30Now again, we are going to be using this fish model throughout the course, so if you want,
06:35you can save out your work, or I will also be saving out mine.
06:39So if you're following along with the exercise files, you can use those as well.
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2. Editing Polygonal Models
Using the Extrude tool
00:00In this chapter we are going to take a look at Editing Polygonal models, and we are first
00:04going to start off with the Extrude command which allows us to add detail to a model.
00:10Now we're working with our fish and our reference image here, but right now I just want to show
00:15you the basics of the tool, and then we'll apply it to the model we're working on.
00:19I have created two layers here, one is Reference which is the one we created in the last chapter,
00:26and if I make that invisible that hides the reference, and then I created another layer
00:30for the Geometry, and I'm just going to go ahead and hide that as well.
00:34Now let's go ahead and just create a simple object to extrude.
00:38So I am going to start off with a simple sphere.
00:40So I am just going to go to my Polygon tool shelf, select a Sphere and just drag that out.
00:48Extrude allows us to add detail.
00:50There is a number of ways to do this.
00:52We can extrude edges, points or faces.
00:55The typical way to use this is with faces, so let's start with that.
01:00I am going to right-click over this sphere and select Face.
01:05And then, as you can see, as I move my mouse I can select any number of faces, so I am
01:08just going to pick a face here, and let's use the Extrude command.
01:13So I am going to make sure I am in my Polygon menu set, and let's go Edit Mesh > Extrude.
01:18And as soon as I do that, this little manipulator gizmo shows up.
01:24So if I grab the blue arrow and pull it a little bit to my right, you can see I can
01:30pull it out and add detail.
01:33If I move the other way, I can push it in to make a hole.
01:36I am going to go ahead and pull it out here, and then if we want we can continue on.
01:42I can scale either up or down, I can also add what are called Divisions.
01:48So all I have to do is click on this and I can scroll up any number of divisions I want.
01:55I can create a Thickness which is basically how much it comes in or out, and then an Offset.
02:02It's almost like scale, but it's a little bit more accurate.
02:06And once I have that, all I have to do is just click off of this and there we go, so
02:11I have got my Extrude. We can also do this for multiple faces.
02:16So if I Shift-select multiple faces here I can go ahead and extrude again, Edit Mesh > Extrude
02:26and again same things.
02:27This time I am going to push this one in, Division works on the whole, we have our Offset,
02:33and we have our Thickness here.
02:36Each one of these can work either in the positive or the negative space.
02:41Now we don't just have to extrude faces, we can also extrude other types of components,
02:47so we can extrude edges.
02:50So if I right-click over this and go to Edge mode, and let's say I select this edge here.
02:56I can do Edit Mesh > Extrude and just extrude that edge, and when I extrude an edge what
03:03I'm getting is just a face that kind of sits out in the middle of nowhere.
03:08So it's really just kind of creating that face, and I still have a lot of those same
03:12controls, obviously this vertical scale won't work because it's one-dimensional, but I can
03:18scale it using the X axis here, and then some of these will work, the Divisions work, and
03:25Thickness also works as well.
03:29That's another way to extrude.
03:30We can extrude faces, edges, and of course the last one is point, so if I want to I can
03:36select a Vertex which is also a point and select that one, and then just do Edit Mesh > Extrude,
03:44and as you can see, it just extrudes that face into a point.
03:50So those are some great ways to add detail and further refine your model.
03:56Now let's go ahead and put this to a little bit more practical use.
03:59I am going to go ahead and go back into Object mode here, select my Sphere, hit Delete.
04:06And let's go ahead and turn on our layers.
04:09And I am going to go ahead and select this fish geometry, and let's start extruding the fish's tail.
04:16Right-click over this geometry here, select Face, and then just Shift-select those two
04:23faces right there at the back.
04:26Now probably the easiest way to do this is still in an orthographic viewport.
04:30So I am going to go ahead, tap my spacebar, highlight my side view and go into that view
04:37and remember, I have these two faces selected, so all I have to do is do Edit Mesh > Extrude,
04:42you can see my little gizmo comes up here, and I can extrude this face.
04:49Now if I want I can continue to extrude.
04:52So if I wanted to, I could extrude it this much here and add another division or if I
04:57wanted to I could extrude again.
04:59And probably a really handy way to do this is to just use your recent commands.
05:04So if I hold down my spacebar under Recent Commands you will see I have got a number
05:09of commands here but the one I want to look at here is called PolyExtrude, so when I select
05:14that, it just reactivates my Extrude command again.
05:18I can now use this as the base to create my tail.
05:23Let's go ahead and add one more extrude, I am going to hold down my spacebar, PolyExtrude,
05:28go that far, and now I want to extrude up to create the rest of this character's tail.
05:35So I can go back up into Perspective view and just hold down my Shift key, select these
05:42two along the top, and I can do it also in the top view, so just go Edit Mesh > Extrude, extrude those up.
05:51If we want we can bring this up and add a couple of divisions.
05:55So I have enough detail to model this tail, and we can do the same on the bottom.
06:00We can hold down and Shift-select these two faces and again just do Recent Commands > Extrude
06:07doing it from the menu, bringing it out and just giving it a couple of Divisions.
06:13So now once we have this basic geometry, you can see well I've got this kind of like a
06:17T-bar sitting on the back of my character's tail, but that can easily be modified into an actual tail.
06:25So all I have to do is go into an Orthographic view, go into Vertex mode and start pulling
06:32vertices all over the place.
06:34So all I have to do is again just match the outline that I have here to actually get a
06:39reasonably good looking tail.
06:42Now I am just going to get the flow so that each level of edges kind of follows the other.
06:49Now once I get into this tail area here, you can see how I may have to pull this out, I
06:55am pulling out this corner here to make the tail, and then I am kind of collapsing this
07:02outside corner to again just follow that curve, and as you can se we can very easily start
07:09to get the shape of this fish.
07:14Really with just a few extrudes and some pulling and pushing of vertices, we've got a pretty
07:20good start to our fish's tail.
07:23Obviously we can continue to modify this but I'm sure you kind of get the hint as to how this works.
07:31The basic takeaway here is that Extrude is a great way to add detail, and you can add
07:36it either through faces, edges, or vertices.
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Keeping faces together
00:00Now when we extrude, by default Maya keeps the faces stuck together, so we can extrude things as groups.
00:09We can select multiple faces and just extrude them as a block.
00:13Maya does have the ability to extrude faces individually even though they are right next
00:18to each other, this can actually create some interesting modeling effects.
00:23So let's take a look at how that works and also how it works on our model.
00:28So like I did before I'm going to go over to my layers here, and I'm just going to go
00:32ahead and turn off my two layers, and then I'm going to create a very simple sphere.
00:41Typically with Maya, if I select multiple faces, so if I right-click over this and select
00:47Face and just highlight a couple of faces here.
00:51When I extrude, it will basically extrude the entire group, and this is because we have
01:00an option called Keep Faces Together, you can see that here.
01:05In fact, if I tear off this menu, you can see I have this toggle called Keep Faces Together,
01:11and that is by default checked.
01:15Now if I don't have that checked watch what happen, so let's go ahead and select basically
01:21the same group of vertices, and then let's do an Extrude.
01:30It does not keep the faces together.
01:33So it gives me individual discrete faces, that can be very handy.
01:41For example, if I want to create a spiny thing or something like that, this might be a great way to do that.
01:47So I could, for example, select a bunch of faces here, Extrude.
01:54Change my Offset down to almost to zero, add in some Divisions, worry about my Thickness,
02:02and you can see I can actually create some interesting effects.
02:06But again, if I click Keep Faces Together on then I get this sort of effect where I
02:11extrude everything at once.
02:14We can use us this in modeling, obviously, as you can see, here to create some interesting
02:18effects, but we also can use it on our fish.
02:21So let's go ahead and go back into Object mode, I'm right-clicking here, and then just
02:25going to select that and delete it.
02:27So I'm going to go ahead and turn on my Geometry and my Reference and get everything positioned
02:32here, and let's start worrying about modeling the mouth of this fish.
02:38So what I'm going to do is just extrude basically a top and bottom face here, and I can do that
02:44in a number of ways.
02:45One way to do it would be just to select individual faces and extrude them, but let's go ahead
02:51and use Keep Faces Together as a modeling tool.
02:55So I'm actually going to go ahead and turn that off and make sure I have these two faces
03:00selected, and then just do an extrude.
03:04So I'm going to go ahead and extrude those just enough to give me some detail for the
03:10mouth, and then I'm going to add in a couple of Divisions, say one or two.
03:15When I do that what happens is this top and bottom face are actually separate. In fact,
03:22if I zoom in here you can see I've got a little bit of a crease here, and this is actually
03:27pretty cool, because it gives me the space I need to actually create the mouth at top and bottom jaw.
03:36Let's go into our Side view, I'm just going to use my spacebar to jump back and forth
03:40here, and I'm going to zoom in here, and now we can go a vertex at a time and start modeling this out.
03:49So I'm just going to use my Move tool with my vertices here, and I'm going to start creating
03:56this mouth, and I can move these ones here, that gives me a little more detail here with
04:02which to do front part of the character.
04:06Now this mouth starts pretty much here, so I'm just again just trying to get this pretty much aligned.
04:15In this particular character the top lip kind of protrudes a little bit beyond the bottom
04:20lip, so I'm going to go ahead and make sure I get that top lip modeled in, and then for
04:26the bottom lip I'm actually going to go into Face mode and select these faces.
