navigate site menu

Start learning with our library of video tutorials taught by experts. Get started

Modeling Vehicles in Maya

Modeling Vehicles in Maya

with Ryan Kittleson

 


In this course, Ryan Kittleson models a fully detailed Shelby Cobra automobile using both polygon and NURBS modeling techniques. The body, wheels, and interior are all modeled from scratch using blueprints and reference photos. The course covers aspects of modeling useful for many types of objects that go beyond automobiles, such as modeling complex shapes, editing NURBs objects, and creating clean models from scan data.
Topics include:
  • Setting up Maya for modeling
  • Using Blinn materials for modeling
  • Importing a scanned or sculpted model
  • Extruding polygons
  • Modeling with image planes
  • Dealing with body panels like the hood and doors
  • Creating detailed tire tread
  • Making the wheel rims
  • Modeling the seats, steering wheel, and shifter
  • Making rivets
  • Working symmetrically

show more

author
Ryan Kittleson
subject
3D + Animation, Modeling
software
Maya 2013
level
Intermediate
duration
4h 24m
released
Mar 12, 2013

Share this course

Ready to join? get started


Keep up with news, tips, and latest courses.

submit Course details submit clicked more info

Please wait...

Search the closed captioning text for this course by entering the keyword you’d like to search, or browse the closed captioning text by selecting the chapter name below and choosing the video title you’d like to review.