04:31You can see as I pull them out I've got that bottom jaw, and I'm just going to go ahead
04:36and move that, so that I get it into place, and then right-click again, go into Vertex mode.
04:42Again, I'm just kind of editing this so that it looks like my reference image.
04:50And then I can go ahead and select these and move them in together.
04:54Now I don't have to do this mouth completely closed, I can keep it somewhat open, and I'm
05:01just trying to get this shape in place.
05:04So now I've got quite a bit of this fish already done, I've got the tail, and I've got the
05:09mouth, I still need obviously to do the top and side fins as well as the eye, but, as
05:15you can see, we've got a lot of detail just using Extrude.
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Wedging faces
00:00Now, in addition to Extrude, there are other ways to add detail to your model, and one
00:06of them is called Wedging a Face.
00:09Now, what this does is allows us to actually angle, it's almost like an Extrude, but it's
00:14an Extrude around an axis. So let me show you how this works.
00:19I've got a simple box here, and I have got some additional detail on that box.
00:24Now, to wedge a face, we actually have to select multiple components, we have to select
00:29a face or faces, and an edge around which to rotate those.
00:35So let's show you how this works.
00:37We're going to right-click over this and we're going to select Multi instead of Face, and
00:43then I'm going to Left-click, select one face, Shift and Select one edge.
00:49So I have this face, and this edge selected.
00:53Then under Edit Mesh let's go Wedge Face. Now, if we want, we can choose the options here.
01:02But I am just going to go ahead and leave those at the defaults here, and let's go ahead
01:05and just to Wedge Face.
01:07As you can see, what happens is it's kind of like an Extrude, but it extrudes around
01:13the axis determined by the edge.
01:17I can certainly go into my Channel Box here, and see my Wedge Face options here, or I can
01:23do the same in my Attribute Editor.
01:25So, if I go into polyWedgeFace, you see I have my Wedge Angle, doesn't have to be 90,
01:32it can be 45, and I can add or subtract as many divisions as I want.
01:39I am going to go back over to my Channel Box, and you notice I actually have some layers in this scene.
01:45So I am going to go into Object mode, select my object, and delete it, and let's go ahead
01:51and turn on these layers here, and as you can see, we have our fish.
01:57Now let's use the Wedge Command to create some fins for our fish.
02:02I can't quite see what we're doing here.
02:05Let me go into my Side View here. I am just again hitting the spacebar.
02:10Quite honestly, I am going to make this fin a little bit different than the drawing, okay,
02:14we're going to take some artistic license here.
02:16So, I am going to go ahead and wedge this face here and use that as kind of the base for the fin.
02:24So, we can actually do that in the Perspective View.
02:26So I am going to go jump out here, and go into Perspective, and again, right-click Multi,
02:33click on this face, and then click on this edge, and then let's just go ahead and do
02:40a wedge, Edit Mesh > Wedge Face.
02:44Well, that's way too much for the fin.
02:47But what we can do is we can actually find our inputs here.
02:50You can see polyWedgeFace here, and I can take my Wedge Angle, and bring it down.
02:55Let's just bring it down to something small like say 15 degrees, and only 2 subdivisions.
03:01So, what I have here now is I've just got basically just kind of like a little bump
03:07on the side of the fish here.
03:09So, if I hit 3 on the keyboard, you can see how I've kind of created that little base
03:15from which we can extrude the fin.
03:18Again, I am just going in Subdivision Surface mode, and if we hit 1, we go back into Poly
03:23mode, if I hit 2, you can see how that's working here.
03:27So I am going to go back into Poly mode here by hitting 1 on my keyboard, and now I actually
03:33want to create some detail for this fin.
03:36So, we're actually going to do an Extrude here.
03:38So I am going to select this polygon here, Edit Mesh > Extrude, and go ahead and just extrude
03:45that out to about the size of the fin that I want, add in 2 divisions, and make a total
03:52of 3, and I am actually going to scale this down a bit because we're actually going to do another wedge.
03:58So now that I have got this here, I have got this beginning of a fin, but I actually want
04:03the fin to come up on both sides.
04:05So again, I am going to make sure I'm in Multi mode here, and I'm going to select this face,
04:11hold down the Shift key, this face, this face, so all of the top faces on that fin, and then,
04:18Shift Select this edge here. Now, I can wedge multiple faces around one edge.
04:25I have got these three faces selected and one edge, and again, we're going to do Edit Mesh > Wedge.
04:32Notice how it puts in another wedge face here on my inputs.
04:36This is way too much.
04:37So I am going to turn that Angle down to say about 20, and my Divisions down to say just
04:442 or actually maybe a little bit bigger angle here.
04:47Now, what I'm doing here is I'm just selecting this and middle-clicking and dragging to get
04:52exactly what I want here.
04:54And if I want, I can do the same for Divisions, middle-click and drag to add some divisions.
04:59So, it looks like about 36 degrees with 3 divisions seems to be about the right number.
05:06Well, let's do the same for the bottom, and this time we'll use the tool settings when
05:10we select the tool.
05:12So again, I am going to select 1, 2, 3 faces, and that bottom edge, Edit Mesh > Wedge Face.
05:20Let's go into the Options here.
05:22And we had 36 degrees and 3 divisions, Wedge Face, there we go! Now, I've got the basis
05:32of a pretty nice fin here.
05:34This is actually a little bit more of a dramatic fin.
05:37But, as you can see, Wedge Face is a really good way to make this happen.
05:43If I go into my Side View here, you can see I can continue to edit this by just grabbing
05:50vertices and moving them however I want.
05:55So now, again I'm just hitting my spacebar to go in and out of these windows here.
06:00If I right-click here, go into Object mode, and then just hit the 3 key on my keyboard,
06:05I can see how that is subdividing.
06:07You can see I've got more of a fan shaped fin.
06:13Wedge Shape can really help create fanned type of objects, and it's just another way
06:18to add detail to your models.
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Using the Bevel tool
00:00Many times when you're creating objects you will want to have round or beveled edges,
00:05a lot of times this is great for motion graphics or working with text or even if you do something
00:10like build a table you may want the edge to not be perfectly right angle.
00:15So the Bevel tool works great for giving these sorts of effects.
00:20Let's just do something really, really simple.
00:22I'm going to go ahead and create a polygon cube, I'm going to go ahead and drag out the
00:27cube here, left-click, and then left click to drag it up, I am going to go ahead and
00:32hit '5' to shade it.
00:34And so now I've got this cube, but if you notice all the edges are pretty sharp, and
00:39let's say we don't want such sharp edges.
00:41We want to make it kind of little bit more round, little bit more beveled.
00:45What we can do that by beveling either faces, edges or vertices.
00:50So I'm going to go ahead and then right-click, select face, and let's just go ahead and select this one top face.
00:57And beveling is pretty much as simple as selecting Edit Mesh > Bevel, and when I do that it gives the default.
01:05And as you can see, all of these options here they come up in the Channel box but if
01:12we want we can go into the Attribute Editor as well and see them.
01:17So we should have a polyBevel1 tab in the Attribute Editor, and this gives us really
01:23all the controls we need to control how this bevels.
01:28Right now, by default the Offset is .5, we don't have to have it at .5 which is basically
01:34just halfway between as it almost like a 45 degrees angle.
01:38But if we want we can dial it down, make it bigger or smaller.
01:42So at one basically the face goes to nothing and add zero there's basically no bevel, so
01:49somewhere in between is what we want.
01:51So let's go ahead and just give us slight bevel to that edge.
01:54And as you can see, we've got a pretty cool bevel.
01:58Let's say we wanted more of a rounded edge, well we can do that in the next value here
02:03by dialing up the number of Segments.
02:05So if I want to I'll give it a lot more segments or just a few, and that will round the edge
02:11rather than just make it a chamfer.
02:13Now we also have other options here such as Smoothing Angle, and this really just affects how this renders.
02:21Now all of these options are available before you start the tool so if I did Edit Mesh > Bevel
02:28and selected this tool options here you could see I get them when I create the original bevel.
02:35Now typically what I like to do is just do the bevel, and then go to the Attribute Editor
02:40to change it there because it's a little more interactive.
02:42But you can also do it before you apply the bevel, and that can be actually pretty handy
02:47because then you can set up your parameters, and then continually apply that bevel.
02:52But I'm just going to go head and close this, we're not going to do that.
02:55Well let's go ahead and take a look at how to bevel other types of components we just
02:59beveled the face, and let's go ahead and take a look at how to bevel an edge.
03:03So I'm going to go ahead and right-click over my object, select Edge mode, and then I'm
03:08going to double-click on this edge, and what that does is it selects all of the edges.
03:14So one click selects that one edge, double-click selects all the connected edges.
03:20We can do the same thing we did before, Edit Mesh > Bevel, and as you can see, we get that
03:26same effect, and if I go into my Attribute Editor you see I have polyBevel1 which is
03:34the original bevel and polyBevel2 which is the one I just created for this edge.
03:41So I can dial back my offset if I want, as you can see, it's probably a little better,
03:46add a smaller angle here.
03:47I can certainly add more segments just like I did before, and I can adjust this however I want.
03:54So now this first top edge here I did as a face, and this one here in the corner that
04:02one I did as an edge, and of course we also can bevel vertices.
04:06So I'm going to spin this around and go to the backside here, and right-click, select
04:13Vertex, and just select this lone vertex at the back that still is the only one that has
04:18a corner attached to it.
04:20And let's go ahead and do one more bevel.
04:22So we're going to do Edit Mesh > Bevel, now, as you can see, it adds one more poly bevel
04:29into my attributes and again I can start working with it.
04:34So let's go ahead and zoom in and see what this looks like.
04:38As my Offset goes to zero you can see this is what happens when you bevel just a vertex.
04:43You get this kind of triangular detail here, but you still get bevels along every edge
04:49that is connected to that vertices, and again just like with all of these we could add in
04:54segments if we need them, and make them a little bit more round.
04:59So, as you can see, Bevel is a great way to create rounded corners or chamfered corners,
05:05and so it's a very handy tool to use in creating a lot of different types of objects.
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Cutting faces and splitting polygons
00:00Many times in polygonal modeling we'll want to add detail to our models, and so a couple
00:06of tools that we can use to add some details are the Cut Faces and Interactive Split tool.
00:13So we're going to start off with the Cut Faces tool, and basically what it does is access
00:17kind of a knife that cuts your model along a line that you define.
00:23If I select my cube here and go into Edit Mesh we'll have a Cut Faces tool.
00:29I'm going to go ahead to my options here, and I want to make sure this is set to Interactive.
00:34So I'm going to go ahead and Enter Cut tool and Close, and make sure it's on Interactive.
00:40Notice how my cursor changes, then all I have to do is just left-click and drag, and as
00:46you can see, it's creating this line on my model, and this line actually represents a
00:52knife edge that is going to split this model along the line.
00:57So as soon as I let go you'll see I get an edge that happens right along that line.
01:04And this is great if I want to say cut the model in half or something.
01:08Now if you do this Interactive tool in a prospective viewport obviously you're going to get something at an angle.
01:15Now if you wanted a little bit more square and right angles to the model then you can
01:21actually use some other options in the tool.
01:23So I'm going to go-ahead and hit Ctrl+Z to undo.
01:26And let's go in Edit Mesh > Cut Faces tool, select the Options, instead of Interactive
01:32we can actually do it along a specific plane.
01:35So in this case let's just select the YZ plane.
01:39And as soon as we do that and hit Cut, it actually brings up this gizmo and allows us
01:45to slide this cut plane anywhere we want in the model.
01:52And once we do that all we have to do is click off, and there it is.
01:57Now this is very similar to inserting an edge loop or adding an edge loop to a model, and
02:04so sometimes for regular model such as this cube, you may want to use that tool instead
02:10of the Cut Faces tool.
02:13Now the real power of this Cut Faces tool comes when you have non regular models where
02:18you have kind of an organic shape that you want to cut in half.
02:22Well, something like this cone would be a better example of some of the power of this.
02:27So we're going to leave the options the same.
02:29I'm going to go into my Cut Faces tool here, and let's just keep it on YZ plane, and let's hit Cut.
02:35And once I do that you can see how this is actually just sliding this edge interactively
02:40along this cone, and so it creates it kind of an irregular cut which can be very beneficial
02:46if that's what we want.
02:48And as soon as I click off of it you can see how that sticks.
02:52And what's really nice is that this is an edge that we can use for a lot of things.
02:55Let's say I wanted to cut a hole in this and just go-ahead and go into Face mode, and then
03:00maybe select all of these faces here, Shift+select that one.
03:06Make sure they're all there, and then I'm just going to hit Delete, and you can see
03:09I've got most of these faces done. I'll go ahead and delete that and clean it up.
03:14So you can see how this can be very handy in creating holes or cutting things in half
03:19that sort of thing.
03:21Now another way to add detail is using the Interactive Split tool.
03:26What that does is basically allows you to draw whatever shape you want on your object,
03:30and just add edges as you need them. So we're going to go back to the cube here.
03:35And I'm going to go into Edit Mesh, and we're going to go into Interactive Split tool.
03:41And let's take a look at some of the options for this.
03:44Basically all it has is some Snap options here and the other option is do we want to detach the edges.
03:53So once we cut this do we want to actually cut it out like a cookie cutter or do we just
03:58want to leave those shapes there, and we're just going to go ahead and leave it at the defaults here.
04:02I'm going to go ahead and close that.
04:04You can see how as I move my cursor over this I get this little dot that snaps to my model.
04:12Once I left-click on that you can see how I can create an edge wherever I want so as
04:18soon as I left-click on that, that, that, and so on.
04:23So if I wanted to I could actually create almost any shape I want, and once I hit Enter it locks it in.
04:32And so now I have this irregular shape, and I've basically cut out this shape on the top
04:36of my object, and I can use that for further modeling if I want.
04:41So if I wanted to I can take those edges and move them around if I want.
04:45So this is a great way to add irregular detail to a model.
04:50So those are two very, very handy tools on how to add additional detail in your model.
04:56As you start modeling you'll probably find places where you can use these tools.
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Using the Bridge tool
00:00One very handy tool that Maya has is the Bridge tool, and this allows you to bridge gaps in your model.
00:08Here is a really good example.
00:10We have this cup here, and I have the handle, but the handle is incomplete, and what we
00:15need to do is to bridge this partial handle to the slot on the cup where we need to connect it.
00:24And we can do that using the Bridge tool.
00:27The easiest way to do this is to select the edges that we are going to bridge.
00:33Now what we need is we need open edge faces.
00:36So in other words this is a hole here.
00:38So I need to have something that's kind of an open edge here, and if we look at the other
00:44side here on the end of the handle you will see again I have a hole with an open edge,
00:50and that's really what we need.
00:52So all I'm going to do here is just right-click over the cup, select edge, and then I'm going
00:58to double-click on the edge of that hole, and then do the same thing on the handle.
01:03I'm going to hold down the Shift key and double-click.
01:06What double-click does is it selects the edge loop, and in this case we are selecting that open edge.
01:13Once I have all that selected, all I have to do is to Edit Mesh > Bridge, and once I do you
01:18can see how it bridges.
01:21Now we do have some parameters for the Bridge tool.
01:24If I go in to Edit Mess > Bridge here, you can see the parameters are basically Divisions and Smoothing angle.
01:30I'm going to go ahead and close that, because we have those same parameters here in the channel box.
01:37So if I go under CupShape into INPUTS you'll see here I've got polyBridgeEdge1.
01:43I also have the same thing in the Attribute Editor here.
01:47All I have to do now is dial up or down the number of divisions that I want.
01:53Now if I want I can also create and offset.
01:56So if I want to, I could type in a number such as 1, and it will go ahead and flip it one edge.
02:02So in other words, it'll twist it by one edge. If I do it by 2 it will twist it two edges.
02:08Typically, we want to keep that at 0.
02:11We only really use that if our edges are out of sync.
02:16Then we also have a Smoothing angle. Again, that just goes to rendering.
02:20Now once we have this, it's pretty much stuck together as a model.
02:24So if I were to do subdivision surfaces, you'll see that is completely connected.
02:30So that's just a very quick tutorial on the Bridge tool, and I hope you'll find some really
02:34cool places to use that.
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3. Working with Edge Loops
Selecting and editing edge loops
00:00As you start modeling more and more complex objects, the placement of the detail within
00:05those objects becomes more important.
00:08You want your detail to flow along the natural lines of motion of your object.
00:14Particularly, if you want to deform and animate your objects, character animation is particularly important.
00:20So, when you place your detail, you want to pay attention to what are called Edge Loops,
00:26and those are basically just loops of edges that define the detail in lines of motion of the object.
00:32So here I have a very simple character, and it's actually composed of several pieces.
00:37We have a lower body and upper body, a head, and the eyes as well.
00:41But let's just focus on the torso and the upper body.
00:46So if I select this you'll see that this is built out of a fairly regular type of geometry.
00:53We have loops of edges here that go around the body as well as around the arms, and those
01:00loops of edges really define the profile of the character.
01:05Now, if we want, we can select those edges or those edge loops.
01:11So if I right-click over this and go into Edge mode here.
01:14I can select one edge, and I have that.
01:17But I really want to select the loop of edges. Now I can do that in two ways.
01:22If I double-click on in the edge that will select the select the edge loop, or if I select
01:27a single edge loop and hit the right arrow key, it will also select that.
01:32So you can either double-click or right arrow. Now once I have this I can start editing.
01:38So if I wanted to, I can move this to basically reshape this. I could scale it and make him
01:44skinnier or fatter if I wanted to.
01:47Another thing you can do is you can select successive edge loops.
01:51So let's say I'm working here on the character's arm, and I select say, for example, this one
01:59here, and I right arrow to select the loop.
02:02Now if I left arrow, I can start stepping through the loops.
02:06And again, right and left arrow then allow you to step through the loops.
02:12So again, if I select one edge, I can right or left arrow to select the loop and then
02:18move through and basically just step through each one of these loops.
02:22So this is a really easy way to select parts of your model.
02:27Now another way to select parts of the model is to use what are called Edge Rings.
02:32Okay, so edge loops basically in this case is the horizontal loop of edges here, but
02:39we also have the vertical edges.
02:40Now if I double-click on one of these, I can get an edge loop that goes around the front of the character.
02:47But let's say I wanted this ring of edges here.
02:49I can do that simply by selecting one of these vertical edges, and then hitting the up or down Arrow.
02:57So if I do that, it selects what's called the edge ring, and that's kind of similar
03:02to an edge loop, but what it more represents is basically both this loop and that loop.