Introduction
Welcome
00:00(music playing)
00:04Hi! I'm Ryan Kittleson and welcome to Modeling Vehicles in Maya!
00:08In this course, we'll be creating a Shelby Cobra from blueprints and photo reference.
00:13Additionally, I'll introduce how to begin modeling a concept car based on 3D scan data.
00:18I'll cover the whole process of vehicle modeling from basic polygon editing to
00:23the finer points of curve-based construction.
00:26The things you'll learn here will help with all kinds of modeling, not just for vehicles.
00:31I'll be showing not just how the tools work, but how I apply them in
00:34professional practice.
00:36This course is for intermediate and advanced Maya users.
00:39You should already know the basics of the Maya interface and how to interact
00:43with objects in your scene.
00:44Some existing knowledge of modeling is also helpful, but not required.
00:48Well, I'm excited to start Modeling Vehicles in Maya, and I hope you are too.
00:52Let's get to it.
Collapse this transcript
Using the exercise files
00:00If you're a premium subscriber at Lynda.com, you have access to the Exercise
00:04Files that I will be using throughout this course.
00:07You can download them by clicking on the Exercise Files Tab on this
00:10course's main page.
00:12Once you open up the Exercise Files folder, you'll find two different folders;
00:16one for different versions of Maya.
00:17If you're using Maya Version 2012, you'll want to use the files within this folder.
00:21If you're using Maya Version 2013 or later, you'll want to use the files in this folder.
00:26Now, let's see what's inside.
00:28We have folders that correspond to each chapter of this course, and then within
00:32those, we have folders that correspond to each movie within the chapter.
00:36Now, the Maya files that I will be using reference external scenes and images
00:40through Maya's project-based structure.
00:43For this reason, it's important to set the Maya Project folder before
00:46loading any Exercise Files.
00:48It's a simple step--but an important one-- to make sure that the files load correctly.
00:53Let's see how it's done.
00:54With Maya open, you'll want to go into the File Menu, and then click Set Project.
00:59Then, go into the Exercise File folder, and pick the version of Maya that you're using.
01:03I'm in 2013, so I'll just select this folder and click Set.
01:07Now, Maya knows where to look for the files relative to this folder structure.
01:12As long as this project is set, you can open any Exercise Files in this course
01:16and be confident that they will open as intended.
01:19If you close Maya and reopen it, you can quickly set the project again by going
01:23to File>Recent Projects, and then clicking on the Project folder.
01:28With this step completed, you're ready to open the Exercise Files for this course.
01:32Setting a project is a step that you should take even if you're using your own
01:35files, as it will help Maya know where everything is located.
01:39Now, let's open up an example file.
01:41I just want to demonstrate something that might happen that you should look out for.
01:44Let's go into File>Open Scene.
01:46And I'm just going to open the example exercise file.
01:49Now, there's occasionally a glitch in Maya where it will open up different
01:53camera views incorrectly.
01:55So, for example, we're seeing a side view here, a front view here, which is
01:59good, but we're also seeing another side view here when we should be seeing a top view.
02:04Maya sometimes forgets which camera should be in which viewport.
02:07So, in order to reset it, simply go up to the Panels Menu of the viewport
02:11that's wrong, and then go down to Orthographic, and then set to the correct viewport type.
02:16So, in this case, it should be Top.
02:18Now, everything is good to go.
02:19This is just one little glitch that you should look out for when opening up
02:22Exercise Files in Maya.
02:24Now that we've got everything set up, we're ready to get working.
02:27Let's get to it.
Collapse this transcript
1. Preparing Maya for Modeling
Setting up Maya for modeling
00:00Maya is a complex program, but we're only going to be using certain parts of it
00:04when we're modeling vehicles.
00:06We can set up our scene to make it easier to model, while ignoring the things
00:10that we don't need, like dynamics and animation.
00:12So, when I'm modeling, I usually like to set my shelves and my menu sets for modeling.
00:17So, for example, we can change our default menus from Animation to Polygons.
00:22So now, up here, we have menus that are specifically for modeling with Polygons.
00:26Also, what I like to do is set up my Polygon Shelf.
00:29So, by default, it's on the General Tab and most of the buttons that I like to
00:33use are here in the Polygon Shelf.
00:36Now, you can actually add your own buttons to the shelf.
00:38Let me show you how it's done.
00:40So, for example, if you find yourself using a particular tool over and over
00:43again, all you have to do is hold down Ctrl and Shift, while you click on that menu item.
00:49So, let's say I use The Insert Edge Loop Tool all the time.
00:52So, I'm going to hold down Ctrl and Shift, and then just click on Insert Edge Loop Tool.
00:56Now, Maya on the Mac is a little bit tricky with this.
01:00It doesn't update the shelf right away.
01:01So, usually what I do is just go to Subdivs or some other tab.
01:05And then, when I come back to Polygons, it's going to be there.
01:08So now, we've got the Insert Edge Loop Tool here on our shelf.
01:12Now, if you want to get rid of one of these buttons, all you do is
01:15Middle-mouse+Drag from the button to this little trash can right up here.
01:19And then, this also has trouble updating right away, so it might take a little
01:22while, or you might have to go do something else, and then it will update later.
01:26Let's also drag this one to the trash.
01:28Now, something else you might have to do when dealing with Maya is sometimes
01:31your Preferences file can get corrupt.
01:34Now, the Preferences file is simply a file that stores any changes that you make
01:37to the Maya interface, like adding buttons to the shelf.
01:40Sometimes Maya makes a mistake, which causes this file to go bad.
01:44When this happens, all kinds of weird things can go wrong.
01:48Usually, it means that Maya just doesn't behave the way it should.
01:51So, when this happens, I usually find that deleting the Preferences file fixes
01:54the problem nine times out of ten.
01:57Unfortunately, the process to do this is different depending on which operating
02:01system, and even which version of OS you're using.
02:04So, if Maya is not behaving correctly, I recommend doing an online search
02:08for deleting Maya preferences, and then include your OS and OS version in the search.
02:14Hopefully, that way, you can find the instructions that you need to reset your preferences.
02:18Okay, now that we're set up for modeling, let's move on with the rest of
02:21the course.
Collapse this transcript
Using Blinn materials for modeling
00:00By default, objects created in Maya use the Lambert material.
00:04Now, the problem with the Lambert material is that it's very dull; it has no shine.
00:09And so, it can be hard to see exactly how a surface is curved.
00:12In this movie, we'll be creating a better material for modeling, and apply it to
00:16everything that we make. All right,
00:17let's start out by just making a sphere.
00:20I'm just going to place it in the middle here.
00:21It doesn't really matter how big you make it.
00:23Now, what I want to do is duplicate it.
00:26Hit Ctrl+D, and make sure you're in Move Mode by hitting W, and let's just move
00:30this off to the side a little bit. Okay.
00:32Now, these models have the Lambert material applied by default, which makes them
00:36look really matte and dull.
00:38So, to put a Blinn material on them, simply place the cursor over the objects,
00:41and hold down the right mouse button.
00:43You'll get a pop-up menu.
00:44Now, move down in this menu to Assign Favorite Material, and then come over to
00:49Blinn, and release the mouse button.
00:51So, this created a new Blinn material and applied it to the object.
00:55So, I'm just going to click in an open area to deselect that.
00:57Now, let's rotate around just to see the difference.
01:00So, it's much easier to see the curvature on the surface with the Blinn
01:03material, and this is because this material allows for specular highlights or shine.
01:08Now, let's assign this material to the other object.
01:11I am going to hold down the right mouse button over this one, go down to Assign
01:15Existing Material, and pick Blinn.
01:17Since we've already created a Blinn, we don't need to make a new one.
01:20We can just keep applying the same one to all of our objects.
01:24When you get into modeling objects with complex curvature, the Blinn material
01:27can really make it a lot easier to see what you're doing.
01:30It gives you a lot more visual information about the shapes and curves in a model.
01:34I make sure to apply a Blinn material everytime I start modeling
01:37anything new.
Collapse this transcript
Understanding surface normal direction
00:00In Maya, sometimes an object will be flipped inside-out. Other times, we expect
00:05an object to have a particular front and a back side, and Maya might see it
00:09the other way around.
00:10In this video, I'll show you a simple way to see which side of an object is the
00:14front side, and also how to correct it if Maya gets it wrong.
00:17Let's check it out.
00:19Now, any model that's created in Maya has what's called a normal direction.
00:22Now, this isn't the normal use of the word normal.
00:26In 3D modeling terms, the word normal refers to the direction that a surface is facing.
00:31It's how Maya knows which side of a surface is the front side, and which is the
00:35back side, or, if an object is closed, which is the inside, and which is the
00:39outside surface of the object.
00:42By default, Maya makes both sides of an object look the same.
00:45So, it's hard to tell which side is which.
00:48This can make things complicated, because, many times, it's really important to
00:52make a model with specific front and back sides.
00:55If you can't tell which side is which, how can you set it properly?
00:58Now, there are many ways to do this.
01:00But, possibly the easiest way to see which way your normals are facing is to go
01:05into the Viewport Menu, under Lighting, and turn off Two-Sided Lighting.
01:09What this does is it makes the Viewport light not shine on the back side of objects.
01:15It's now easy to see in this scene which objects are inside-out, and which side
01:19of each model is the front side.
01:21So, for example, on this hemisphere, you can easily see that Maya thinks that
01:26the inside is the front of the normals.
01:29On this half of a torus, you can see that the normal direction is facing
01:34outwards like you might expect, and one of these cones has an outward-facing
01:38normal, and the other has an inward-facing normal.
01:41Now, let's say that we want to switch which side of these models is the front side.
01:45That's very easy to do.
01:46Simply select the object.
01:48Make sure you've got the Polygons Menu set.
01:50Go to the Normals Menu and click Reverse.
01:53That's all there is to it.
01:55I usually like to leave Two-Sided Lighting off, so make sure that this is unchecked.
02:00And that way, I can instantly see if an object has flipped to normals, because it
02:03will turn black in places that I don't want it to turn black.
02:06However, sometimes I do want to be able to see what the backside of a surface
02:10looks like as I'm working on it, so I might turn this on.
02:13So, it's a good idea to check this option every once in a while to make sure
02:16that all your normals are facing in the right direction.
02:19Flipped Normals can cause problems for shading, lighting, dynamics, and other situations.
02:24With these simple tricks, you will keep your scene cleaner and easier to
02:27work with.
Collapse this transcript
2. Modeling Based on Scan Data or a Digital Sculpt
Importing a scanned or sculpted model
00:00In the old days, vehicle concepts were often sculpted by hand out of clay,
00:04or carved out of wood.
00:06Now, with 3D Scanners and Digital Sculpting software, vehicle concepts and 3D
00:11models can be created much more quickly.
00:13The resulting models have all the right proportions and shapes, but the meshes
00:17are messy and unworkable for rendering an animation.
00:20In this video, we'll import a model that could have been made with 3D scanning
00:23or digital sculpting.
00:25This chapter will cover some of the specific topics that relate to modeling
00:29based on scanned data.
00:30And then, the rest of the course will focus on modeling a realistic car from
00:34blueprints and photographic reference. Okay,
00:36so let's open up the scanned model by going into File and Import.
00:41And now, let's go to our Exercise Files for this movie, Chapter 2, and
00:45importingScan>conceptcarscan.obj and Import.
00:49It looks like just a mess of wireframes right now.
00:52So, I'm going to hit 5 on the keyboard to go into shaded view. And, let's just
00:56tumble around this model, and zoom in just to get a sense of what we're looking at.
01:00And I'm also going to apply a Blinn material, just so we can get a better sense of
01:03how all the surfaces look.
01:06And let's click in an open area to deselect it.
01:08This model was sculpted digitally in Sculptris, but you could get a very similar
01:12result from 3D scanned data.
01:14If you want to see how this car was sculpted, check out my course on
01:17Sculptris on Lynda.com.
01:19Now, from this distance, the car actually looks pretty good.
01:22You may be wondering what else needs to be done to it other than
01:25duplicating some wheels.
01:26Well, let's click on it and zoom in a little bit.
01:29With the wireframe visible, we can see that it's actually a total mess.
01:32Digital sculpting programs do a great job of helping you design and sculpt all
01:36of these shapes, but the resulting polygonal mesh is really not suited for
01:39rendering your animation.
01:41We're going to need to basically remodel the car, using the scan or the sculpt as a guide.
01:46So, starting a model based on scanned data or a sculpt is really great, because
01:50all of these shapes and proportions are already established.
01:53These preparations will make it a lot easier to create a mesh that is cleaner
01:58and better for rendering an animation.
Collapse this transcript
Preparing the mesh for remodeling
00:00Now that we have a rough model of the car to work with, we could just start modeling.
00:04However, there are some things that we can do to help make the process easier.
00:08First, we can make the rough model semitransparent, so that as we work, we can
00:13see through it to the new model that we are making.
00:15Second, we can make it so that the new model snaps to the surface of the rough model.
00:20And third, we can place the rough model's parts on display layers for easy organization.
00:25Let's see how it's done.
00:27So first, I want to make this car semitransparent, so that it won't get in the
00:30way of the new model that we're trying to make.
00:33Let's open up our Hypershade.
00:34Go to Window>Rendering Editors>Hypershade. Okay.
00:38So in here, we can see the original Lambert Material, and then the Blinn that we made before.
00:43Now, let's make another Blinn.
00:44Let's go ahead and click on Blinn here, and let's edit some of its attributes.
00:48I'm just going to scoot this out of the way, so we can see our Attribute Editor
00:51over here; scoot it a little bit more. All right,
00:55let's change its name to semitransparent, just so we can keep better track of it.
00:59And now, let's go to Transparency, and just slide this up, oh,
01:02I don't know, about three- fourths of the way. All right,
01:05now, let's apply it to the model.
01:06But, let's do it a different way than we did before.
01:09I'm going to scoot this, so that we can see the model and the material, and I'm
01:11just going to middle-click and drag from the material over to the car. All right, great!
01:15Now, let's get our Hypershade out of the way.
01:17I'm just going to close this.
01:19And let's rotate around a little bit, just to see what that looks like.
01:22So, Maya has a feature that lets you take one model and stick other models to its surface.
01:27To do this, let's select the car, and then go up to the Modify Menu, and click Make Live.
01:33Now, let's make a new polygon plane.
01:35I'm just gong to click on that. And then, let's click on the car.
01:39So, what this did is it built that new polygon plane on our car, rather than on the grid.
01:44This is great, except for one problem.
01:46In this mode, the object that's made live has all of its edges turned green.
01:50This can be a little distracting.
01:52So, I'm going to do a little trick with display layers to fix this.
01:56So, let's make the car not live anymore.
01:58I'm going to go ahead and hit Delete, because we don't need that polygon plane anymore.
02:02Let's go up to Modify, and click Make Not Live.
02:05So now, it's a regular object again.
02:07So, let's make a display layer, so that we can easily hide this car.
02:11Go ahead and select it. And let's go into our Channel box.
02:13Now, let's go into the Layers Menu, go ahead and click on this, and then click
02:18Create Layer from Selected.
02:20And now, let's change the name to something that makes more sense.
02:22So, I'm going to double-click on Layer 1, and let's type in something like
02:26carLive, and then click Save.
02:29So now that the car is on a display layer, we can turn it on and off by hitting this
02:33little box here with the V on it. All right,
02:36let's make another version of the car.
02:37I'm going to hit Ctrl+D to duplicate it.
02:39Now, what we're doing right now might not make a lot of sense, but it will make
02:43sense a little bit later on, so just stick with me.
02:45Let's make a layer out of this duplicate.
02:48Again, Create Layer from Selected, and let's double-click on Layer 1, and change
02:51this name to carVisible, and click Save.
02:56So, what I have is two identical cars on two separate layers.
03:00Let's hide the carVisible for now, and let's select this carLive Layer, and