03:07And so we have basically selected these edges, but also these vertices.
03:11So this might be an easier way to, for example, skinny up the character or make him a little
03:16bit heftier, and we can also scale these up or down if we wanted to.
03:21And again, if we go up or down arrow, we can step through these edge rings as well.
03:29So those are some really simple ways to select edge loops and edge rings, and as you start
03:35working with more complex models, you'll find that these tools help a lot in selecting within complex geometry.
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Using the Slide Edge tool
00:00Sometimes you'll encounter the need to rearrange the detail of your model, but you don't want
00:05to reshape the model.
00:08In that case, the Slide Edge tool will help you to rearrange the detail in your model
00:12and keep your model pretty much intact. So let me show how this works.
00:17We've got this basic character here. So I'm going to select the torso.
00:21And if notice here we've got some edge loops towards the torso here on the arm, and if
00:26I wanted to--let's say I wanted to move this edge loop a little bit further to the right.
00:32In other words, center it a little bit more.
00:35Well, if I were to go into Edge mode here by right-clicking, and I can just double-click
00:40to select edge loop, and if I wanted to I could move this, but as you can see, as I
00:46move this it's maintaining its profiles.
00:49So it's not changing.
00:51So in order to really do this I would have to move it, and then scale it, but again it
00:58gets kind of clumsy when we do that.
01:00So it's not really the best way to manipulate that.
01:04The easier way to do it is to do what's called a Slide Edge.
01:08So if I double-click on this, I can go into Edit Mesh > Slide Edge Tool.
01:15Now it gives me this little hint, Drag with a middle mouse button to slide.
01:19Okay, well, that's pretty easy. So I'm going to middle mouse button and slide.
01:24As you can see, this basically allows me to slide the edge along the surface without changing
01:31the actual profile of the object all that much, and this allows me to rearrange my detail
01:38so maybe the character deforms better or operates better in some way.
01:43So I can do this the same on the other side here.
01:45So I'm going to go ahead into Select mode, double-click on this edge, and then I'm going
01:50to go Edit Mesh > Slide Edge Tool.
01:52Now let's a look at some of the options here. There's really not much.
01:56There is Relative and Absolute, and then if you want you can also use snapping.
02:02So where actually going to do Relative, and then just again middle mouse button to slide.
02:08So I'm just going to slide, and there we go.
02:12So this is the great way to rearrange the detail on your model.
02:17Now this doesn't have to just work with edge loops.
02:20You can use it for just single edges or groups of edges.
02:23Let's say, I wanted to move this part of the characters chest up or down.
02:27All I've to do is Shift-select these two, and then go into the Slide Edge mode, and
02:33then middle mouse button, and again you're moving left and right to slide.
02:37So I can slide that, rearrange that detail without really reshaping the model.
02:44So you see how handy this tool can be.
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Spinning edges
00:00Another way to reorganize detail in Maya is to spin edges.
00:04Now we can move edges by selecting the edge loops and either just physically moving them or sliding them.
00:12But if we want to reorient them, we have to use what's called Spin Edge.
00:17So I have a very simple head here, and let's go ahead and zoom in on the face here.
00:23Now I'm going to go into Edge mode here and select this edge on the cheek.
00:29Now in this case, this edge is basically going along the eye.
00:33Basically, it's kind of in the same orientation of the eye socket.
00:37But let's say I wanted it to go in a different direction because the face isn't deforming
00:42exactly the way that I want.
00:44I can spin this edge by just holding down the Ctrl and Alt key or the Command+Option
00:50key on the Mac, and just hitting the Left and Right arrows.
00:55As you can see, I can spin this around.
00:57So if this geometry here works better for me, then I can do that. Or if I want, I can spin
01:02it this way so that this edge is going in a different direction, or I can leave it the same.
01:08So as you can see, as each different orientation basically highlights a different direction of the face.
01:16This will give him a little bit more of that kind of hound dog look.
01:20So I can have more over crease along the nose.
01:24Or if I wanted to do it this way, this would kind of accentuate the pouch under the eye
01:29or if I do it this way, it will give you a little bit more room here if you wanted to do a sneer.
01:34So each one of these can have a different effect on how the model behaves when you animate it.
01:41So as you start modeling, just understand that the Spin Edge tool is a great way to get you
01:46out of modeling dead ends.
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Inserting and offsetting edge loops
00:00Now many times, you'll want to add detail to your model using edge loops, and Maya has a couple
00:07of tools that allow you to insert and add additional detail using edge loops.
00:13So let's take our sample character here.
00:15I'm going to, again, select my torso, and we have a tool here called Insert Edge Loop.
00:21So let's say we wanted some more details say around the torso.
00:26All we have to do is go Insert Edge Loop, and then left-click wherever we want that
00:33edge loop to happen.
00:35Once we do, we've got a new edge loop that we can use.
00:40So again, all we have to do is just do Edit Mesh > Insert Edge Loop, and wherever we click,
00:47it's going to put an edge loop at a right angle.
00:50So if I click on this vertical edge, it's going to create one at a right angle to it.
00:55If I click on this horizontal edge, it'll do this edge loop there.
01:00I'm just going to go ahead and undo that.
01:02So as you can see, this is a very easy way to insert detail.
01:06So now I have a little bit more detail around this torso, if I wanted to shape him or make
01:11him a little bit more detailed.
01:14Now we also have another tool, and that's called Offset, and that basically works the same way.
01:20So I'm actually going to select his lower body here, and again we are going to go into Edge mode here.
01:27What offset does is this basically brackets an existing edge loop with additional edges.
01:33So if I go into Edit Mesh and do Offset Edge Loop, you can see--I'm going to go ahead and
01:40select this horizontal set of edges--and you can see how I'm getting an additional set
01:46of edges that bracket that edge loop.
01:49Let's do this on the other side as well.
01:51So this is just another way to add detail to your model.
01:55So as you start working with a model, probably one of the best ways to do it is to block
02:00out the model roughly and then just insert edge loops as you need them to add additional detail.
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Building an eye socket
00:00Now let's use our tools to actually create an eye for our fish.
00:06We're new some Edge Loop tools as well as some Extrude tools to create the detail we need
00:11for the fish's eye.
00:12So I'm going to go ahead and select my fish here, and let's go ahead and turn on Shaving to
00:18X-Ray so we can see what we're doing here.
00:21Now first thing I want to do is add the enough detail so I can get the circular outline of this eye.
00:27In fact, I'm going to go ahead and do this in my side viewport, so I'm just hitting my
00:32spacebar to go into my side view.
00:36So in order to have enough detail, I need to have an inset here to create the edge of the
00:42eye, and then maybe some additional edge loops to create the detail.
00:47So first thing I'm going to do is just right-click over my model and select this face,
00:52and then I want to basically inset that. And the easiest way to do that is to use the Extrude tool.
00:59I am actually going to do this in the Perspective view so you can se this a little bit more clearly.
01:05And I'm going to go Edit Mesh > Extrude, okay.
01:07And I'm actually not going to extrude it forward or back, I'm just going to inset it, which
01:14means I'm going to change this offset so that it's inside of this model, okay? So I'm actually doing it at .2.
01:24And what this does is it basically just creates a face that's co-planer with the original
01:29one but is just inset.
01:31So as you can see, this is starting to give to the outline for the eye.
01:35But this is still kind of square, so if I were to say smooth this you could see it's
01:41not really going to smooth as well as I want.
01:43So again I'm just hitting the 3 key to smooth.
01:46I am going to go back and hit the 1 key, and let's go ahead and add some additional detail.
01:52So we're going to actually add in some edge loops. So I'm going to go right-click, go into
01:56Edge mode here, and we are going to go Edit Mesh > Insert Edge Loop.
02:01The first thing I want to do is create an Edge loop that's right around the center of
02:06each one of these, so I'm going to click here. We have an Edge loop here.
02:11And then create another one right here.
02:15Now what that does is it gives me enough detail to shape this exactly the way that I want.
02:20So now I'm going to right-click on this, go into Vertex mode, and just select these corners
02:26right here. So 1-2-3-4, and then I'm going to use the Scale tool, and I'm just going
02:32to scale those down in Y and across in Z, and that gives me my circular outline.
02:40But it's not quite as big as the eye that I want.
02:43So I can go ahead and to scale everything up.
02:46So I am going to go in to Face mode, I'm just Shift-selecting all of these here, and I'm
02:52just going to go ahead and scale them out and up, go ahead and select the vertices that
03:00are along the outside of this, and again scale up that eye.
03:09So that's pretty close.
03:12So now that I have that, let's go ahead and turn off X-Ray mode here, and you could see
03:17I've got the outline of the eye, but I still don't have the eye socket.
03:23And that we can do just by using another Extrude.
03:25So I'm going to right-click, go into Face mode, select these four faces.
03:32And then I'm going to Edit Mesh > Extrude, and I'm going to go ahead and extrude those in,
03:37this creates a little lip.
03:39And if I want, maybe I can scale this up just a little bit, in just so that it kind of goes
03:46in and out. And then I'm going to extrude it one more time, and again I'm just doing
03:51this very shallow, I'm not going too deep with this extrude, I really just want to create
03:57a lip for the subdivision surface to work.
04:00Now once I have that second extrude, I can hit the Delete key and delete those original
04:05faces, so now I actually have an eye socket.