03:05select the car, and let's go up to Modify, and make it live again. All right.
03:09Now, let's switch the visibility.
03:11So, we're going to make carLive invisible, and then carVisible, well, visible.
03:15Now, we've got a live object that's hidden, and a regular object that's visible.
03:19One more thing I want to do here is change this to Reference Mode.
03:23So, go ahead and click on the second box. And we're going to click it twice
03:26until there's an R in this box.
03:28That means it's Reference Mode.
03:30So, what this means is that the object looks regular, but you can't click on it;
03:34you can't select it.
03:35The other modes here, if you just click it one more time, that's back to normal,
03:38if the box is empty. And then, click it one more time; that is T Mode.
03:43That means it displays in wireframe only.
03:45This is also non-selectable.
03:47Let's just go back into Reference Mode. All right.
03:49Now, let's make another polygon plane.
03:51And I'm just going to click and drag on the car. All right,
03:54let's rotate around just to see what it looks like. Great!
03:57So, it's snapping to the car that's live, but the car that's live is invisible,
04:01so its green lines don't get in the way.
04:04This is just what we want for easy modeling.
04:06Now, there is one little quirk to remember.
04:08If you save a scene with an object that's made live, then you close that scene,
04:12and load it back up again, the object will not be live anymore.
04:16You'll have to make the object live manually to continue snapping to
04:19its surface.
Collapse this transcript
Snapping polygon vertices to the concept car
00:00With the car all prepared for remodeling, we can actually get into the process
00:04of building a new polygon mesh over top of it.
00:07In this video, we'll go over some basic polygon editing techniques, as well as
00:11some ideas of how to get the modeling started.
00:14As I mentioned in the last video, if you're opening up a scene that had an
00:17object made live, you'll have to reset it to a live object.
00:21If you're just continuing from the same scene as you made in the last video, and
00:25you didn't close or open any files, you can skip this step.
00:28So, the car that we want to make live is here in this hidden display layer.
00:32You don't even have to make the car visible.
00:34All you have to do is right-click on the layer, and choose Select Objects.
00:39Now, that car is selected, even though it's not even visible.
00:41Now, just go up to Modify and Make Live.
00:45You'll have to do this every time you load an Exercise File with a live object.
00:49Now, let's get into some of the edits that we can make to this polygon plane to
00:53start building out the new car model.
00:55Go ahead and select the polygon plane, and go into Vertex Mode.
00:58I like to do this by holding down the right mouse button, and dragging over to vertex.
01:03As a quick tip, you can even do this faster.
01:05You don't even have to wait for this menu to pop up.
01:07You can just click and drag really fast, and go to Vertex Mode, up to Edge
01:10Mode, down to Face Mode, to the right, to UV Mode, to the upper-right, to go
01:16back to Object Mode.
01:17I'll click one more time, and let's go into Vertex Mode. Okay.
01:20So, in Vertex Mode, let's go ahead and pick different vertices, and move them to
01:23different spots on the model.
01:25So, make sure you're in Move Mode with W. I'm just going to click and drag on
01:29some of this to move it around.
01:31And, notice how these vertices are automatically snapping to the surface of our sculpted car.
01:36Now, I'm building this polygon over the window, but there is really no
01:39particular part that you should do first, or any particular part of the car that
01:43should be covered here.
01:45I'm just looking for a good place to start.
01:47As you continue building this out, you can adjust and edit the positions of
01:50these polygons to fit better.
01:52Now, with just one polygon to work with, we can't really follow the shape of
01:55this door very well.
01:57Notice how there is kind of a zigzaggy shape to it.
01:59Let's increase the detail of this mesh, so that we can get the model looking
02:03closer to the concept.
02:04Go into the Edit Mesh menu, and let's click on Insert Edge Loop Tool.
02:10Now, we can use this tool to split a polygon, or even a row of polygons in 2.
02:14So, just go ahead and click on an edge to use it.
02:17You can even click and drag to fine- tune the position, and then release.
02:20So, we've got a new edge inserted inside of our polygon.
02:23Now, you might notice that the new edge isn't snapped to the concept mesh.
02:28So, I'm going to go back into Vertex Mode. And, let's select a vertex.
02:31I'm going to zoom in a little bit more closely here.
02:33Now, watch what happens as we start to move this.
02:35It's going to snap closer to the surface.
02:37Let's just adjust this one here.
02:39All right, let's do the same thing with the other one.
02:41Notice as I start to move it, it's going to snap. Oops!
02:44It accidentally snapped onto the rearview mirror. Let me move this over here.
02:47And, let's just look at this from a couple of different angles.
02:49Make sure everything is good. All right,
02:51go ahead and insert a few more edge loops to define the shape of the door a bit
02:55more. And then, tweak again to line everything up, and snap it to the surface.
02:58So for example, we could go to Edit Mesh >Insert Edge Loop Tool again, and maybe
03:02you're going to insert an edge going this way.
03:04Now, back in Vertex Mode, we could just tweak these positions a little bit just
03:09to make sure it lines up better with the concept. Okay, great.
03:12So, building our new car model by snapping polygons to the concept car will make
03:16it a lot easier to recreate the same shapes and proportions.
03:20Just remember that vertices will have to be adjusted manually, one at a time to
03:24snap to the concept car.
Collapse this transcript
Extruding polygons
00:00So, we saw in the last video how to create more detail within existing polygons
00:05with the Insert Edge Loop Tool.
00:07But, how do we build out more polygons around the rest of the car?
00:10In this video, I'll go over extruding edges in polygons, in order to create more
00:14surface area of the vehicle.
00:16Since I just opened up this scene, I'm going to have to make the car live again.
00:20So, let's go ahead and right-click on carLive>Select Objects, Modify>Make Live,
00:27just like we did in the last video.
00:28Now, one little tip before we continue. Sometimes the new model covers up the
00:33concept, and makes it hard to see what we're trying to recreate.
00:36In cases like these, I like to put the same semi-transparent material on the new
00:40model, as well as the concept models.
00:42I'm going to click on what we've started to remodel here, and hold down
00:45the right mouse button.
00:46Go to Assign Existing Material, and place semitrans on it.
00:51Now, there are two semi- transparent models on top of each other.
00:54So, it's going to be a little bit easier to see the lines of the sculpt
00:57through our new model.
00:59It's kind of up to your preference if you really need to do this or not.
01:01Okay, now to extrude.
01:03Let's start with edges.
01:05So, I'm going to select our new model, and hold down the right mouse button, and go up to Edge.
01:09Now, let's select these two edges along the top edge.
01:12I'm going to hold down Shift to select two at once.
01:15And now, let's go up to the Extrude button here in our shelf, or you could go up
01:19to Edit Mesh, and click Extrude.
01:21When we're in Extrude Mode, we can shift new edges relative to their starting
01:25angle by grabbing different axes.
01:27So, for example--let me rotate a little bit, so I can see this better--I'm going
01:31to grab the blue axis.
01:32So, that kind of shifts them out of this angle.
01:34I'm going to hit Undo, and then, let's see.
01:36Let's grab the green one, and that shifts that angle, or we could grab the red
01:40one, and that shifts side-to-side.
01:43Go ahead and hit Undo again.
01:44Now, I actually want to move them more or less straight across.
01:47So, I'm just going to hit W to go into Move Mode.
01:50And now, I can just move these new edges.
01:52Right now, they're overlapping, so you can't really see them.
01:54But, if I just grab on this red axis here, I can just slide them over.
01:57Now, just as before, we can tweak individual vertices to get them to snap to the
02:01concept, and also position them where we want them.
02:04So, as you can see, the new model isn't exactly snapping.
02:06So, I'm just going to go into Vertex Mode, and let's position some of these new
02:10vertices, and this will also get them to snap.
02:13Okay, I'm just going to rotate around to see if that worked. Great!
02:17Okay.
02:18So, notice one thing that there's some of the shape of the window here that I'm
02:21not exactly following.
02:22There's plenty of opportunity later to insert some edge loops, in order to get that shape.
02:26But, really what I want to do is start covering more of the area. Okay.
02:30Now, let's extrude entire polygon faces.
02:32So, I'm going to hold down the right- mouse button, and move down to Face Mode,
02:36and let's grab some of these faces that are here underneath the rearview
02:39mirror, or the side mirror.
02:41I am going to select one, and then Shift+Select another.
02:43This is going to be a little bit more tricky, since there are more vertices to
02:46deal with, and they need to conform to a more complex shape.
02:50So, let's go ahead and click Extrude. And, I'm going to rotate to the side just
02:53so I can see this better.
02:55And let's hit W to go into Move Mode.
02:56I'm just going to pull this out.
02:58And I just want to try to cover the shape of this mirror a little bit better.
03:01So, I'm going to go into Scale Mode, and maybe rotate, just trying to get that a
03:05little bit closer to the shape of that mirror.
03:07So, you could try to get the entire shape of this mirror, or the entire length
03:11of it in one extrude, or you can do it in segments.
03:14So, extrude only part way and then try to position this correctly.
03:17So, I'm going to go back into Vertex Mode, and just try to snap these vertices a
03:21little bit closer onto that mirror shape. I am just taking that one at a time,
03:25just trying to snap around the whole shape of this.
03:27Okay, that's pretty good.
03:29Now, I can go back into Face Mode.
03:31Select these two, and extrude again, and go back in the Move Mode, and pull them
03:35out, and then continue tweaking.
03:37So, the process of modeling out the rest of the car is basically more extruding,
03:42inserting edge loops, and tweaking vertices.
03:44However, after this video, the rest of the course is going to focus on modeling
03:48a Shelby Cobra from blueprints and photos.
03:50The same techniques that I'm going to cover for the Cobra apply equally to the
03:54concept car from here on out.
03:56So, at this point, we're going to bid farewell to the concept car and
03:59switch over to the Cobra.
Collapse this transcript
3. Modeling Based on Reference Images
Gathering reference images
00:00Many times, when you're modeling a car, you won't have the luxury of a concept
00:03sculpt or a 3D scan to work from.
00:07Most often, you'll need to work from blueprints, and if you're modeling a vehicle
00:10that already exists, from photographs.
00:13In this video, I'll show you how to set up blueprints and pictures, so that you
00:16can have a guide to work from.
00:18It's the next best thing to having a 3D scan to snap to.
00:22Let's see how it works.
00:23Now, for image planes, the best kind of reference is blueprints.
00:27Most any vehicle that has been produced has blueprints
00:30that can be purchased or found for free on the internet.
00:32If you don't have blueprints, photographs can sometimes work, but only
00:36under certain conditions.
00:38If you're using photos as image planes, the pictures need to have been taken
00:41with a telephoto lens from a great distance.
00:44This is because the closer you are to a car, the more perspective distortion
00:48there will be in the photo. You'll want to get perfect front, side, and rear views.
00:53It's also great to get a top view.
00:55But those can be very difficult to get accurately; maybe from the top of a tall building.
01:00If at all possible, you want to use blueprints for image planes. Okay,
01:04so let's go into Photoshop.
01:06You can really use any image editing program you like.
01:08For example, there's a free one called Pixlr.
01:11You go to pixlr.com.
01:13That's pixlr.com/editor.
01:17There's a web-based Photoshop clone.
01:19It works really great.
01:21So, let's open up the blueprints that I have for the Cobra.
01:23Go to File, Open, and in our Exercise Files, there's a folder called Images, and
01:28in there is our blueprint.
01:30I like to have my top and side views facing to the left.
01:33It makes them orient better in Maya.
01:36You'll also want to make sure that all your different views line up with each other.
01:39Sometimes, when you get a picture off the internet, the photos might not line up.
01:42So, I always like to check this out.
01:44If your ruler isn't visible, you want to hit Ctrl+R, or Command+R on a Mac, and
01:50you can bring up the rulers, toggle those on and off.
01:52And, I just like to drag down guidelines.
01:54Just make sure that different features are lining up with each other. Like the
01:57top of the hood is lining up with the top of the hood in both of these images,
02:00and headlights, and so on, and so forth.
02:03You can also drag a vertical guideline to make sure that the fenders and the
02:07center of the cars are all lined up.
02:09If you need to make any adjustments, you can just use to select Rectangle, and
02:13then grab it with the Move tool, and you could move things around, or you could
02:17hit Command+T or Ctrl+T, scale things, change the size relative to each
02:22other, just to make sure everything lines up.
02:24So, I'm just going to hit Esc to undo that, and let's go to Edit, Step Backward a few times.
02:29Once you've got your blueprint all lined up, go ahead and save it out as a new image.
02:33Now, blueprints can only take us so far.
02:36They're good for getting the overall proportions and major lines in the right place.
02:40But to really model a car right, you'll also need a lot of photographs.
02:44I usually head to Google image search, and set it to only find high-resolution images.
02:49Like, I'll search for cars, and then click Search Tools, and go to any size, and pick Large.
02:55Then, I gather up as many photos as I can, and organize them into folders such
02:59as front, interior, rear, close-ups, and so on.
03:02It's not unusual to have hundreds of photos.
03:05So, for this course, we got custom photos taken and you can find them in the
03:09Exercise Files under a folder called reference. And you can see it we have a
03:13whole bunch of images in here. Okay,
03:15so now that we are armed with a ton of reference, we'll have a much better idea
03:19of what it is we need to model.
Collapse this transcript
Setting up image planes
00:00Now that we've got blueprints set up, we need to get them into Maya, so that
00:04we can begin to model.
00:05The front, side, rear, and top views of the car can be placed in corresponding
00:10Maya viewports to help us model accurately.
00:12Let's see how it's done.
00:13All right, let's make sure we can see all four standard viewports.
00:17Go up to Panels in the Viewport menus, and come down to Layouts, and click Four Panes.
00:25There's also buttons down here on the left side of the interface that you can
00:28click on, but my screen size is kind of small, so I can't see them. Okay,
00:32let's get an image plane in the front view first.
00:34Go ahead and click on View in its menu, and come down to Image Plane, and
00:39click Import Image.
00:40Now, let's open up the Images folder, and pick the blueprint image, and open.
00:45Now, we've got this image attached to the front viewport.
00:48Let's position the image plane so that it's better aligned with the grid. Okay,
00:52let's go into the Attribute Editor.
00:54Image planes can't be moved around like regular objects, so we have to edit
00:58their attributes to move them.
01:00So, with this image plane selected, let's go into the Attribute Editor, and make
01:04sure that the Image Plane tab is active.
01:06So, I'm going to actually scoot this down a little bit, so we can see more of this
01:11Image Plane Attributes tab.
01:12And, I just want to scroll down into the Placement Extras tab, so I'll make
01:16sure that this is open.
01:17Now, what I want to do is position this, so that the front view of the car is
01:21more aligned with the center of the grid.
01:23So, right now, the center of the car is over here.
01:25I want to move it over here.
01:26Now, to move this around, we have to change the X, Y and Z values of its position.
01:31So, I figured out beforehand what these numbers should be.
01:34If you're using your own blueprint image, you're probably going to have to
01:37experiment to get it right.
01:39But for this one, I'm just going to type in 9.7 here, and in here, I want to type in -1.1.
01:46Okay,
01:46so with that, now the wheels are sitting right on top of the horizontal axis.
01:50Now, let's do the side view.
01:52Remember, go into View, click Image Plane, and Import Image. And, let's see,
01:57we will go into the Images folder and get that same blueprint image, same as before.
02:01Let's get this image aligned. Okay,
02:03so for the Y value, we want to have the wheel sitting right on the horizontal plane.
02:07So, in this axis, we just want to move it down, the same amount we did before, so -1.1.
02:13Now also, one thing to consider is this image plane is sitting right here in the
02:17middle of our perspective grid. And, this is where we want to model.
02:20So, I don't want this image to be in the way.
02:22So, I want to scoot it way back.
02:24So actually, what I'm going to do is come in to the X-axis, and just put in a
02:28big number like -80.
02:30So now, you can see that if I rotate a little bit, it's kind of pushed out of the way.
02:33So, we're going to be modeling the car on the grid, and the image plane is going
02:36to be out of the way.
02:38And actually, let's do that same thing to the front view.
02:41So, I'm going to go into View, Image Plane, Image Plane Attributes, and pick
02:46one we already created.
02:47Now, we can come to the image center, and we can push this one back as well. I'll put in -80.
02:52Let's make sure it's correct.
02:54Yeah, I can see it there now. Okay,
02:56now let's go into the top view, and do the same thing we did before. View>Image>
03:00Plane>Import Image.
03:01Go into the Images folder. Click that blueprint. Open.
03:05Now, let's look in the perspective view. You can see that this image plane is
03:08sitting right on the grid.
03:10I want to push it down lower, so it's not getting in the way.
03:11So, I'm just going to type in -80 in here.
03:14Make sure that's down there.
03:15Yeah, we can see it down below.
03:17Now, there's going to be something a little bit weird about how the blueprints
03:20line up with the viewports.
03:21So, let me demonstrate.
03:22I'm going to create a box to test where that car would be in 3D space
03:26relative to the blueprints.
03:28So, what I'm going to do is make a box.
03:30Let's go into the side view.
03:31Now, I'm just going to drag this box over where the car should be.
03:35And I'm going to drag one more time to set the heights. Okay.
03:38So, we can see it here in the side view; this box is pretty much over the shape
03:41of the car. Here in the front view as well, it's over at least half of the car. That's good.
03:46But notice in the top view how it's going in the wrong direction.
03:50I'm going to hit Spacebar to zoom in.
03:52So, the length of the car is going vertically.
03:54But here in the top view, we want to have it going the other direction.
03:58We have to rotate this camera to make it orient correctly.
04:01So, here in the view cube, we want to click on one of these rotate arrows.
04:05I'll click the rotate clockwise arrow.
04:08Okay, let's zoom out a little bit. Okay,
04:09so now we can see that the length of the car is lining up with the length of the blueprint.
04:15So, what I'm going to do is just hit Delete, get rid of that box.
04:18We'll go into View, Image Plane.
04:20Image Plane Attributes, and select the image plane we already created in the top view.
04:24Now, we can edit its position.
04:26And, I want to edit the X-axis here.
04:28I'm going to type in -3.56. Okay.
04:33So, now we can see that the center of the car is lined up with the
04:37horizontal axis of the grid.
04:39So, that's exactly what we want.
04:40Now, I'll hit Space bar to go back to our four views.
04:43Okay, so you can see we've got our front view, side view, and our top view.
04:47Now, you might be using your own blueprints or other images.
04:51So, depending on how the views are arranged in your reference, you might have to
04:54position your images differently in order to get them set up.
04:58One thing is for certain. It's worth it to spend the time to make sure that the
05:01image planes are perfectly lined up before you get to work.
05:04Otherwise, your reference images won't be consistent, and the resulting
05:07model will be inaccurate.
Collapse this transcript
Modeling with image planes
00:00Modelling with image planes is similar to modelling over a 3D concept.
00:04The difference is that, instead of snapping vertices to an existing 3D object,
00:09you're lining them up with the reference in each orthographic view.
00:12If a vertex is aligned with the same point on the reference in all three views,
00:16then you know it must be in the right point and space. Let's see how to do it.
00:20I'm going to start with a relatively simple part of the car, the hood.
00:24So, let's go into the top view.
00:26I'm going to hit the Spacebar to make that full screen.
00:28I'm going to zoom in a little bit more close on that hood.
00:31Okay, now I'm going to create a new plane, and just click and drag in the view board.
00:36Now, something weird happens sometimes. I'm not really sure why it does this.
00:40I think it's a bug within Maya, but the proportions are not going to match how
00:44you drag out this plane at all.
00:46So, what I like to do is just make it there, and then, let's tweak its shape afterwards.
00:50So, I'm going to go into Vertex Mode, and now, reposition these vertices, so they're
00:54lining up with the hood better.
00:56Okay, let's hit Spacebar and go back to some of the other views here. Let me
01:00zoom in on the Perspective view.
01:01I want to hit 5 to turn on the Shaded Mode. And I'm also going to hold down the
01:05right mouse button, and go to Object Mode.
01:07So, notice that it's created on the floor. So, we want to drag this up, so that
01:11this plane is closer to the hood.
01:13So, we can see it here in the side view and the front view. That plane is now
01:16more where the hood is.
01:18Okay, so now back into Vertex Mode.
01:20I just want to line up all of these vertices, so they're matching the reference.
01:25So, let's see this front and center vertex. Let's get it lined up with this line,
01:30right here where the hood meets the panel of the body.
01:33And, you can see in the front view, it needs to drop down just a little bit.
01:36And, we can't see it very clearly on the right view, so we'll just have to kind
01:40of guess on that one.
01:41All right, let's do this one now.
01:43I am going to move it forward, and it's definitely going to need to drop down a
01:46little bit more here.
01:48I was trying to guesstimate a little bit.
01:49Sometimes you can't be sure exactly, so there's definitely going to be
01:52some tweaking involved.
01:53All right, let's try this one back here. Going to move it back a little bit.
01:57Can we see it here? Yeah.
01:58It looks like it needs to move up in this view. Looks pretty good here. And, let's
02:03do this last vertex here.
02:05Okay, so that's pretty close.
02:06So, you might be noticing that the hood has a little curve to it, but our polygon
02:11plane is perfectly straight.
02:12So, we need to get some more polygons in here in order to build up that curvature.
02:17So, I'm going to use the Insert Edge Loop tool for this.
02:21Edit Mesh>Insert Edge Loop tool.
02:21Let's click in the front view, or the top view rather, and I'll just insert a
02:26new edge loop here.
02:27I'm going to use the Hood Air Intake as a landmark. So, I'm going to go into Move
02:31Mode, and just scoot this forward a little bit until these vertices and edges
02:35line up with that air intake.
02:37Okay, so now that I have created a new edge, I just go back into Vertex Mode. And,
02:40let's see. Let's tweak this vertex, so that it's lining up better with the shape
02:44of the hood. Actually, I had the whole edge selected. Let me deselect that.
02:48And, let's see. Let's pick this vertex and move it up a little bit, so we can match that
02:51curvature a bit better.
02:53Do the same thing with the other one.
02:55So, there's lots of tweaking. And, this is a very important point here.
02:58Building this model is going to be a back and forth process of creating more
03:02detail, and then tweaking it, until it looks good.
03:05You want to be careful about adding too much detail at once.
03:08So, for example, if you came in here with the Insert Edge Loop tool, and you just
03:12made a whole bunch of more edges, and then, you planned to tweak them, you could run into
03:17trouble, because there would now be a lot of vertices that need to be tweaked.
03:21I usually find this better to add just a little bit of detail, and then tweak it, and
03:24then back to adding a little bit more detail again.
03:26So, I'm just going to hit Z a few times to undo that.
03:29All right, I'm going to hit W to go back into Move Mode.
03:31I'm going to go into Vertex Mode. And, what I actually want to do at this point is
03:35line up these vertices with the side of the hood panel.
03:38Let's just make sure they're lining up in these other views as well. Okay, great.
03:42Now, let's add some more detail, but with extrusions this time.
03:46Let's get the rest of the front end done, or at least a basic block out of it.
03:50I want to go into the Edge Mode in the top view.
03:52Now, hold down the right mouse button; go to Edge Mode.
03:55Okay, now I just want to click this front edge. And now let's extrude it.
03:59And, I want to go directly into Move Mode, so hit W, and let's scoot this edge forward.
04:03Let me move in my Perspective view, so you can see all these polygons better.
04:06Now, we want to tweak this new edge so that it lines up better with this front air intake.
04:11So, I'm going to move my views around a little bit. Let's see. We'll get the
04:15front view lined up. Let's see about the side-view. It looks like it needs to
04:17come down a little bit. And let's go into Vertex Mode. And I want to tweak
04:22this one, so it matches better with the blueprint.
04:25In fact, it needs to come back here, too.
04:27So, don't worry if you can't line it up exactly for now.
04:30I just want to get as much of the basic shape of the car done. And then, later, I
04:34can worry about the specifics.
04:36Okay, something else I want to point out right here.
04:38Let me go onto the "Top View," and I'm going to zoom out a little bit, so we
04:41can see this better.
04:42So, you can see that I'm modelling these edges, so that they line up with the
04:46panel that separates the hood from the rest of the car body.
04:49Eventually, the hood is going to get split off into a separate object, but for
04:53now, it's going to be easier to keep the body of the car in one solid piece.
04:57This is because if I need to change the position of some of these vertices, I'd
05:01have to be very careful to move vertices on two separate objects, in order to
05:05keep them together, if they were separate.
05:07Since I'm keeping it together, however, it's going to be a lot easier to
05:10tweak things for now.
05:12So, whenever you see seams, make sure you're lining up the edges of your
05:16polygons with those seams.
05:17It will be a lot easier to separate them into panels later on.
05:20So, using blueprints in image planes can take a little while to get used to.
05:24It can also seem tedious to tweak all these vertices by hand.
05:27Don't worry though. You'll get the hang of it. It's really exciting to see the
05:31car take shape as you work, so stick with it.
Collapse this transcript
Blocking out the basic shape
00:00On the surface, blocking out the rest of the vehicle seems like it might be as
00:04simple as just Extruding and Inserting Edge Loops, and Tweaking, but there are a few challenges.
00:09Compounding the issue is that every vehicle is different.
00:12So, the way you approach it is definitely going to be different as well.
00:15In this video, I'm going to continue roughing out the shape of the car, and talk
00:18about the decisions that I make along the way.
00:21Okay, so we have got a very rough, basic start to this car.
00:24So, one of the things I want to do is try to continue some of these polygons
00:28around to more parts of the car.
00:30So, for example, let me zoom in on the hood here.
00:33Now, I want to continue some of these edges, and create some more polygons down
00:37into the fender area.
00:38So, let's go ahead and do that.
00:39I'm going to go into Edge Mode, and select these edges along here.
00:43And now, I'll just simply extrude them and go into Move Mode with W. I'll just
00:47scoot this out here, and tweak, moving them to line up in the top view.
00:52And then, I'll definitely want to go into the front view, and make sure they're
00:54lined up here as well. Definitely, a lot of tweaking to do.
00:57Now, I don't want to spend the entire time spending hours and hours of tweaking,
01:01so I'm going to kind of skip around a little bit.
01:04Also, I wanted to talk about some issues that I run into when I'm doing work like this.
01:08It's very easy to feel overwhelmed when you look at an entire car with all of
01:12its complex shapes and its curves. And, you might feel like you don't know where to start.
01:16And, don't worry if you feel that way. I feel that way a lot of times when I model as well.
01:21One way of thinking about it that's helped me is to not worry if everything is
01:24modelled the right way at first.
01:26I just want to get something made that covers the overall shape, and then I can
01:30always edit and adjust it later.
01:32But until there's something there, it's always going to feel like it's too much to handle.
01:36So, for instance, in this area right around at the front headlight here, I might
01:40not know exactly what to do. So, I could just try placing different polygons in
01:44different places, and see how it works.
01:48So, maybe I'll go into Edge Mode here, and I'll select this edge, and extrude it,
01:54If it doesn't work, I can always delete it, and try something else.
01:54and bring it around in between here.
01:57And, there's no one right way to do this.
01:59There are many different approaches that you could take to blocking this out.
02:02You just don't want to get bogged down and find details right away.
02:05You just want to get something that covers the overall shape.
02:08So, I'm going to zoom in here. I'm going to go back into Edge Mode, and try to
02:12extrude some more edges.
02:13I want to get something that tries to cover this fender area a little bit better.
02:17And, something else I might do right here. Notice how the curvature of these
02:20edges isn't really lining up with the curvature of the fender.
02:23So, I might go into Scale Mode and just try to scale this a little bit. And, let's
02:28Okay, it looks like I could actually rotate this entire structure as well.
02:29see how this looks here.
02:32So, by moving all those pieces at once, I saved myself the work of having to
02:36tweak all those vertices individually.
02:39Now, it's pretty close. I can just do a little bit of tweaking.
02:41Woops! Sometimes you might accidentally click that, and in order to get back, just
02:46go to Previous View, and it should move back to where it belongs.
02:49I just want to get these edges lined up with the top of the fender.
02:52Okay, that's pretty close.
02:54Let's see. I could go do that one more time. Pick all these edges, and extrude them.
02:59Now, let's start bringing it down the side. I'm going to move the modeling up to
03:03the side a little bit, so I don't accidentally hit that.
03:05Okay, so here's one tricky area.
03:07This is where the fender meets the wheel guard right here.
03:09So, we have to make some decisions about how we're going to model this.
03:12So, one thing I think I'm going to do is start tweaking these vertices so that
03:16they line up with that wheel guard right here, but then start extruding down
03:22around the side of it.
03:23I'm going to go back in Edge Mode, and just pick this one edge here, and this one
03:27edge here, and let's try extruding them down.
03:31Okay, so now I can tweak these vertices, so that they match up with the shape
03:35around this fender guard.
03:36All right, let's look at this from a couple of different views.
03:39So, you can see it's starting to take shape.
03:41Now, I could continue working on the rest of the car with these exact same techniques.
03:45It's actually probably going to take a few hours to get this blocked out, so I'm
03:48not going to show you every single step that I'm going to take. But the basic
03:51principles of what I've been doing so far is what should continue to be done to
03:55finish off the blockout.
03:57So, jump in and start making polygons to cover the basic shape as best as you can.
04:01Go ahead and try to get as much of the body done as you can by using just
04:04Extrude and Insert Edge Loop.
04:06Don't worry about any fine details or little objects for now.
04:09Just try to get the overall shape.
04:11Even if you're not sure about how to do a certain area, it's better to just
04:14get something in there.
04:15Then, if it's not looking right, you can always delete it, and try it a
04:18different way, or tweak it.
04:21We'll get into those issues later on. For now, just try to block out the
04:24overall form of the car.
Collapse this transcript
Using a photo reference to complement blueprints
00:00The blueprints in the image planes can take us a long ways towards modelling a vehicle.
00:05However, there are times when that's not just enough detail, or maybe a part of
00:09the car can't be clearly seen in two or more views.
00:12Additionally, sometimes blueprints might not be entirely consistent, like a
00:16detail might be slightly off between two views.
00:19In times like those, you'll need to use Photo Reference.
00:22Working solely from image planes can sometimes feel like tracing.
00:26When Photo Reference is involved, it requires more of an artist's eye to see
00:29what shapes need to be made.
00:31So, let's get into it.
00:32All right, we have got this side panel of the car, and it's starting to look
00:35good, but we're going to need a little bit more help to get the rest of it done.
00:39Let me show you what I mean.
00:41So, down below about this line right here, it's kind of hard to see in the
00:45blueprint what's going on there.
00:47So, in the top view, it kind of tucks underneath here. In the front view, you
00:52really can't see, because this whole wheel well and the tire is in the way.
00:55So, this part down here can only really be seen in this view. So it's kind of
00:59hard to see what's going on.
01:00We're going to have to interpret that shape from Photo Reference.
01:04So, let me just start out by getting some polygons in there.
01:06Let me go to Edge Mode. Select some of these. Okay, cool!
01:11So, I'm going to go and hit Extrude. Then, just go into Move Mode, and scoot these
01:15down. And now, let me scale them a little bit too -- just trying to fit it a
01:19little bit better in here.
01:20Okay, so how do we know exactly, should we push this in a little bit more here?
01:25It's hard to tell, because in the top and the front view, you can't really
01:29see where this goes.
01:31So, let's look at some Photo Reference.
01:33So, here's the area in the photo. Let's look through a couple of different photos
01:36and see what we can find.
01:37Okay, so there's definitely some curvature. It seems to slant inwards a little
01:41bit, and then curve under.