04:08Now if I go in to subdivision mode by hitting the 3 key on the keyboard you can see I have
04:13a pretty nice little eye socket there and so when I fit my eye to my character, and
04:18this should be pretty close.
04:21Now just remember, as you add detail just add enough detail to get the shape you want.
04:28With Polygonal modeling, less is often the best option to do, so only at enough detail
04:35to get the shape that you want.
04:37And use Subdivision Surfaces to smooth it all out.
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4. Refining Polygonal Models
Working with object history
00:00In Maya, modeling is basically just a series of operations. You're going to start with
00:05a primitive object, and then you're going to do things to it. You may extrude, you may
00:11add edges, and Maya keeps track of each one of these.
00:15It actually keeps a running history of everything you do to an object.
00:20So let's take a look at some really basic operations.
00:23I'm going to go ahead and just create a very simple box, so a polygonal box here.
00:31And as you can see, when I create it, it has an input, and this input here is called
00:38polyCube2, and this gives me all of the information I need to create this cube.
00:44So, if I wanted to, I could add some subdivisions in the height, and so on.
00:50And this also shows up in the Attribute Editor.
00:52So we have the basic cube, and then we have tabs for everything in that object.
00:59Now let's say we wanted to do something to this. Let's say we wanted to do an Extrude.
01:03So I'm going to go ahead and right-click over this and go into Face mode, and let's just
01:07go ahead and do an Extrude.
01:08We're going to do Edit Mesh > Extrude.
01:12And as I extrude this, you'll see that under INPUTS, we get another option here.
01:18So, if I go back into Object mode, select my cube, you'll see that I have my basic cube,
01:24and then in the Channel Box, I have my polyCube which is what created that cube, and then
01:30on top of that, I have a polyExtrudeFace.
01:33In this case, it's polyExtrudeFace11, and we can see that in the Attribute Editor as well.
01:40So this is the history, we have a cube, the shape, and then we have the Extrude Face,
01:47and that's my Extrude.
01:48So, if I wanted to, I can go back and change this if I wanted.
01:52Now let's say we added another extrude to this.
01:55Let's go ahead and just right-click over Face, and let's go ahead and extrude these two faces
02:00here, go Edit Mesh > Extrude, and let's go ahead and just drag out those faces, and then just
02:07go back into Object mode.
02:09You'll see that we have another tab here for the second one. So ExtrudeFace11 was the first
02:15one, then ExtrudeFace12. So, basically it goes backwards.
02:19We have the cube and all the stuff that we used to create the cube, then we have that
02:24first extrude, and then we have the second extrude.
02:28So, this topmost one is the last thing that we've done.
02:31So again, I can go back and change this.
02:33So, I have this sense of live history, and you can also see this in the Channel Box here.
02:39Now, if we want, we can also see it in the hypergraph.
02:44So if we go into Window > Hypergraph: Connections, you'll see that all of these are interconnected nodes.
02:52So, I have my polyCube2--in fact, if we go into our Attribute Editor, you can see it.
02:57This is my polyCube2, ExtrudeFace, this is my ExtrudeFace11, this is my ExtrudeFace12, and so on.
03:05So I can actually select each one of these in the hypergraph as well.
03:10Now, as you start modeling, you're going to get more and more and more of these nodes,
03:15and if you have a really complex object, you could have dozens of nodes on that object.
03:21And what happens is that it tends to weigh down the object.
03:26Now, if you have a fast computer, you might not notice it, but if you have a lot of objects
03:30in you scene, you probably will because what happens is that Maya recalculates the whole
03:36modeling operation every time you touch the object.
03:40So, in this case, when I touch the object, it's actually recalculating from the cube
03:45to the Extrude and everything else.
03:48And so, there are times when we want to simplify this. So once we have our model in place, and
03:53we really like it, and it's exactly the way we want, we can get rid of that history.
03:58Now, there are times when we want to keep the history in case we want to go back and
04:02change something or tweak something, but once we get it to the point where we really like
04:06it, we can delete history. So, we have this object here.
04:11So under the Edit menu option, we have Delete by Type > History.
04:16We have actually two of these, we have Delete by Type or Delete All by Type.
04:21So, if we wanted to delete all the history in the scene, we can go Delete All by Type > History,
04:27and that would completely clear out all that history in the scene, or if we just wanted
04:31to do it for this particular object, we just do Delete by Type > History.
04:37What happens then is all of those tabs go away, and this just becomes a simple shape.
04:43Now, we can do this for the model that we've been working on.
04:47So, I'm going to go ahead and delete this object here, and I have hidden our good friend, the fish.
04:54So, what did we have here is we basically have a record of everything we've done to
04:59this fish, and this is actually quite a bit of stuff.
05:02We started with a polyCube, we tweaked it a little bit, we extruded a bunch of faces,
05:07then we tweaked those faces. And as you can see, we've got all of this history for this
05:12object, and it's actually getting pretty complex.
05:15So, if I go through all of this stuff, you can see, wow! I've got a lot of history.
05:20I've done lot stuff to this object.
05:22But once it's to the point where you kind of like it, and you can delete the history,
05:26so at this point, this might be a good time to delete this history.
05:30We can always model from here forward, but if we like what we have here, then we can
05:36just go ahead and solidify it, and then move on kind of fresh.
05:40Again, we can do Edit > Delete by Type > History, and now this kind of just simplifies it a little bit.
05:48And if we wanted to, we can actually change name of this. We can actually change the name,
05:51say, to Fish, give a little bit more descriptive name.
05:55So, as you can see, History is important in Maya because it allows you to go back, revise
06:00things, and change them.
06:02But once you've got your model the way you want, it's often a good idea to delete history
06:07to lighten up your model and your scene.
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Modeling symmetrically
00:00Many of the things you create in Maya are going to be symmetrical. Now this fish is no exception.
00:06Now we saw how to use symmetry in say the Move tool and the Rotate tool, but we also
00:13can do a more complex and sophisticated way of symmetrical modeling, and this involves
00:19using what are called Instances. So let's go ahead and take this fish.
00:24Now I've only been modeling one side of the fish--in fact, I'm going to go ahead and turn
00:29off this Reference layer here, so we can see what we have.
00:32So on this fish I've really only being modeling the left side of the fish. So this particular
00:38side here, I've done the fin and the eye, and so on,
00:42but I don't have anything else on the other side.
00:45So if I wanted to I can actually flip this model and make it symmetrical, so that way
00:51I can have what's on the left side show up on the right, and then if I start modeling
00:56on one side, it shows up on the other as well.
01:00So let me show how you to do this.
01:01Now the first thing I want to do is I want to create a central line from which to cut this fish in half.
01:07So in order to do that, I kind of want to snap it to the center line, so I'm going to go
01:12ahead and jump out here by hitting my spacebar and jump back into the front view again by
01:18hitting spacebar, and I'm just going to go ahead and turn on Snap to Grids, and what that
01:26will do is that will snap this center pivot of my object to a grid.
01:30So I'm just going to go ahead and snap him to the center grid.
01:33So now I know that he is centered on this Z axis. Okay.
01:39So now you can see he is centered on that Z axis.
01:43Now if we want, we can readjust him to our reference here, so I'm going to turn off snap
01:48and make my reference visible--and actually he's pretty close here. I'm just going to
01:52go ahead and move him up just a little bit to rematch all of that reference that we have,
01:58then I'm going to go ahead and flip off reference again.
02:02So now that I have him in place, I still need to create a center line from which to cut
02:07him in half, and we can do that by doing in insert edge loop.
02:11So probably the easiest way to that is just go Edit Mesh > Insert Edge Loop Tool, and I
02:18want to make sure that this edge loop aligns with that center line, so you can see I'm
02:22moved too far to one side or the other, and I just kind of want to get this pretty close to center.
02:28We don't have to get it exact, but close enough.
02:31So there I go. I've got it pretty close to that center line, and then let's just go into Object mode here.
02:39So now that I have this, what I really want to do is select this right side of the model and delete it.
02:45So I'm going to go into my front view here, and you can see here is my fin, and so this
02:51is the side that I modeled, and this over here is the side that I didn't.
02:54So I'm going to right-click here, go into Face mode, and just select all of these faces
03:00on this one side. So you can see here I've got those faces, and then just hit the Delete key.
03:07Once I do that, you can see I've got kind of a half shell of my fish, so I've got one half,
03:13so I need to mirror that side of the fish on the other side, so I'm going to go into
03:17Object mode, select my fish, and then we're going to do a special type of duplicate.
03:21We're going to Edit > Duplicate, but we're going to do what's called Duplicate Special, and I'm
03:26going to go ahead and select my options here.
03:30So, what I'm going to do is instead of a Copy, I'm going to create what's called an Instance.
03:35Now an Instance is basically a copy of the object, but it maintains a connection to the original.
03:41So if I'm model the original, the Instance changes to match, and that's really what we want.
03:46So we want to create an Instance, but we also want to make it a mirror image, so we want
03:51to flip it along one axis.
03:53And if I look here, you can see that it's actually pointed along the red or the X axis
04:00so I want to scale it -1 on the X axis.
04:04Once I do that, I can just hit Duplicate Special, and what it does is flips it and creates a
04:11model that's symmetrical but also that maintains a history connection to the original.
04:18So, if I were to select say some vertices on this one fin here, you can see how as I
04:25move it, it moves one side to the other, so no matter what I do to one side, it can affect the other.