01:42Let me try to find a couple of other pictures here.
01:45Okay, it looks like about the same thing here as well.
01:47It seems to come down straight for a pretty good long ways, and then it curves even more.
01:52So, let's try to replicate that in the model.
01:54Now, it's going to be hard to be exact with this, so we're just going to have to
01:57do it the best we can.
01:59So, I extruded it down somewhat.
02:01Let me hit Spacebar so we can see this more close up.
02:04All right, what I'm going to do is take this line, and scale it down, so I get a
02:07perfect flat bottom on it.
02:09And then also, let me do that from the other views as well.
02:12I'm going to scale it in, so it's nice and even. And, I just want to position it a
02:16little bit more. And, let's extrude it one more time and bring it down, and scoot
02:21it under a little bit.
02:22Okay, so I think that's going to approximate the shape that I was seeing in the
02:25Photo Reference, maybe just a little bit more tweaking to line this up better.
02:30All right, let's look at another area.
02:32This spot right in here, between the hood and the fender, it's kind of depressed inwards.
02:37Let me look at it in the front view.
02:39The fender comes up, and then it sinks down a little bit, and then it pops back up
02:42over the hood. And it's kind of hard to see exactly what's going on there.
02:45So, let's look at the Photo Reference again.
02:47Okay, so the reflections that we can see are actually kind of helping us see
02:50the depression in here.
02:53Okay, so back to our model. I am just going to go full screen on this.
02:56And, I can see that I might need to tweak some of these shapes based on what I'm
02:59seeing in the Photo Reference.
03:01Okay, for another area, let's check out the front top edge of where the door
03:05panel is, and then go into my top view.
03:08See, we've got the door panel right here, and it's kind of hard to see what's going on.
03:12We've got the windshield kind of blocking this area. And, let's see. In this
03:16view, the door panel kind of rises up above right here. It's kind of hard to see.
03:21And, there's definitely none of that being seen right here.
03:23So, let's look at our Photo Reference again.
03:26Okay, that's a good shot of it.
03:28Something else that's making it more complicated is that I think the
03:30blueprints are slightly off.
03:32So, it's actually causing vertices to be raised up above right here, when in
03:36other views, they look like they should be correct.
03:38So, let me take another glance at that photo reference. So, it seems like there
03:42needs to be a little bit more of a curve right here.
03:44So, this might be a good opportunity to scoot some vertices around, and get a
03:49little bit more of a curve around this area.
03:51Okay, so like I mentioned in the last video, this part of the modelling process
03:55is a lot of tweaking.
03:56I could probably sit here for several hours just pushing every vertex around
04:00just where it needs to be.
04:01So, I'm not going to subject you to that. Let me skip ahead now at this point. But
04:05I just want you to know that modelling a vehicle is going to require a lot of
04:08reference study, both with photos and blueprints.
04:11It's going to take some trial and error, as you try to find the best way to
04:15interpret the small inconsistencies between photos and blueprints.
Collapse this transcript
Adding a back image plane
00:00Continuing the blockout of the vehicle pretty much follows the same steps that
00:04we've covered already.
00:05However, once we start to reach the back end of the car, we run into a problem.
00:09Our viewports are using the front, side, and top views, but the back view isn't being used.
00:15In this video, we will get the reference set up for the back side, and begin to block it out.
00:20Let's look at our front view first.
00:21I'm going to hit the Spacebar as we go full screen on this.
00:24So, we can see we're aligning it up with the front view, but we've also got this
00:28back view that isn't being used.
00:30Now, this part of the blueprint contains some information that could really be
00:33helpful for modeling.
00:34So, we're going to make this front viewport do some double duty.
00:37We're going to have it to show the front and the back views, depending on which
00:40part we're working on at any time.
00:42So, if we go on to the View Cube and click on this arrow right here, and one more
00:46time, we'll get to the back side.
00:48Now, we haven't set up the reference yet, so you can see the model is
00:52actually right over here.
00:53We can see a little bit of it, and we need to get another copy of this blueprint
00:57in for the back side.
00:59Let me just click this a couple more times to get around to the front.
01:02Okay, so we're back on the front.
01:04One thing I also want to do before I get too far ahead of myself is I want to
01:07be able to show the image planes in the Perspective view. And, I think, at some
01:10point, I turned them off.
01:12So, if you click on Show, I want to make sure that the cameras are visible right now.
01:15I think I was hiding them before because I didn't want these things to get in
01:18the way of my modeling.
01:19But as you can see, the front view is actually sitting right here in the middle of the car.
01:23I didn't scoot it out of the way, and that's because I want the front view to
01:28only see the part of a model that's in front of it.
01:31So, right now, this image plane is actually blocking any polygons that would show
01:35up beyond this point, like say in the back beyond this point.
01:44So, what we want to do is get the back image plane just behind this, and that way,
01:45when we're looking at the back of the car, the image plane will block any
01:49polygons that are more towards the front.
01:51Hopefully, it will be a more clear once we put it in place. Okay,
01:55so we're going to be making the back blueprint based on the front one.
01:58So, let's select this one. And, what I want to do is look at its attributes --
02:03I wrote down its position in X, Y, and Z -- and also its scale.
02:08So, I can plug those numbers in once I create the back viewport. Just to get me
02:11close in the ball park, then, I'll have to tweak it from there.
02:14Let's go into View. And, I want to create a new image plane. And, let's find our
02:20blueprint and open it.
02:22Okay, let me zoom out a little bit.
02:24So, this didn't come in close to where we wanted it at all.
02:27So, I'm going to type in some of the numbers. The Width should be 30, Height
02:31should be 30, Image Center should be -9.7, and in the Y-axis 6.5. [00:02:.27] Now, if you're working on your own car, these numbers are going to be completely
02:43different, but I already did the math here.
02:46So, I know exactly where it should go. Okay,
02:48let's look at this from the back view now. Okay, great.
02:52So, we've got the back view. And now, we can start to see these polygons. [00:02:5.08] They are starting to peek around the back side of the front view.
02:59Now, one thing I made sure to do that you might not be able to see very clearly [00:03:0.83] is I placed the back image plane just barely behind the front one.
03:05So, you can see there is just a little bit of gap here.
03:08So, if this back image plane was actually in front of the front one, then you
03:12wouldn't be able to see them through each other.
03:15All right, now that we've got that in place, we can continue to model around to the back side.
03:19So, let me see. I want to grab some of these polygons up here. And, I'm just going
03:24to extrude them back a little bit. And, let's put these into place.
03:31All right, it's lining up pretty well in this view.
03:34Let's see if we might need to scoot them over a little bit in this view.
03:37We'll go into Vertex Mode, and tweak this a little better.
03:39Let's try to line that up with the reference now on the back side.
03:42All right, so I could continue extruding around the back end.
03:45As cumbersome as it may be to get the reference set up correctly, it's really
03:48going to make life easier to model the whole vehicle this way.
Collapse this transcript
Blocking out the back end
00:00This video will be a little bit more of a demo where you can watch how I work.
00:04You can see how I make decisions, and even make mistakes.
00:07There might be some trial and error as well.
00:09Now, let's get to it.
00:10Now, this is where I left off in the last video, just starting out the back
00:13end. And, I can see already that there are some places where I want to make some changes.
00:18So, for example, on the top view, you can see that I started angling these
00:21new polygons out in this direction, but really the direction of the
00:24curvature is going up here.
00:27So, I'm going to change this around.
00:28Let me go into Vertex Mode, and just start tweaking this.
00:31You kn ow, I kind of want the curvature to come around the door, and move up around
00:35that back side, because I was looking at my photo reference earlier, and you can
00:39see how this curvature comes around here.
00:41So, I really want some polygons following that angle.
00:43And then, also, there's this crease between the trunk and this fender right here.
00:47And, it kind of curves around this way.
00:49So, I want to make sure I've got some polygons going in that direction as well.
00:52So, it's just a little bit of tweaking. I don't really have it planned out
00:55exactly what I'm going to do.
00:56I'm just kind of winging it, and hopefully it will turn out all right.
00:59All right, it looks like I might need to tweak some of these in this as well.
01:05What I think I'm going to do next is select this edge, and start to extrude it back this way.
01:11I just want to rotate that, so it's nice, and a straight line right there.
01:16Okay now, what I'll do is get this edge. And, I'm going to start to extrude that
01:20back, but this time, I want it to follow along this line.
01:25All right, that's starting out okay.
01:27And so, once I've got that started, I think I'll select some of these edges right
01:31around here, and start building out this fender shape.
01:35Now, what I might do is select that one edge, and then double-click this one, and
01:39it will select all these in between.
01:40Now, I can just extrude them all together.
01:44And, let's see. I'll go into Scale Mode. And, I'll try to get these a little bit
01:48more flush with each other. Definitely a lot of tweaking to do.
01:52So, let's see. If I line this one up with the top of . . . right where the fender
01:55starts to meet that wheel well.
01:57That should be a good place to line it up with.
01:59So, I'm just taking it one vertex at a time. So, that needs to be tweaked in this view as well.
02:05All right, let's see what this looks like.
02:07Okay, not too bad. Looks like it's a little bit off here. I'll pull these up.
02:12All right, let's keep extruding back.
02:14I'll pick these two edges, extrude, go back into Move Mode, and let's just pull
02:20it back here. And now, it's time to tweak it.
02:24So, it looks like we've got a little bit of a challenge here where the curvature
02:27of this starts to come down so far that I don't want to start pulling edges all the way down.
02:31So, I might start to split this again. One more. And, start extruding from this edge
02:37right here. And, bring that down around this side.
02:39Now, I'm just going to scale this to match the shape a little bit better. And, of
02:45course, always tweaking, tweaking, tweaking.
02:48Okay, so one thing I'm noticing right now is that I've got these edges going
02:53directly across here, which is actually cutting right through this hump.
02:57So, it looks like I need to insert at least one more, probably two or three more
03:02edges down to link this, so I can get the shape of that hump in there.
03:05So, what I'm going to do is Insert Edge Loop Tool, and I'll just place an
03:09edge right in here.
03:11And then, it's already selected for me, once I created it. But I want to unselect
03:15some of these, for I'm only moving up some of them.
03:18All right, that should be close enough for now anyway.
03:21Looks like I'm following that shape pretty closely, maybe a little bit better
03:24right here, and I'm just doing a bunch of tweaking and make sure it lines up
03:27with the reference better. Okay,
03:29let's go back into Edge Mode, and extrude it one more time.
03:36Let's rotate that around a bit.
03:37And, I'm just going to try to scoot that into place.
03:40Maybe I'll go into Scale Mode here, and kind of flatten out that out a little bit.
03:45Looks like I just need to tweak some of these vertices.
03:47And, all of these vertices I think need to be scooted under a little bit. And, let's see.
03:52That edge is a little bit harsh.
03:54I think we could round it out with inserting another Edge Loop.
03:58And with that inserted, it's already selected, so I'm just going to scoot it back.
04:02Okay, now let's fill in this little space right here.
04:05So, there's one little trick I want to show you.
04:07I'm just going to extrude down one of these edges. And, let's tweak this into position.
04:15Now, that leaves a little gap right there.
04:17So, one way to fill that is to go and select this other edge right here, and just
04:21extrude this down. And then, what I want to do is kind of snap these vertices to
04:27the corresponding sides on . . . . Let's see if can zoom in a little closer here.
04:30So I want to snap this vertex to this one, and this one to that one to just
04:34kind of fill that in.
04:35So, what I want to do is go to a Vertex Mode. And, let's get a new tool that we
04:39haven't used before. And, that is the Merge Vertex Tool.
04:43So, I'm just going to click on this vertex, and drag over to this one, and it just
04:46automatically snaps it together.
04:48Same with this one.
04:50And, we're still in that Merge Vertex Tool, so I'm just going to hit W to exit out of it.
04:54Okay.
04:55So, that sealed that up.
04:57We're going to hit Spacebar, so we can look at our other views.
04:59So obviously, there's plenty more to do.
05:01You know, you could continue extruding all the way across the back, and for the trunk
05:04area, but it's pretty much straightforward. The same type of thing we've been
05:08doing already so far in this video.
05:09So, I will let you handle it from here for now.
Collapse this transcript
Finishing the front-end blockout
00:00So, on to finishing the blockout of the front end.
00:03Again, we're going to be using the same tried-and-true techniques of extrusion
00:07and Insert Edge Loop to finish this off.
00:09We'll also try out a few other tools that can make the modeling process
00:12move more smoothly.
00:14The front end of the car appears to be quite complex.
00:16There's the air intakes, the headlights, and other shapes, all kind of
00:20clustered together.
00:21Let's find an approach to this modeling challenge that simplifies it, and takes
00:25it one step at a time.
00:26One of the ways that we can tackle this front end is to ignore some of the
00:30smaller details, and just focus on getting the big shapes created.
00:34This will simplify the process, and then, later, we can get the little vents, and
00:37the little details made.
00:38Okay, let's switch this to the front view.
00:41We're currently looking at the back end. And, I just want to adjust all my
00:44different view ports, so we're looking more at the front end of the vehicle. Okay.
00:48So, one place I know we need more polygons is right here, right in front of the front fender.
00:53So, I'm going to select one of these edges right here, and just extrude this
00:57down to cover this area.
01:01Just going to switch right into Move Mode, and just pull that down.
01:04And then, it looks like it needs a little bit of scaling.
01:06Let's see it from the front view.
01:07That looks pretty good.
01:09Okay, now we can start to wrap this around the front.
01:12So, I'm going to pull this edge right here. I want to extrude that, and pull it
01:16down under around the front headlight.
01:18So, let's extrude that, go into Move Mode, and just pull that forward.
01:22And, we'll just tweak it in all of our views, so it lines up nice.
01:25All right, I can probably just extrude that one more time.
01:30Okay, we can even do that one time. Let's try it.
01:36Okay, that's pretty good.
01:37Now, one thing I notice is that we've this gap right here.
01:41There's an open space that we should be able to fill.
01:43And, I'm going to show you one tool that I like to use for things like this.
01:46It's called the Append to Polygon Tool and what this is going to do is fill in the gap.
01:50So, you click on one edge, and then you click on another edge, and it builds a sort
01:56of bridge right between the two.
01:58You just hit Enter to lock that in.
01:59Now, all I have to do is tweak a little bit.
02:02See, this one vertex could be a little closer to the headlight. And, it looks like
02:06this vertex needs to be scooted forward.
02:08Since I can see it's right there on the edge of that air intake, I think I could
02:11scoot this one forward too.
02:12All right, back in the Edge Mode, I think I want to take this edge right here,
02:17and keep extruding it across to the middle.
02:19Let me just zoom in on this. You can see it's kind of crooked.
02:21So, I'm just going to go into the Scale Tool, and just scale this until it is flat.
02:25Okay, let me zoom out a little bit.
02:27So, it's starting to take shape.
02:28Now, I could tweak a lot more, and build in a little bit more of this shape,
02:32but what I want to do is skip ahead to one that's a little bit more developed than this.
02:36So, let's open up the next exercise file in this video frontendblockout2.
02:42And, I don't need to worry about saving this. Okay,
02:44let's take a closer look at the front end.
02:46So, the basic shape is here, but it's still pretty rough.
02:49So, we're going to use some more modeling tools to neaten it up a bit.
02:52I want to redirect some edges, I think, just to help some of the topology flow
02:56with that curvature a little bit better. Because I'm looking at this area right
02:59here, and it looks a little bit blocky.
03:02And, I just want to look at our photos really quickly.
03:05And, notice how it just got this really nice curve right here from the fender. And, it