04:33So, now that I have that, we can start modeling this. So let's say I wanted to make this a
04:40little bit smoother. Let's say I didn't wanted it to be so boxy. So I could, for example,
04:44select these edges along the top here or these vertices and change them.
04:50Or I could, for example, bring these down. And that gives him a little bit more of a curve along there.
04:56Or let's say I wanted to actually make him a little bit fatter in the middle, so
05:01if I wanted to, I can select some faces here or some edges, and I can move them.
05:07So let's say I wanted to select these vertices here, and I just wanted to move that part
05:13of the body out, so let's go ahead and just maybe select some of this and maybe what we
05:18can do is do a Soft Select.
05:23So let's go ahead and just move those out.
05:24For example, get him a little bit chubbier here, or if we want we can make the mouth a
05:31little bit thinner. And as you can see, we can start modeling this symmetrically.
05:35So even if I were to do something like an extrude or anything that adds geometry, that
05:41still would maintain that history.
05:44So this is a great way to do symmetrical modeling.
05:47So, I'm just going to do a few of these operations here, and quite honestly, I've got a lot of
05:53this character already modeled.
05:55So I'm not going to do too much here, but just really want to show you that this is
05:59another way to create models symmetrically.
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Combining objects
00:00Now when you start modeling, you may actually model your object in pieces, and there will
00:05be times when you'll need to combine those pieces back into a single object.
00:11So here I have a fish and a fish one.
00:15So I actually I have two separate objects in my scene.
00:18Now we can bring those two together using Combine.
00:21Now before we do this on the fish, let me just show you this kind of more theoretically here.
00:27So I am going to actually go over to my layers and just hide my geometry here, which is my Fish layer.
00:32And let's just go ahead and create two objects here.
00:36Let's go ahead and create a sphere and go ahead and create a cone, left-click and drag
00:44to set our radius and then left-click and drag again to create the height.
00:48Actually, I'm going to go ahead flip that cone over.
00:51I'm going to go ahead and just rotate it.
00:54In fact, I'm just going to rotate it 180 degrees here in X.
00:59Let's go ahead down to down my INPUTS here, and I'm going to dial down my radius so it's
01:04smaller than that sphere or just around the right side.
01:07Now let's say I wanted to create something as simple as an ice cream cone.
01:11Well, if I wanted to, I could create the ice cream separate from the cone, and I would have two objects.
01:18So I would have this one object and another, and if I go in to my Outliner you can see
01:24I would have a sphere and a cone.
01:28But let's say I wanted this to be one object, so I can model it all together.
01:32Well, I can do that by combining the sphere and the cone into a single polygonal object.
01:38So all I have to do is select them from all and go Mesh > Combine.
01:43So you can see now I'm going to go for my cone and the sphere to a single object called a polySurface.
01:52So now this is all one object.
01:55It's not two separate objects.
01:57So now I can move it as one if I'm going to model it, which is the reason we really want to do this.
02:03I can model it all as one.
02:07Now if I don't want to have this anymore, I can just go back and Object mode, select
02:11my object, and I can go Mesh > Separate, and that separates those two objects.
02:18So now it separates them out into additional polySurfaces.
02:24Because these started as a sphere and a cone, and you can see in the history we have a cone,
02:29the sphere, they united together, and then they separated together.
02:33So there is an individual history operation that actually bring them together and separate them.
02:40Now I'm going to go ahead and just select all of the stuff and delete it.
02:43Let's go on to our fish.
02:46So I'm going to go ahead and turn on my geometry layer which has my little fish in it.
02:51And basically now that we've modeled this fish symmetrically let's go ahead and combine him
02:57together so that way we can stitch him back together and make him one piece.
03:03The first step of that is to combine the two halves.
03:08So I'm going to go ahead and each half here and just go Mesh > Combine.
03:15So now we have both halves as one object, but the problem is we still have a little
03:20bit of seam going down the middle there.
03:22We can fix that by merging the vertices, and we are going to show you how to do that in the next lesson.
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Merging vertices
00:00So as you start putting multiple objects together, there can be times when you want to attach
00:06multiple parts together. There are a number of ways of doing it.
00:09Probably the most common way is to do what's called a Merge Vertices, and basically what
00:15it does is it takes two vertices and it merges them into one.
00:21Let me show you how this works on just a single set of vertices here.
00:26So I've got this fish here, and I've got this seam down the middle.
00:31If I go into Vertex mode, you can see I've got these two vertices that are basically
00:36just mirror opposites.
00:38If I bring them together by scaling them, you can see how it looks like they're together, but they're not.
00:46If I were to, for example, select this edge here and move it, you can see how I can just
00:51pull this right apart.
00:53We have to stick these two vertices together and make it into one.
01:00The way we do that is by using the Merge command.
01:03So I'm going to go into Vertex, select both of my vertices.
01:07You can see, I still have one, two vertices here.
01:10So I'm going to go ahead and just rubber band select those, so I have them both in my selection set.
01:16And then I'm going to go Edit Mesh > Merge.
01:18When I do that, let me go ahead and show the options here.
01:23We basically only have one option, and that's Threshold, and that is if they're less than
01:28this distance apart, they're going to stick together.
01:31And I'm pretty sure that those are already less than that distance apart, and so I'm
01:35just going to go ahead and click Merge.
01:38And when I do, it merges them into one vertex, so now I have that stuck together.
01:47So if I go into my edge here and try and pull that apart, I can't pull it apart anymore,
01:52because now those two edges share the same vertex.
01:57Now there's another way of doing this, and that's called Merge to Center.
02:00So if I go into Vertex here and select these two, I can go Edit Mesh > Merge To Center, and
02:07what that does is it just takes those two vertices and snaps them to whatever point
02:13is halfway between them.
02:15So let me show you how to do this one more time.
02:17So we go Edit Mesh, you can probably see it a little bit better here, Merge To Center.
02:25We could actually go through the whole model and zip it up that way, but probably the easiest
02:29way is just to do a select of all of them.
02:32So, I'm going to zoom in here, and just do a really narrow box select of all of these
02:40vertices down the middle.
02:43So I should be able to get all the vertices on either side here, and make sure I've got them all.
02:49So now that I have that, I need to squish them so that way they are coincident, and I can merge them.
02:58So I'm going to go ahead and zoom in here and just use my Scale tool, and I'm just going
03:03to scale this until it's right over the middle there, and that should make them fairly coincident.
03:08So it should get them pretty close.
03:12Once I do that, then I'll have to do is to Edit Mesh > Merge, and that should merge everything together.
03:21So now my fish is stuck together again.
03:25What I did was I cut him in half, flipped him, modeled him a little bit, and now I've
03:30stuck him back together. So let's go ahead and just check this.
03:33So typically what I do is I like to select the face and just move and make sure that
03:37the other faces stuck to it.
03:39So if everything sticks together, you have a successful merge.
03:44Another way to do it is to, again, hit the 3 key on the keyboard to see how it subdivides.
03:51If there's an edge that's open, you'll pretty much see it once it starts to subdivide.
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Finalizing the fish model
00:00So now that you have your fish model all merged together, it's time to start finalizing the model.
00:08Now I've added in two additional objects--in fact let's go in X-Ray mode here so you can see these.
00:14And basically I've created two hemispheres to represent the eyes.
00:20So let's take off X-Ray here.
00:23And now if I go into Subdivision Surface mode, you can see how the eyes fit into the fish.
00:30Now this fish is still a little bit boxy, and we still don't have the top fin, so let's
00:35go ahead and finish some of this modeling and just show you some of the techniques we
00:40use to kind of refine and finalize the model.
00:43I'm going to go back into Poly mode. I'm going to hit 1 on my keyboard, and I'm going to
00:48go over to my layers here and turn on my Reference. That way I can see this fin.
00:55The first thing we want to do is extrude that top fin.
00:59I'm going to go into Face mode, and I want to select these three faces here on both slides.
01:07Now this is actually pretty wide, but we'll go ahead and skinny this up after we extrude it.
01:15All I have to do now is just do Edit Mesh > Extrude, and we're going to go ahead and extrude these.
01:22You can see they're pretty big, so I'm actually going to go ahead and dial down the offset,
01:29and also add in a few more divisions, so that way we've got some detail to work with here.
01:35In fact, I'm going to add four divisions here, and this will give us enough to actually make
01:41the fins the way that we want.
01:43I'm going to go into my side view here, and let's go into Vertex mode.
01:51And I'm going to select just the ones towards the top here. So you can see I've selected
01:58everything on that fin, and let's just go ahead and scale that down, and maybe also
02:05move it up, and this is where we really start to add in our detail.
02:11And because this is a fin, I really do want it to be pretty skinny, especially towards the top.
02:17In fact, if I want, I can make these top ones even skinnier.
02:22So again, I'm just selecting vertices and scaling them.
02:27Let's go ahead and subdivide just to see what this looks like.
02:30It's kind of got this bumpiness going into it.
02:34So if we want we can also start selecting just individual vertices here.
02:39So I have them in my selection set, and we can start moving those in.
02:43In fact, if we want, we can still use some of the symmetric modeling tools.
02:48So I'm going to go down here--I'm double-clicking on my Move tool and just using some reflection here on X.
02:54I just want to select these here and just use my reflection to kind of make the top
03:03a little bit more angular. And as you can see, I'm doing this as I work here.
03:10Also another way to do this is this is kind of more the old-fashioned way is to simply
03:14use scale, another thing you can do is start using Soft Select.
03:19So I can actually soft select these, and I can even dial my Falloff radius a little bit
03:24here, and scale them so they come together.
03:28So he has a more of a pointy nose here. Let's go ahead and finish up these fins.
03:34So I'm going to turn off Soft Select here, and let's go ahead and just get this fin a
03:40little bit more in order.
03:42Again, I'm just using my Move tool to move these, and I'm trying to match this fin, and
03:49I'm just box selecting these vertices.
03:51And one of the things I want to do is take a look at how it works with Subdivision Surfaces
03:57on, so I'm toggling between 1 and 3 the keyboard here just to see how this is subdividing.
04:06One of the things you want to look at with your edges is the flow of the edge.
04:10You want them to kind of have a nice arc here.
04:13So again just think of the line of action here.
04:16And I'm just going to go ahead and try and match this shape.
04:21And then as I do that I'm going to toggle between my polygonal model and my subdivided
04:27model just to make sure that I'm getting it pretty close.
04:30So now that I have that, you can see how that fin is starting to look better. In fact, if
04:35I want I can move this bottom row of vertices-- in fact, I can actually do this is an edge loop.
04:41So right-click over this double-click on it, move that down, and maybe even scale that in a little bit.
04:50What I'm doing is I'm just really going through my model, and I'm starting to make it a little bit more organic.
04:59For example, this tail looks a little thick here.
05:03So what I want to do is go ahead and skinny up that tail, but I also want to turn on Soft
05:08Select so that way when I make the tail skinnier, that I do it with a little bit of falloff,
05:15so that way it makes the body look pretty organic.
05:19And now also towards the bottom of this character-- I'm going to go ahead and turn off my Reference
05:23here, so we can see this.
05:25I wanted to take some of these ones along with bottom, here maybe this one, this one,
05:31this one here, and just move them down.
05:33Again, this will tend to smooth him out. Turn off Soft Select here.
05:39We can spend a lot of time tweaking this, but you just want to get the model looking nice
05:44as it subdivides and make sure that you match the original reference.
Collapse this transcript
5. Additional Polygonal Tools
Working with polygon booleans
00:00Now let's take a look at some additional modeling tools that we can use in Maya.
00:05We're first going to take a look at Booleans.
00:08Now Booleans are just a way to add and subtract objects to create things like holes or protrusions,
00:16that sort of thing. I'm going to start by creating a Polygonal Cube.
00:21I'm going drag this out in my perspective window and drag up my height. The size and
00:28shape really doesn't matter all that much.
00:31And then let's go ahead and create something with which to intersect this, so I'm going
00:36to start with a cylinder.
00:38So I'm going to select a cylinder, and this time I'm doing it from the tool shelf.
00:41You can certainly do it from the Create menu as well.
00:44And I'm just going to create a slightly taller cylinder here.
00:48And then I'm going to hit 5 to shade that.
00:50I've got this cylinder, and I've got this box.
00:53So we can use this cylinder as a tool with which to affect the cube, or we can do it
00:58the other way round if we want. But let's start with the cylinder.
01:02So I'm going to go ahead and move this cylinder up just position it over the top of that box,
01:10and then I'm going move it down, so that it intersects that box.
01:14So if I hit 4, so you can see in Wireframe that it's going to be down inside that.
01:21So I'm going to back into shaded mode here.
01:23So now I have two objects. I have a box and a cylinder, so I'm going to select the box
01:28first, Shift-select the cylinder, and then under Mesh we are going to go into Booleans,
01:34and we have three types of Booleans here.
01:36I'm going to pull this off. We have Union, Difference, and Intersection.
01:42So Union combines them together and makes them one object, so in fact, I can probably
01:48see this best if I turn on X-Ray here.
01:52When I do Union, what it does is it gets rid of anything that is overlapping and turns
01:59this into one object, so I am going to turn off X-Ray here, and you can now I have one object here.
02:07So that's a really fast way to stick things together.
02:10Now one of the things you have to beware of with Booleans is that the geometry that it
02:15creates is what we would call non-regular.
02:19So you don't have regular series of edge loops with which to deform and further shape this model.
02:27It pretty much is the way that it is. If you start to reshape it, you are going
02:31to start to get all sorts of little errors here.
02:34So if I start to move this you'll start to see, it'll probably break up a little bit,
02:40starting to get this weird invisible edge here that I really can't see.
02:45So Booleans are typically best for things that are solid surface, things and don't deform,
02:50mechanical parts, that sort of things.
02:53I'm going to go ahead and just do a Ctrl+Z and undo my way out of this.
02:59Let's go back in X-Ray and just undo. So now I've undone my way out of this.
03:05So now I'm back to having a separate cylinder and a separate cube.
03:11Let's go ahead and again, select the Cube and then select the Cylinder Glass.
03:16Now, when you select that Cylinder Glass, it becomes the operator, so we're operating on the cube.
03:23So if I do a Difference, what happens is it creates a hole.
03:28So Union sticks them together, Difference, creates, basically subtraction or uses the
03:34cylinder to dig a hole in the cube.
03:37So I'm going to ahead and undo that, and again, select them both, and then if we want, we
03:42can to do Intersection, which in this case leaves only that which overlaps, so in other
03:49words, it takes parts of the cube and part of cylinder that are not overlapping and then
03:54makes that into one object.
03:56Each of these has its own benefit, and also remember again, that you should probably using
04:01these on objects that don't deform, because the geometry that a Boolean creates is not very deformable.
Collapse this transcript
Using the Crease tool
00:00When you model with polygons, a lot of times you be using subdivision surfaces, so you'll
00:05allow Maya to smooth your object for you.
00:10But sometimes the default smoothing that Maya provides isn't exactly what you want.
00:16Let's take a look at how the Crease tool can affect this and give you exactly the curvature that you want.
00:23So first thing I'm going to do is just create a very simple object. I'm going to go ahead
00:26into Create, and I'm going to create the basic cube or box, and the shape isn't all that important.
00:33Then I'm going to add some details, so I'm going to go over to my Channel Box, open up
00:37my polyCube input, and then I'm going to select all my Width, Height, and Depth, and we're
00:42going to three Subdivisions for each.
00:46And then when my shade it you can see I've of got a 3x3x3 cube.
00:50Now let's add one more level of complexity to this, and I'm going to add a little extrusion
00:55here, so I'm going to right-click, go in to Face mode and just Shift-select each one of
01:02these faces along one of the bottom edges, and let's do Edit Mesh > Extrude.
01:06Extrude it out, and then over here just left-click and drag to give it a couple of divisions.
01:12So now we've got a cube with a little foot coming out on it.
01:17So I'm going to back in select mode here.
01:20Let's go ahead and go into Object mode.
01:23I'm going to smooth this by hitting the 3 key on the keyboard.
01:27Maya world create that subdivision surface, and it will smooth this object.
01:33And if we hit the 2 two key, we can actually see the cage.
01:36Now let's take a look at how this smoothes.
01:39I'm going to go ahead and my spacebar and jump out, and let's find, in this case the
01:43front window, and you can see how right here the curvature of this is really just a very
01:51even curvature depending upon how far away this edges from this edge.
01:56So if I right-click over this select these vertices here and just move them in, you
02:01can see how I can tighten this up or expand it out.
02:07If I wanted to make this curve tighter, I could drag this detail out if I wanted to.
02:13And that's one way of creating sharper corners is to just place the detail closer together.
02:19But you'll never get a perfectly sharp corner by doing that, and you also have to add in
02:25additional detail to create that sort of affect.
02:30So we can do this in a different way by using Crease. So let's back out into perspective
02:36view here, and I'm going to go back in the Object mode.
02:40Let's go ahead into Edit Mesh, and we should be able find a Crease tool.
02:44So once I select this, it says Select Components to Crease.
02:50It automatically puts me into a Component Select mode, so I going to go ahead and select these edges.
02:58And then middle mouse button to drag. And as you can see, as I drag it, they come in,
03:05and it actually creases up that edge.
03:08So I can do the same from bottom edge here. I can just Shift-select the bottom edge, and
03:13again, middle mouse button to drag.
03:16So now I'm getting kind of a crease here.
03:19I can do this for corners, so let's say I wanted this to actually be a tough corner
03:23here, I could again select this corner and Shift-select this corner, middle-click and
03:28drag, I get a very flat edge.
03:32Now these corners here are determined by these edges, so if I wanted to, I could again make
03:39that a square edge there.
03:41So, as you can see, this works pretty well.
03:44I don't have to do edges, so I can right- click over this and do a vertex at a time.
03:51So if I were to select, say, this vertex and this vertex--and again, I'm Shift-selecting--
03:56I can make those come to a point, and if I wanted this whole front edge to be there,
04:01again, I could do that.
04:03And now what that's doing is it's just tightening up the vertices. If I wanted to do edges,
04:09I could do that as well.
04:11I could again, Shift-select these edges and tighten them up.
04:15As you can see, this is a great way to control exactly how your models smoothes, and I'm
04:22sure you can find all sorts of ways to use this.
04:26One really esoteric way of doing it is to actually create creases in the character's
04:31face, if you want to create laugh lines or furrows in the character's brow, you can use
04:35a crease tool to do that.
Collapse this transcript
Modeling with lattices
00:00When you model organic objects, there are a lot of times you will need to deform the entire object.
00:07Now we've used soft select to deform parts of the object, in other words to do local modeling.