03:09just curves right underneath.
03:11So, I want to capture some of that right in here.
03:15Now, let me zoom in. And, I think it might be a combination of tweaking, but then
03:19also, I think what I'm going to need to do is use the Split Polygon Tool. And,
03:23with this, you can click on edges and vertices, and cut new edges, and then
03:28right-click to lock it in.
03:29So, I'm going to go back in the Move Mode, and click on this, so that you can see
03:33that we're developing a little bit more of a curvature around here.
03:35Now, there's still a little bit of that angle right here.
03:38So, I'm going to try to get rid of that by collapsing some of these edges.
03:41So, let me zoom in, and go to Edge Mode, and this button right here is collapsed.
03:46So, notice when we click on that, just kind of collapses that whole edge together,
03:49and brings the vertices on either end together.
03:53Let's do it one more time.
03:55Let me rotate around just to see what that looks like.
03:57Let me go back into Edge Mode, and just focus in on that, hitting F. Okay, it
04:01looks like just some tweaking now.
04:04I just want the shape to round that more.
04:05Okay, so there's a little bit more curvature there.
04:08So, that's the end of the blockout, and I want you to understand that blocking
04:11out a vehicle isn't about following specific steps, because every car is going
04:15to be different, and even different people will blockout the same car with a
04:19different approach.
04:20The main thing to remember is to try to get the basic shape without creating too much geometry.
04:26Even if you have to go and adjust or redo some parts of the blockout, it's
04:30better to get something, or anything in there, rather than having an empty
04:34space to look at.
Collapse this transcript
4. Modeling Complex Curvature
Tweaking the model
00:00Now that we have the blockout of the body done, it's a good opportunity to give
00:04the whole car a check-up.
00:06Before we start getting into any fine details, it's very important to make sure
00:09that they're being modeled on an accurate base.
00:12This will save us a lot of time and frustration later on.
00:15Now, the tweaking process of vehicle modeling is really something that is done
00:19constantly throughout the modeling process.
00:21For the sake of making this course, I'm kind of trimming out a lot of the
00:25tweaking that's done to this car.
00:27And, that's because if I were to leave in all those of the tweaking that it
00:29takes to model a car, the videos would go for days, and it would be very boring to watch.
00:34So, for that reason, I'm going to use this video as an example of the kinds of
00:38things that you should be doing all the time as you model, not just at this
00:42point in the process.
00:43So, one thing that I do all the time that's related to tweaking is accounting
00:47for discrepancies between reference images.
00:49There's probably going to be subtle variations between different views of the
00:53blueprint and the reference photos.
00:55As the model or an artist, you're going to have to make decisions about
00:58which direction to go.
01:00So, let's look at a particular part of this car.
01:02I'm going to zoom in on the top of the hood here, and our front view.
01:07And, I'm going to go into Vertex Mode.
01:09And I'm just going select this vertex that's on the top of the hood.
01:12And, let's see where it is on the side view.
01:14So, in the side view, this vertex is a little higher up on the model than it
01:17is in the front view.
01:18If we move it down on the side view, then it drops a little too low in the front view.
01:23After examining reference, you can try to strike a middle ground, or you can
01:26focus on getting it right for one reference, and ignoring how it looks in other views.
01:30In the end, what often matters is that the model looks good, and is believable,
01:35regardless of which specific piece of reference you use.
01:37Something else you want to do all the time is just to make sure that all the
01:40shapes are accurate.
01:42So, I'm going to go into that Perspective View. And, let's just zoom in on this
01:45kind of area right here on the middle of the car.
01:47So, you can see it's kind of flat right along here. And, let's compare this to
01:51the photo reference.
01:52Okay, so we can see that there's a lot of nice curvature here.
01:55And, in our model, it's kind of flat.
01:57So, what I'm going to do is just select some of these vertices, and tweak them out a little bit.
02:02Okay, so that's simulating the curvature a bit better.
02:05Looking at a lot of different photos can give you a sense of the shapes that you
02:09just can't get from blueprints alone.
02:12Something else I like to do is make sure that all of my edges are following the
02:15major seams, creases, and curves.
02:18Now, let's look in our blueprint views again.
02:20I'm going to zoom out a little bit.
02:21And one thing I want to make sure of, I want to make sure that that my edges are following the major seams.
02:27So, for example, right here I can see on the trunk that these vertices and edges
02:32could be lined up a little bit better. Because, eventually, what I'm going to need
02:36to do is separate the polygons for the trunk from the polygons of the body.
02:40So, if I get my edges right on those seams, it's going to be a lot easier to
02:44cut those shapes out.
02:45All right, let's look at another spot. Okay,
02:47here's one area. We can see that the black line right here, that's for the car door.
02:52So, what I want to do is tweak these edges, so that they line up with that door
02:56better. And, let's look at the photo reference too.
03:00I think there's a photo in here that I can see that angle really well.
03:03Yeah, that one is not too bad.
03:05You can kind of see that angle of the car door.
03:07You just want to make sure that those things are lining up well as well.
03:10So, making sure that you got your edges following these kinds of things is
03:13especially important to do before you get any further in the modeling process.
03:16Because once you start breaking off different body panels, it's going to be
03:20a lot more work to fix any problems that weren't addressed at this stage.
03:24Another part of tweaking is making sure that all of your geometry is even.
03:28And so by that, I mean looking at the spacing between the various edges.
03:33So, you can see here that you got two edges that are kind of close together, and
03:36then there's this one that's farther apart, and there's not really any reason for that.
03:40It is okay to put edges closely together -- let's say, in this position, for
03:43example -- because we're trying to hold a nice curve right there.
03:46But right here, there's really nothing going on.
03:49So, what we should do is try to tweak these, so that they're spaced out more evenly.
03:53Okay.
03:54So, there's clearly a lot more tweaking that could be done to this car, but that
03:56might take hours to watch.
03:59So, we're going to wrap it up here.
04:00As far as time spent on a model goes, tweaking is really the most common
04:04thing you'll be doing.
04:06A car involves a lot of pieces that have to fit together in harmony.
04:09To get it all to look right, you're going to have to spend many hours
04:11tinkering with the vertices.
04:14I really want to drive this point home, because a lot of beginners don't realize
04:17how much tweaking work must go into a model.
04:20There are a lot of modeling tutorials out there that show you how to use the
04:23tools, and how to make the shapes, but they don't always go into the long hours
04:27of refinement that must be done.
04:29So, this can result in unrealistic expectations and frustration,
04:33when a beginner expects their models to look good after following just a few
04:36steps outlined in a tutorial. The fact is that even the experts sit for hours
04:41massaging every polygon to get good results.
04:43So, I can't stress enough that the information in this one video should be
04:47applied every step of the way, not just at this one point in the process.
Collapse this transcript
Using Smooth Mesh Preview
00:00Now, this car we're working on is very smooth and curvy.
00:03However, we're modeling with polygons, which are inherently blocky and angular.
00:08In the old days of modeling, and I mean in the '90s, we used to have to model in
00:12so many polygons. In order to approximate smooth surfaces, the models had to
00:16be very dense and difficult to work with.
00:18Now, we can simply use Smooth Preview to convert a low polygon mesh into a smooth one.
00:23Let's see how it works.
00:25Smooth Preview is controlled with the one, two, and three keys.
00:29So, you want to have a model selected. And, let's hit 3 to go into Smooth Mode.
00:33Now, I'm just going to deselect the model, so that we don't have that wire frame
00:36in the way. All right, not looking too bad.
00:39So, what this is doing is it subdivides the model into smaller polygons.
00:43For the most part, that creates the illusion of a perfectly smooth surface.
00:47Now, you can still work with the polygons of the original model, and it will
00:51automatically update the subdivided version.
00:53Let me show you what I mean.
00:54I am going to zoom in a little bit, and go to Vertex Mode, and here you can just
00:58select vertices, and you can move them around just like normal.
01:02You could do anything really just like normal. You could extrude or insert Edge
01:05Loops, and it's going to update that subdivision surface automatically.
01:08I'm just going to hit Z to undo that.
01:11Now, hit 1 to switch back.
01:13So, you can just hit 1 and 3 as much as you want to toggle between Smooth and Unsmooth Mode.
01:18Okay, now let's try hitting 2.
01:20In this mode, you can see both the original and the subdivided versions.
01:24I find this mode to be a little bit visually cluttered, so I don't use it, but if it
01:29works for you, go for it.
01:30Smooth Preview is really great and all, but there are a few things to
01:34consider when using it.
01:35Let's go into our front view. And, I just want to zoom in on the headlight.
01:39Let's go to Regular Mode, Unsmooth Mode. And, I'm just going to make a quick
01:42little adjustment here before we go on.
01:44I just want to tweak some of these edges, so that they line up with the reference better.
01:48So, I just double-clicked on an edge and it selected the entire Edge Loop.
01:52Okay, for the most part, these edges are lining up with the reference. Now,
01:54I'm going to hit 3.
01:56Notice that the shape changes slightly.
01:59Usually it shrinks a little bit when you turn on Smooth Mode.
02:02The amount of shrinkage depends on the angle between the connecting edges.
02:06The greater the angle, the more the shape shrinks and rounds out. The less of an
02:09angle, the less change that will occur when it smooths.
02:13This is important, because we're trying to use the reference to create precise
02:17and accurate shapes.
02:18If the shape changes significantly when you smooth it, there are a few things
02:22you can do to deal with that.
02:23So, let's look at this one vertex.
02:25Right up here, you can see that there's kind of a significant angle
02:29between these two edges.
02:30So, when I smooth it, that vertex moves a lot.
02:33So, something that you can do to avoid that problem is to Insert More Edge Loops.
02:37I'll put one here, and one here. And then, I'll just go into Vertex Mode and tweak
02:41these, until they line up a little bit better.
02:43So now, with more vertices, we can match that curve more closely without having
02:47quite so much of an angle between the edges.
02:50And, let's see what happens when we smooth it.
02:52So, there is much less of a change now.
02:54Now, the thing to watch out for here is that when we inserted more Edge Loops, it
02:58created more edges that go down the length of the vehicle. And, this might create
03:02unnecessary density.
03:03And, it could make things more difficult to work with.
03:05And, you'd also to have go in and tweak those vertices, so that they made a nice
03:09smooth curve as well. Because, notice what happens if we go back into Unsmooth
03:12Mode, and zoom in a little bit more closely.
03:15You can see that it created flat spots.
03:17So, it's just going to require some more tweaking. You can definitely work this way.
03:21I'm just going to hit Z a few times to undo that.
03:23Another thing that you can try is to tweak the existing vertices while in a Smooth Mode.
03:27So, let's go back into our front view.
03:29I'm going to turn on Smooth Mode. I must go into Vertex Mode. And, I'm just going
03:33to tweak vertices while in a Smooth Mode, so we can get our surface lining up
03:38with that reference.
03:39Now, let's go out of Smooth Mode.
03:41So, you can it when we're not in Smooth Mode, the original vertices no longer
03:44line up with the reference, and that's okay.
03:47In the end, we're going to leave the model smooth.
03:49So, you should probably start lining things up with the position that vertices
03:52are going to be in Smooth Mode.
03:55But, I usually only start doing this a little bit further into the model like
03:58with the point where we are right now.
04:00I wouldn't start blocking out the model in Smooth Mode. That's because when
04:03you're first starting out, there's still going to be a lot of changes. And,
04:06working in Smooth Mode, you'll just be working against yourself if you're
04:09trying to line things up, and the model keeps changing between Smooth Mode and Unsmooth Mode.
04:13One last thing to note on a Smooth Preview is that if an object is parented to
04:18another object, it will inherit the parent's Smooth Mode.
04:21Let me show you what I mean.
04:22I'm going to go back out to our Perspective View.
04:24Let's go full screen here, and let's go out of Vertex Mode, and let's turn off
04:29Smooth Preview. And, I'm just going to create a cube. Doesn't have to be pretty. Okay,
04:34so let's make this cube a child of the vehicle.
04:36So, I'm just going to hold down Shift, and select the vehicle as well, and hit P on
04:40the keyboard for Parent.
04:42Now, I can move the cube independently, but if I move the vehicle, the cube
04:46goes along for the ride.
04:48And, it also inherits the Smooth Mode.
04:50So, if I hit 3 on the keyboard, you can see that cube gets smoothed out as well.
04:54Now, there are some instances where you want to parent something, but you don't
04:57want it to inherit the smoothing.
04:59So to do that, let's select the cube. And, let's make sure we've got our Attribute
05:03Editor tab open. And, what I want to do is open up Smooth Mesh.
05:08Now, let's come down to Subdivision Levels.
05:11Let's just bring this down to zero.
05:13So now, this model will not smooth.
05:15So, I'm hitting 3 on the keyboard, and nothing happens, because the Preview
05:19Subdivision Level is set to zero.
05:20Now, you could set this to anything you want. To one, if you only want just a
05:24little bit of smoothing.
05:25Two is a standard that works pretty well.
05:27If we zoom in on the cube, you can see that it's still not totally smooth, so you
05:31might even want to crank that up a little bit higher.
05:34For the most part, I just usually leave it at two.
05:37So, after a model has been developed to a certain point, I like to use
05:40Smooth Preview a lot.
05:42This is because with Smooth Preview on, you get a more accurate sense of what
05:45the surfaces will eventually look like when the car is finished.
Collapse this transcript
Making sharp creases
00:00So far, we have the important shapes created, but we're still missing
00:03sharp creases and edges.
00:05Notice how in the photos, the car has some nice, sharp edges in certain places,
00:09but our model is still kind of soft and undefined.
00:13In this video, I'm going to show a few techniques for making holding edges.
00:16Those are special Edge Loops that create creases.
00:19Let's see how to do it.
00:20All right, so let's work on the front fender flare first. It's this area right here.
00:25All right, let's look at our photos.
00:27You can see here that there's a little bit of a tighter crease running right along here.
00:32So, there are several different tools and techniques that can make what we want.
00:36First, let's see how to do it with the Bevel tool.
00:38I'm going to go back to the model. And, let's go into Edge Mode.
00:42And, what I want to do is select all of the edges that are associated with that crease.
00:47Now, let's go to Edit Mesh, and let's find the Bevel tool. Here it is.
00:51And, make sure you click the Options button as well.
00:53Okay, so I want this Bevel to be pretty tight. So, I want to bring this way down.
00:58All right, let's click Apply.
00:59And, I'm going to close this window.
01:01So, basically that split that Edge Loop into two.
01:04And, when you've got two Edge Loops close together, the result is that they make a
01:07crease when you smooth the mesh.
01:09So, I'm going to go out of Edge Mode.
01:11So, I'm just going to rotate around, so we can see what this looks like.
01:14All right, it's not too bad.
01:15There's some pinching to clean up, and a few other little weird things, but it's
01:19definitely going in the right direction.
01:21Let's try to adjust the spacing.
01:23So, I'm going to click on the model. And, in our Attribute Editor, we can actually
01:26control that Bevel after we made it.
01:29Let's find our Bevel Mode here by clicking on this stuff. Here it is. Poly Bevel.
01:34And, we can change the Offset, for example. So, we can make that a little bit wider,
01:38a little bit softer to crease, or we could even make it tighter.
01:40So, you just want to kind of dial that until it looks good.
01:43Now, let's address the pinching that happened.
01:46So, if we deselect the model, we can see it a little bit more clearly, just kind
01:49of a pinch here, and a pinch here.
01:51And, this happens when we try to bevel edges where there are more than four edges.
01:56So, originally, before we bevelled, there was actually five edges coming into this vertex.
02:00So, that creates something a little bit weird.
02:02So, I'm actually going to go out of Smooth Mode. And, you can see that it's making
02:06kind of a triangle here, and we don't want that.
02:08So, I'm going to go into Edge Mode, and click that edge, and go to Collapse. This
02:14button right here. And, we'll do it one more time over here. Collapse.
02:18And also, we didn't select all the edges all the way around. We just kind of ended here.
02:23So, there's also something kind of weird happening here as well.
02:25I want to pick this edge. And, let's Collapse this one too.
02:28All right, so I'm going to go out of Edge Mode, and turn Smooth Preview back on, and
02:32now we can deselect the model.
02:34All right, it's looking much cleaner.
02:36So, that's one technique for making holding edges with the Bevel tool.
02:40Now, let's try it with the Insert Edge Loop Tool.
02:43So, let's actually undo all the work that we did on this, and try it with a
02:46different technique.
02:47So, go up to Edit Mesh, and get your Insert Edge Loop Tool.
02:51Now, you want to be careful which side of the Edge Loop that you place this.
02:55Now, if you place it on the top side, watch what happens.
02:58That Edge Loop goes off in the wrong direction.
03:01So, I'm going to undo that. And, let's put it on the underside here.
03:04And so, I'm just clicking and dragging, and you can get a little preview of where
03:07that edge is going to go.
03:09So, let's make it pretty close.
03:11Okay, you can see already that it's already tightened up.
03:13Okay, so I'm going to go out of Insert Edge Loop Mode, and let's just go into
03:16Object Mode and deselect everything.
03:18So, you can see that it also looks pretty nice. But one issue that happens is
03:22that when we inserted that Edge Loop, it kind of continued down beyond where we wanted it to go.
03:27So, this isn't too hard to clean up.
03:29I'm just going to go out of Smooth Preview Mode, and just zoom in here, and let's
03:33delete some of these edges that we don't want.
03:36I'm going to hit Delete. And, actually just one last thing we have to watch out
03:38for is that when you delete those edges, they sometimes leave vertices behind.
03:42So, you can also go in and delete those as well.
03:45And, something else I'm going to do is just space out where this Edge Loop ends,
03:49just so it doesn't end quite so abruptly.
03:52Okay, let's see how the smoothes.
03:54All right, looking great.
03:55Now, we're going to try one last technique.
03:57And this time, it's with the Interactive Split Tool.
04:00This tool lets us cut new edges exactly where we want them. And, I'm going to do
04:04this on the rear fender flare.
04:05Let's scoot back here, and let's look in the photo, and see what this should look like.
04:09Okay.
04:10So, you can see here is a little bit of a crease that we need to get into our
04:12model. And, actually there's one other thing I want to look at in reference.
04:16Yeah, I think this is a good photo.
04:18You can kind of see that that crease is strong right here in the middle, but
04:21as it comes around here, and as it comes around the backside, it's not quite so strong.
04:25So, we can use the Interactive Split Tool to create that variation and strength.
04:29Okay, so let's select our model, and I'm going to turn on the Interactive Split Tool.
04:35And actually, let's turn off Smoot Preview for right now.
04:37And so, what I want to do is get some new edges coming right around here. And, I
04:42want them to be a little bit more spaced apart, like right here, and then
04:46actually get it closer.
04:48Now, one problem I'm running into is that I was trying to snap these vertices, and
04:51like snap to the middle of the edges.
04:52So, let's undo that, and let's play with some of the settings.
04:56So, let's turn on our tools.
04:58Okay, so our Snap Settings. The Magnet tolerance is too high.
05:02So, let's bring this way down.
05:04Okay, let's try it again.
05:05There. Now, we can move this along much smoother increments.
05:10So, what I want to do is just get a little bit closer to this edge as I go.
05:14And now, I am going to space a little bit farther apart, because I want that
05:17crease to be less strong, the farther away I get from the middle.
05:20All right, so just right-click to lock that in, and let's go out of the
05:25Interactive Split Tool.
05:26I'll just hit W on the keyboard to go on the Move Mode. And, let's turn on Smooth Preview.
05:30Okay, so you can see we've got a crease right here. And, it jut kind of fades
05:34off as it goes around the sides.
05:35So, these are the three techniques that I use most of the time for making holding edges.
05:40Which one you should use
05:42depends on the situation, and also, just your preference.
05:45Now, with holding edges in place, the model has a lot more definition, and it
05:48looks a lot more solid.
05:50I use holding edges all the time to define sharp corners.
05:53You can even use the three edges for an extra sharp crease.
Collapse this transcript
5. Refining the Body Shapes
Cutting out the hood, door, and trunk
00:00Up until this point, we've been making the entire body of the car out of one solid mesh.
00:05Even though the doors, hood, and trunk are separate pieces in reality, it makes
00:10sense to start out with them together.
00:12This is because the curvature of the body is the same across those seams.
00:15Now that the body has been modeled, and we know that there are no major changes
00:19that need to be made to it, we can break apart these pieces.
00:22Let's see how it's done.
00:24So, looking at our reference, notice that the panels are basically rectangle
00:28shapes with rounded corners.
00:29When we model the body of the car, we placed the edges in specific places
00:33relative to these panels, so that they'll be easier to cut out.
00:37So, this trunk, for example. It's basically a rectangle with rounded corners. And,
00:42if we go into our model around the back side, you can see that there is edges
00:46that follow the shape of that rectangle.
00:48Now, we don't have the rounded corners yet, but we'll get to that.
00:51Okay, so let's start with the hood.
00:53I want to go into the top view, and go into Face Mode.
00:57I'm just going to select all of these faces where the hood should be.
01:00Now, let's break them off by going to Mesh and Extract with Options.
01:05Now, there's one setting I want to turn off here. If we leave this checked, then
01:09it's going to separate those faces into a separate object.
01:12If I turn it off, it's going to break them off, but leave them part of the same
01:15object, and that's what I want.
01:17So, I'm going to hit Extract.
01:19Okay, let's go into our Perspective view, just to make sure what happened here.
01:22So, when we went to into Extract Mode, it actually gave us this little
01:26controller where we could pull it out, but we don't want to do that.
01:28So, I'm just going to hit the Z to undo that.
01:30Now, looks like a something else. I'm going to hit 3 to go in the Smooth Preview.
01:33Zoom in a little bit closer.
01:36So, something interesting that happened is that the edges of the body part of
01:40the car got rounded out, but the edges on the hood did not. And, that's
01:44because Smooth Preview works on vertices that have at least three edges
01:48connecting to them.
01:49So, on the body, we've got this vertex right here, and there is one, two, three,
01:55four edges coming out of it. But on the hood side, this vertex right here only
01:59has two, so it's not going to round out yet.
02:02We don't really have to worry about it, because once we add thickness to the
02:05hood, it's going to give it enough edges to round out.
02:07So, I just wanted to point that out, so it wouldn't be confusing to you.
02:11Okay, so now let's make a bevelled seam around the panels.
02:14Let me go into Edge Mode here. And, I'm just going to select all of these edges.
02:19Actually, it will be easier if I go out of Smooth Preview Mode. I'm going to go
02:22into the top view too.
02:24I'm going to select all of these edges, just one at a time, that are part of this seam.
02:29Now, I don't want to do the ones along the middle here, because that would
02:32actually create a seam right down the middle of the hood, and that's not what we want.
02:35All right, let's go back to Perspective view.
02:39And, what we're going to do is, extrude those edges downwards.
02:41Let me just get a better angle on this, so we can see it better. I'm going to
02:44hit Extrude, and then I'm just going to grab this blue handle, and pull them down a little bit.
02:48Okay, so let's hit 3 to go into Smooth Mode now.
02:51And I'm just going to go out of Edge Mode, deselect everything, and let's just
02:55take a look at what we have.
02:57All right, not too bad.
02:59Now, let's compare this to the photo reference.
03:02Okay, so you can see that this is a nice, pretty, tight bevel on that edge. And,
03:06our model is a little bit soft, so we need to add some holding edges to tighten that up.
03:10So, let's go out of Smooth Preview Mode here. And, what I want to do is just zoom
03:14in on this new edge that I created, with these new faces.
03:19And, let's go into Edit Mesh and get the Insert Edge Loop Tool.
03:22So, I'm just going to make one on this side, and then one on the other side.
03:26All right, and back in the Smooth Mode, you can see, because we added those extra
03:30edges, that corner is a lot tighter now.
03:34Let's compare it to the photo. All right, much better.
03:37Okay, go ahead and do the same thing for the trunk. It's just like what we did for the hood.
03:41Now, I'm going to skip ahead, and go to the door.
03:44The door is going to be a little different, because we're going to be able to see
03:47the inside of the door, as well as the outside.
03:49With the hood, we're only going to see the outside of it. [00:03:5.72] So for that reason, we need to do something a little bit more presentable with the door.
03:56Okay, so let me zoom out, and let's go into our side view.
04:01I'm going to go into Face Mode, and let's just select all of these faces where
04:04the door should be. And, it looks like I might need to select some of the top view as well.
04:12And, let's look in the Perspective view just to make sure I got all of them.
04:15Okay, looks like I got them.
04:17Okay, now let's go up to Mesh and Extract with Options. And this time, I do want
04:21to separate it into a separate object.
04:23Okay, let's deselect everything, and now select just the door.
04:27And, it looks like I'm in Face Mode still, so let's go into Object Mode.
04:30Select the door, and let's extrude the whole thing.
04:34I'm just going to move my view, so I can see this more clearly.
04:37Now, when we grab on the blue handle, you can see we're extruding the entire
04:40shape. Actually, you could go out the wrong way as well, just to see what that
04:43looks like, but we want to go inwards, a certain amount. About that far looks good.
04:48Okay, let's zoom in a little bit and I'm going to turn on Smooth Preview.
04:53So, it's rounding out pretty soft. I want to make it a little bit sharper.
04:55So, let's go back in Object Mode and let's get the Insert Edge Loop Tool, and
05:00let's just add some holding edges to keep it tighter.
05:04Now, if we go into Object Mode again, and turn on Smooth Preview, you can see we
05:07get a much tighter edge on that.
05:10Okay, so now we need to get the edges on the body of the car to match up with
05:14the door that we made.
05:15So, what I'm going to do is go into Edge Mode. I'm just going to double-click one
05:19of these border edges. It actually selects everything around the whole car. So,
05:22I'm just going to hold down Ctrl, and deselect everything that I don't need.
05:26So, I want to have all the edges selected from the center of the inside of
05:29the car, all the way around the door, and then around back to the just behind the driver seat.
05:34Go ahead and extrude that; grab the blue handle; pull it inwards.
05:38All right, that's pretty good. And now, I'm just going to exit the Extrusion Mode,
05:43and let's go add a holding edge, just like we did before.
05:46Insert Edge Loop Tool, and let's place it in right there.
05:49Okay, so I hit W to go in the Move Mode, and I'm just going to do that to get out
05:53of the Insert Edge Loop Tool, and turn on Smooth Preview for this. And, I just
05:57want to look at it all over, just to make sure it looks good.
06:00Okay, so that's the basics of cutting out the door and the hood. You'll notice
06:03there is a little bit of a disconnect here.
06:05We'll talk about cleaning that up in the next video.
06:08So let's zoom out and see the whole thing.
06:10Okay, the car is really starting to take some shape, now that we're
06:13separating different panels.
06:14Doing it this way, where we get the overall shape right, and then break out the
06:19panels, really helps us maintain a smooth curvature across the separate pieces.
06:23You might still have to do some tweaking of the body shape after
06:26separating different panels.
06:27So if that happens, you'll just have to be very careful that the overall
06:30curvature remains the same from one panel to the next.
Collapse this transcript
Adjusting the separate panels
00:00Once the hood and other panels are broken off, there's still some work to be
00:04done to make them look just right.
00:06We need to tweak them, and size them, so that the gaps and overlaps are good.
00:10There's also a few odds and ends to cover as well.
00:12So, let's get down to it.
00:14Now that the pieces are separate, you can check to see if it's lining up
00:17with the blueprint.
00:18Let's check it in the top view.
00:20I'm just going to zoom in here.
00:22So, you can see that we've got the hood and the blueprint right here, but after
00:26we separated it, the edge kind of shifted over a little bit.
00:29So, it's a little bit off; we need to adjust that.
00:32So, what I want to do is go into Vertex Mode, and pick these vertices, and just tweak them.
00:37Now, one thing you might notice is that when we're in Smooth Preview Mode, the
00:40edges kind of spread apart a little bit.
00:42So, if I go into Regular Mode, all the vertices snapped back to where they were originally.
00:48So, that will make it a little bit easier to select.
00:50So, for example, we need to select these vertices here. Let me deselect that
00:54one, and then go back into Smooth Preview Mode. You can see that they spread
00:58out. And, there's actually a lot more visible right here, just because they are spreading out.
01:02So, now that we've got them selected, we can just tweak them until this curve
01:05lines up better with the blueprint.
01:07It was looking better here. It looks like I pushed it a little too far with
01:11these other ones. And, I'll just tweak these a little bit.
01:14You can also just kind of drag a selection over it, and that's okay for now,
01:18but sometimes you can accidentally select vertices that are on, say, the back side of a vehicle.
01:22So, you want to be careful when you're doing that.
01:25We'll just tweak this into place. Looks like I could tweak these a little bit.
01:28Okay, pretty close.
01:30Let's go into our Perspective view.
01:32I'm just going to get out of Vertex Mode, and maximize our Perspective view, so
01:36we can see something.
01:37So, notice how there's not a lot of gap between the hood and the body.
01:42And, when we look at our photo reference, you can see that there is a little bit
01:46more of a gap there. So let's fix that.
01:48Now, right now, the body and the hood are still the same object.
01:51They're just kind of split off into separate pieces of the same object.
01:55So, I'm going to go into Mesh and Separate to truly make them separate objects.
02:00Now, when you separate or combine meshes, it turns off their Smooth Preview, so
02:04just hit 3 to turn that back on.
02:06All right, let's select the hood, and we want to shrink it.
02:09So, I'm going to zoom out a little bit, and go into Scale Mode.
02:12So, if we shrink it right now, you'll notice it shrinks away from where it should be.
02:16So, what we need to do is move the pivot point of the scale, so it's up here with the hood.
02:22So, what I'm going to do is hold down D. When you hold down D, you can move the pivot.
02:26So, let's move the pivot, so it's right here in the middle of the hood.
02:30I'm just going to rotate around to see this from another view, just to make
02:32sure it's all good. Okay, good.
02:34So now, I just want to shrink the hood a little bit, so that I get a little bit of
02:38a gap between the body and the hood.
02:40And, let's compare that to the photo.
02:43So, I think that's pretty close. Great!
02:46So, one thing you might be noticing is that you can see a little bit of
02:48light between the two.
02:50And of course, in the photo, you're not going to be able to see through to the ground.
02:54So, we need to build a little bit of a loop around the body.
02:57We'll select the body, and I want to go into Edge Mode, and let's go around to
03:01where we extrude it below.
03:03Now, what I want to do is select all these edges around the hood.
03:06So, first I'm going to start up by just selecting this one here, and there's a
03:10quick way to select all the ones that I want.
03:13I want to come around to the end of the selection that I want, hold down Shift
03:16and double-click the selection that connects the two.
03:19Now, what I can do is extrude them.
03:22So, this is going to create another row of polygons that just kind of tucks in
03:26underneath the hood.
03:27Let me zoom out just to make sure that looks good everywhere. All right, great.
03:30So, I'm going to exit Edge Mode and just to make sure this looks good. Great!
03:35So, that loop that we made, it goes underneath the hood, and it keeps us from being
03:38able to see through the car.
03:40Okay, one last thing to look at.
03:41Here on the door, you can see that the door and the body aren't quite lining up
03:46the way they should.
03:47Let me look at a photo, so we can see what that should look like.
03:50Okay, so it's this point right here, and you can see in our model that it's kind
03:54of rounding out when it should be a little bit more of a corner there.
03:57So, what we can do with this is, I want to select it.
04:01I want to turn off Smooth Preview, and let's just get the Interactive Split Tool.
04:05And, what I am going to do with this is create another little extra edge right
04:08here. I am just going to click along here, right-click to lock it in, and let's
04:13turn on Smooth Preview.