00:13But if we want to do something little bit more global, we can use what are called Lattices.
00:17Now lattices basically just put a box or a lattice around your object, and then you manipulate
00:24the box and your object deforms to match the box.
00:28So let's take a look at how this works.
00:30I'm going to select my object here, in this case the fish and lattices are actually found
00:36in the Animation menu set. Now we've been working in Polygons here.
00:41Let's go into Animation, and under Create Deformers we find an option called Lattice, which is
00:48what we are looking for.
00:50And let's go ahead and just select the options here.
00:52I'm going to click on this little box here, and you see the default options for lattice
00:57is 2 Divisions, 5 Divisions and 2, depends on how you model your object, as to which
01:05direction these follow along.
01:08Typically it's X, Y, and Z. But in lattices this is called S, T, and U.
01:14A lot of times what I like to do is just apply the defaults and modify them later, so that
01:18way I know exactly how I'm getting my divisions.
01:21So I'm just going to go ahead and create the default lattice here.
01:25As you can see, it's got one, 2 Divisions in the X direction, 5 in the Y, 2 in the Z.
01:32So if I select my lattice, now my lattice is actually a separate object than my fish.
01:38So if I select my fish, you'll see that the lattice is affecting the fish.
01:44But I can also select the lattice itself.
01:47So I have this object here called ffd1Lattice, if I scroll down to my Channel Box, you'll
01:52see how many divisions I have.
01:55I can also do this in the Attribute Editor. You can see my ffd here.
02:00So my S Divisions here are along my X direction, I'm going to leave those at 2.
02:06My T Divisions are 5, so that's great, and my U Divisions are along the length of the fish.
02:12So I'm going to go ahead and make those 6.
02:16So now that I have this, I can start editing this lattice.
02:20I edit the lattice by right-clicking over it, and it's actually a new type of object.
02:26So we have object mode, very similar, but we also have lattice point.
02:31So what I can do is I can grab these lattice points here and move them around.
02:35So If I left-click and drag and just box select the whole end of that, I can affect this left
02:44and right, I can wiggle his fins, I can do pretty much whatever I want.
02:48If I wanted to make him a little bit taller, I can do that.
02:52And again, it's a very easy way to manipulate the object globally.
02:57So if you want to make him a little bit skinnier or fatter or longer or shorter, whatever,
03:03you can do that using a lattice. It makes a lot of sense.
03:07Now the one thing about this is that the lattice and the object are separate.
03:13If I take my object, and I move him outside of that lattice, you can see how the lattice
03:19affects him relative to where he is in location to that.
03:24I'm going to right-click over this lattice, and let's do an extreme deformation.
03:27Let's makes him really tall, and let's go ahead and make his fins a lot longer.
03:33And then if I actually select this object here, you can see how it affects the way that he is deformed.
03:41Now this can be both a blessing and a curse.
03:44If you accidentally move your object, then the deformation gets affected.
03:49But one of the things you can do as a special effect is you can animate the lattice on or off of the object.
03:56So you can actually animate the object going through the lattice, you are going to have
03:59like a spacewalk type effect.
04:02Once you're done with this, if you like it, you can always just go ahead and do Edit >
04:07Delete by Type > History, and that will remove the lattice, and your model is now fixed.
Collapse this transcript
Modeling with nonlinear deformers
00:00In addition to lattices there are other ways to globally deform an object and these are
00:06called Nonlinear Deformers.
00:08They work very similar to lattices in that they are an animation tool, and we find under
00:14the Create Deformers menu.
00:16So let's take a look at how to use some of these.
00:19I am going to select my fish first and zoom in here a little bit, and under Create Deformers
00:25we have a whole list of what are called Nonlinear Deformers.
00:30These are Bend, Flare, Sine, Squash, Twist, and Wave.
00:33In fact, I am going to click on this little dotted line here and pull those off, so we
00:38don't have to keep going through our menus.
00:40Each one of these does a very specific thing, and they can be very handy for modeling and for animation.
00:48So I am going to go ahead and select my fish, and let's go ahead and go from the top down.
00:50We are going to into the Bend modifier.
00:52So I am just going to go ahead and left-click on that.
00:55And as you can see, this little line comes up, and I have a new object here just like
01:01I had with the lattice deformer, it is a separate object, it's called Bend 1, and I have a handle here.
01:08And if you scroll down here in the channel box, you will see I've got my inputs.
01:13The most important one is Curvature, so if I select that and middle-click, you can see
01:18that I can actually bend this left or right.
01:22Well, for this fish, I really don't want to bend him around the vertical axis, I want
01:27to bend him around the horizontal axis.
01:30So just like with the lattice, we can actually move the deformer.
01:34So I'll make sure these are all at the defaults and select this handle, make sure it's selected
01:39and go into rotate mode and just rotate that.
01:43In fact, I can even just type that in, I am going to rotate that 90 degrees, so that it's horizontal
01:49rather than vertical.
01:50So I am rotating at 90 degrees in X.
01:53So now I will go into my bend 1 input, select Curvature, and now I can bend him left and
02:01right along that axis, which is kind of cool.
02:06That means that I can actually affect just the fish.
02:10Now if I want, I can also do it just for parts of that fish.
02:16So I am going to go head and select this handle from my Bend modifier and delete it, then
02:21right-click, go into Vertex mode here for my fish and just select, say, the last half of the character.
02:29In fact, if I want to, I could actually double- click on my Move tool here, and let's scroll down
02:37and do a Soft Select, so I am selecting just the back part of that fish.
02:43Now let's go ahead and add a Bend modifier.
02:45And when I do, you can see it moves it a little bit further back.
02:49That's because I'm only affecting that which I had selected.
02:53I am going to Rotate this same 90 degrees in X to make it horizontal, and if we go into the
03:01Bend tool here, you can see I can just use the Curvature to affect that fin, but you
03:07can see that, well, it's not really affecting the fin the way that I want.
03:11But what we can do is we can actually change the lower and upper boundary, so I am going
03:16to go ahead curve this a little bit, and I am going to keep the lower boundary at a lower
03:22number, and then just change that high boundary down to 0.
03:26So it's basically going to not bend on the last half of it, but just this top half of it.
03:32So now when I Curve it, you can see I am bending just the tip of that tail.
03:36I am going to go ahead and select this and delete it, and let's move on to the cylinder.
03:42I am going to select the cylinder, we are going to go into the Flare tool here, and
03:47this basically allows us to flare at the top and bottom, so if I select my Flare handle
03:53here, scroll down in my channel box, and again, I can go Curve, and again, I am middle-clicking
03:59and dragging, so you can see how I can flare that.
04:02I've got an X and Y direction, so I can squish it or squash it a little bit.
04:08I can do that the same on the top as well.
04:11So I am going to select this delete it, and then just go ahead select my cylinder again,
04:17and let's take a look at the Sine Wave, very similar, we get a sine handle here, and I
04:22if I scroll down in my channel box, I get my inputs.
04:25We have Amplitude that goes up and down, and a Wavelength, so how many different iterations
04:31of this are we going to have?
04:33And again, I am going to just touch the Delete key. And then this one is very handy, it's called Squash.
04:39I am going to go head and select my cylinder, hit Squash, and it's basically a Squash and Stretch.
04:44It's similar to Flare but a little bit simpler in the way that it works.
04:50So again, I've got a Factor and again I am just middle-clicking and dragging so this
04:54is kind of a Squash and Stretch sort of thing.
04:57We've got lower upper bounds, we have got an extension, so on and so forth.
05:03Now I am going to go ahead select the Cube here, and let's go ahead and look at the Twist modifier.
05:09So I select Twist. Now this is a great one for creating, well, twisty shapes.
05:14So if I scroll down here on this twist handle, open up this input, you can see that the start
05:21angle and end angle allow me to a twisty sort of affect, which is kind of nice.
05:26So I have a start angle and an end angle, and I can create a screw like effect here.
05:33If I select by object here, obviously I would have a lot of detail, but if I go into my
05:37polyCube here, and create more divisions, you can see I can actually get a fairly nice
05:44screw shape, which is great! So if you need to do that sort of effect, you can do it.
05:49Again, with my twist here, I can create all of that.
05:53So I am going to go ahead and select my twist handle, delete it. And then the last one is Waves.
05:59So I am going to select my box, hit Wave, and once I have this you can see I've got an Amplitude.
06:06If you move this here, you can see how this is working.
06:09You have a Waveform that's going this way.
06:11So if I wanted to, I could rotate this so that it's going more along that axis there,
06:19so I've got a Wavelength, and I can do an offset or drop-off, and so on.
06:26Each one of these can be used as a modeling or an animation tool, but as you can see,
06:33they are great ways to globally deform objects in a more organic way.
Collapse this transcript
Conclusion
Goodbye
00:00So that pretty much wraps up Maya Essentials 2: Polygonal Modeling Techniques.
00:05Now these are some basic polygonal modeling techniques that you can use to create your own models.
00:11Maya has a lot more tools, but hopefully you've gotten to hang of the basics of polygonal
00:17modeling and can apply these to all of your projects.
00:21So with that, this is George Maestri for lynda.com.
00:25Hope to see you next time.
Collapse this transcript


Suggested courses to watch next:

Maya 2011: Modeling a Character (3h 3m)
Ryan Kittleson

Game Character Creation in Maya (2h 58m)
Chris Reilly



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