04:14And actually, I'm still in the Spit Tool, so I'm going to hit W to go out of that.
04:18Let me just click one more time to deselect that, so we don't have those edges in the way.
04:22All right, looking pretty good.
04:24So, if I hit Z a few times to undo that, you can kind of see what that extra edge
04:27is doing. It's just tightening up that corner.
04:30We'll go ahead and do the same thing on this corner right here, and then also
04:34the same thing for the trunk that we did for the hood.
04:36And, we'll pick it up at that point in the next video.
04:39So, it's this type of precision that's required when modeling a car.
04:43A lot of pieces have to fit together tightly.
04:45By making each panel this way, we can maintain a high degree of accuracy.
04:50It may seem like a lot of work, but if there's anything off about it,
04:53people will notice.
Collapse this transcript
Forming the hood air intake
00:00The hood air intake is a good example of an object that conforms closely to
00:05the surface of another.
00:06Objects like this can be complicated, because you have to make sure that the two
00:09pieces stay stuck together.
00:11Now, this is a relatively easy case, since the hood is a fairly simple object
00:15with a smooth, graceful curve.
00:17So, let's see how it's done.
00:19Okay, so let's start by examining the blueprints and the photos.
00:22I'm going to zoom in on the hood intake here in the front view, and the top view,
00:28and the side view. All right, and let's look at it in our photos as well.
00:32Okay, so I'm going to flip back and forth, and see if we can find any
00:35differences between the two. Not too much.
00:37It seems like there might be a little bit more of a corner on this one, and I
00:41think this one slopes back a little bit more gracefully; just something to keep
00:44in mind while we're working.
00:47Okay, so let's start building this by making a new plane.
00:49I'm going to go into the top view; click on that button.
00:52And I'm just going to click and drag just to size that out. And, let's go into Vertex
00:56Mode, and I just want to edit these, so that it's matching up with the reference.
01:00Now, I want to get these vertices snapped exactly to the center, so I'm going to
01:04hold down X, and then click and drag on the red axis.
01:07So, that's going to snap it exactly to the gridlines. Same thing with this one.
01:11Just holding down X, and clicking and dragging.
01:14Now, let's look at the photo a little bit.
01:16The hood intake is made up of basically two parts:
01:18the raised part right here, and then there's kind of a flat spot that hooks onto the hood.
01:24So, I want to make this raised part first, and then we'll do this flat spot later.
01:28So actually, let's scoot some of these vertices, so that they're more aligned
01:31with the shape of the raised up part.
01:34It's just my preference.
01:35You could actually make it the other way around.
01:37Okay, so let's look at this in the Perspective view.
01:39Now, when I created a new plane, it made it on the grid, so we actually need to raise this up.
01:43I'm going to go in the Move Mode and lift it up.
01:46And now, I'm just going to make a few tweaks, so that the angle matches the hood.
01:49I'm just going to go under Vertex Mode, and move some of these vertices down,
01:53just so they sit right on the hood.
01:55Okay, it doesn't have to be totally perfect.
01:58So now, let's get that edge around it.
01:59So, what I'm going to do is go into Edge Mode, and I'm just going to pick these
02:03two edges, and extrude them.
02:05I'm just going to go in the Move Mode, and just kind of move these away from
02:09the original piece a little bit, and now we can just tweak the shape of this.
02:12So, we've got some extra vertices up here. Let's line this up in the top view. And,
02:17we're going to hold down X to snap.
02:19I just want to get this spaced around a little bit better. Okay, good.
02:23Now, let's take a look at this in Perspective View.
02:25Now that we've got a place to put in the raised-up portion, and then we've also
02:29got these polygons for the flat portion, what I'm going to do is go into Face
02:32Mode, select this face, and let's just extrude this up.
02:35So, you might notice what happens is it creates some faces that we don't want
02:39right here, and here so I'm just going to delete those.
02:42And let's turn on Smooth Preview, and see what we get.
02:44Okay, so it's staring to look close. Just a little bit more tweaking to be done.
02:48One thing is that I don't want it to round out quite so much right there.
02:52You can see in our top view, it's pretty straight and then it starts
02:55curving right about here.
02:57So, what I want to do is put in a holding edge that defines the point where this
03:01should start curving.
03:04So, let's go to Edit Mesh, insert Edge Loop Tool, and let's put in a holding
03:08edge right about here.
03:09Now when it smoothes, you can see it stays pretty straight, and then it starts to round out.
03:14All right, so we'll lock that in. And, let's go to Object Mode.
03:17And, let's see. One other thing I want to look at is how sharp this angle is.
03:21So, in our photo, we can see that that's a pretty sharp crease right there.
03:25So, I'm going to insert an Edge Loop right along this edge right here.
03:30So now, when I smooth it, I get a sharper crease.
03:33All right, let's zoom out. And, one thing I want to do just like always is put the
03:38blinn material on it.
03:39So, I'm just holding down the right mouse button, Assign Existing Material, and Blinn.
03:43It looks like it just needs a little bit more tweaking.
03:45It's kind of poking through the hood right there, so I'm just going to insert
03:48another Edge Loop, and then raise that Edge Loop up.
03:51Go into Move Mode and lift it, so it's not poking through the hood.
03:55Okay, so there's probably a lot more tweaking that could be done to it, but
03:58now that we've got the basic shape, I just want to demonstrate how we can
04:01give it some thickness.
04:03So, you see here in our photo, there's definitely like half a centimeter or so
04:05of thickness there.
04:07So, I'm just going to select the whole thing, and let's go to Extrude. And, what I
04:12want to do is . . . Actually, let's go out of Smooth Mode just so I can see how much
04:15thickness it's making.
04:16Okay, that's good and so you can see when I turn on Smooth Mode, it's actually
04:20smoothing out places that it shouldn't, and that's because I don't really want
04:23to have faces here on the inside, because when I mirror this over later, I don't
04:27want to have a face in the middle of that.
04:29So, I'll just select these and delete them.
04:32One little straggler over there, okay great, so let's go back into Smooth and
04:36take a look at that.
04:39Okay, so that's basically it.
04:40There are probably a few more tweaks that I could make, but let's move ahead now.
04:42Now, there's nothing too fancy about the hood intake, but it's this type of
04:45modeling that you'll be doing a lot of when making vehicles.
Collapse this transcript
Mirroring a model
00:00So far, we've made the car in just one half.
00:03Of course, it's because this car, like most, is symmetrical.
00:06I can save time by not worrying about the other half for a while.
00:10Eventually, however, I'm going to want to see how the car looks as a whole.
00:14For this, we can use various tools in Maya to mirror or flip this half to the other side.
00:19Let's see how to do it.
00:21Before you can mirror an object, there's a few things that you want to make
00:25sure are in place first.
00:26You'll need to make sure that the pivot point of the object is at the center of the grid.
00:30So, let's select the car here, and I'm going to hit Spacebar, so we can see it
00:34better, and I want to hit W to go on a Move Mode.
00:37And, let's just rotate around a little bit, and let's actually turn the grid on,
00:41so we can see that. Okay, good.
00:44So, the pivot point is right in the middle of the grid.
00:46Make sure it's the same for all the other objects.
00:48Okay, so our hood intake, it actually got moved off at the center line a little
00:52bit. So, we can just fix that really quickly by holding down D to go into Edit
00:57Pivot Mode, and then also hold down X, so we can snap to the grid.
01:01Now, if I slide this, it should snap right to the middle.
01:05Now, we need to make sure that all of the edges of the object that are at the
01:08center line are actually snapped to the center line.
01:11A lot of times, you think that they are, but vertices and edges can accidently
01:15get nudged around as you work, and these edges might not be exact.
01:18So, let's look at the hood air intake for example.
01:21I'm going to zoom in close on this, and I just want to select all the edges
01:25around the inner side, and I'm going to go into Scale Mode, and I just want to
01:29grab on the red axis.
01:31And, you notice how when I scale, they are kind of scrunching together a little
01:34bit. That's because they weren't actually totally flush with the center line.
01:37I'll just bring it to the center, and then actually one more time just to make sure.
01:42Now, let's go to the top view.
01:43All right, so I want to zoom in close on the top view, and they might not be
01:48exactly on that center line, so what I want to do is just hold down X, and grab on
01:54this axis, just to make sure it's snapped exactly. That's it!
01:57That's all the prep work that needs to be done.
01:59Time to move on to the actual mirroring.
02:01Let's go back to Perspective View, and I'm going to get it out of Edge Mode, and
02:04just select the whole object.
02:07I need to make another copy, so hit Ctrl+D to duplicate.
02:09Now, we have two copies in the same place.
02:12To flip one of the copies over, go into Scale Mode, and drag that axis over.
02:17Now, it's not going to be exact quite yet.
02:20I need to go into the Channel Box, and here we can see it's Translate, Rotate
02:25and Scale. And, you can see that this scale is kind of hard to get exactly on one.
02:29And, by sheer coincidence, I actually did have it on one before, but usually it's not going to.
02:34So, what you want to do is come in here, and just type in -1.
02:37Okay, so now we need to select both halves.
02:40So, I'm going to Shift+Click the other one, and let's make them the same objects.
02:43So, go to Mesh Combine.
02:45Now, they're part of the same piece, but they're not totally connected yet.
02:49So, let's zoom in here.
02:50I just want to demonstrate.
02:51I'm going to go in the Vertex Mode, and click this vertex.
02:53Now, let's see what happens when we move it.
02:56So, it's not actually merged with the other vertex, so hit Z to undo that.
03:00What we want to do is merge all these vertices.
03:03So, I'm just going to select all of them or if you wanted to be fancy, you could
03:06just come in here, and select just the ones in the middle, and let's go up to Edit
03:11Mesh>Merge with Options.
03:13Now, we want to change the Threshold. I like to set this to 0.001.
03:18We only want vertices to merge if they're right on top of each other. And, what
03:22can happen sometimes -- let me zoom in here -- is that sometimes vertices that
03:26you don't want to merge -- like this one and this one -- will be within the tolerance of 0.01.
03:32So, by setting it to 0.001, I can make sure that we're not merging any
03:36unnecessary vertices.
03:37All right, so go ahead and click Merge.
03:39Now, let me just show you what it looks like if you accidentally have that
03:42tolerance set too high.
03:43I'm going to go into the Channel Box and we've got the options here for that
03:46MergeVert that we just made.
03:48Let's see what happens if we set it to a higher number. Okay, there we go.
03:52So, if that tolerance is too high, you'll get really weird things happening.
03:56So, let's just make sure that we've got enough tolerance in there.
03:59Okay, so let's make sure this worked correctly.
04:01I'm just going to click on one of these vertices and move it.
04:05And yep, the whole surface is moving as a whole now.
04:07I'm going to hit Z to undo that.
04:09Now, feel free to do the same thing for the rest of the car.
04:12However, chances are that you'll have to delete the new half anyway.
04:16I always find things to tweak and things to change after mirroring.
04:20Although you can do something symmetrically in Maya, if you use any tools that
04:24change the number of edges or vertices, those things won't get mirrored
04:28automatically, which means that if you realize that you need to change
04:31something, you'll have to delete the polygons on the new half, and then make the
04:35change, and then re-mirror everything.
04:37So for that reason, I usually don't mirror unless I know that I'm totally done
04:41with the part or that I really need to see what it will look like mirrored.
Collapse this transcript
Making vent holes
00:00One very common feature in vehicles is vent holes.
00:04In order to simplify the modeling of the car body, we've kind of avoided them up until now.
00:09In fact, we've created the arrangement of polygons in such a way that it
00:12worked well for making a body, but there is often not any clear polygon
00:16definition for the holes.
00:18We'll have to do a little bit of wrangling to put the vents in. So, let's see how.
00:22Let's do the side vent first.
00:24I think it'll be easier.
00:25So, I'm just going to zoom into the side view here, and we need to get a hole in this shape.
00:30As you can see, there aren't currently any edges defining the outline of the vent hole.
00:35Now, it probably would have been a good idea to make my Edge Loops fit the shape
00:39of the vent as I was making them, but sometimes you can't think ahead in every
00:42instance, so let's work with what we've got.
00:45Now, we could go in with the Insert Edge Loop Tool, and create an edge up here,
00:49and on the bottom, and on the right, on the left, but let's try it a different way at this time.
00:54I'm going to try a technique that creates more polygons right in this area
00:58without creating any extra edges that go off in other directions.
01:01Now, I want to go into Face Mode, and just pick these faces that are right here in
01:05the general area of the vent.
01:07Now, I'll just extrude them, and I want to switch into Scale Mode, so I can scale
01:12these in, and I also want to turn off the Smooth Preview.
01:16Let's see what this looks like in the Perspective View.
01:18Okay, getting a little closer, we can go ahead and delete these faces.
01:22Now, what I want to do is just tweak these vertices, so that they line up with
01:25the blueprint better.
01:27I'm just going to go into Vertex Mode, and just start tweaking these around.
01:31Okay, now let's see what this looks like with Smooth Preview turned on.
01:34So, it looks like it rounds out a little bit too much.
01:37Let's see it in the Perspective View.
01:38And now, let's also compare this with the photo reference.
01:41So, we can see in the photo, it's fairly straight, and then it only starts curving
01:45right about this point, then it curves up here, and then straight again.
01:49And on our model, it never really ever gets totally straight;
01:52it's always kind of curvy.
01:54So, what we're going to do is kind of relate it to the holding edges.
01:58Remember, when we turn on Smooth Preview, and we move edges closer together, they
02:01create a pinch or a crease.
02:03So, we can kind of do a similar thing with the vertices here.
02:06I'm want to go into our side view, and we can start doing things to kind of bring
02:11vertices closer together.
02:13So, I want to position a lot of our vertices closer to the corners, and this is
02:17definitely going to take some back and forth tweaking, but as we get these
02:21vertices closer to each other in the corners, we're going to get a tighter
02:24crease here where that curve won't be quite so round.
02:27Okay, let's see what it looks like in Perspective View.
02:30And something else I want to do is get out of Vertex Mode, and just to look at
02:34this from a couple of different angles, just to make sure there's not anything weird happening.
02:37Actually, I'm going to select this polygon, and hit F to zoom in on it, just so my
02:41rotations happen closer to the point of interest here.
02:43All right, it's pretty close. You can see there's a little of a weird dent or a
02:47pinch there, so let's see how we can clean that up.
02:50So, it looks like one of these vertices is kind of pushed in farther, so I'm just
02:52going to pull it out.
02:54Let's see it from the other side. And, I want to pull this one forward a bit.
02:58Okay, it's pretty close.
02:59There is probably some more tweaking that I could do, but I think we can
03:02continue on from this point.
03:04We need to extrude some thickness in here.
03:05Now, I want to take a look at another reference photo just to get a sense of
03:09how thick I need to make it.
03:10All right, so back in Maya.
03:12I'm just going to select all these edges around here.
03:14I just double-click, and I select all of that loop, and let's go and click
03:18on the Extrude, and I'm just going to push it down a little bit.
03:21Let's see. Let me turn off the Smooth Preview just to get a better sense of that.
03:24Okay, and I want to extrude one more time.
03:27You can either click up here, or you can hit G on the keyboard to repeat the last action.
03:31Okay, one last thing I want to do is get that corner to be a little bit more sharp.
03:36So, if I turned on the Smooth Preview, you can see it's really rounding out, and
03:39in our photo, you can see that there's a little bit more of a sharp crease bevel on there.
03:43So, let's turn off Smooth Preview, get the Insert Edge Loop Tool, and I'll throw in
03:50a couple of edge loops here.
03:52There, we go. Much tighter.
03:54Now, to work on the front vents. Let me just come around here to look at the front end.
03:57Now, let's see what it looks like when it's smooth.
03:58Now, let's look at a photo reference to the front.
04:02Okay, so we've got this vent hole right here, and let's see where that is on our blueprint.
04:07Okay, so here's another case where there's really no edge loops following where
04:12we should put the shape of the vent.
04:13Let's tackle this one in a different way . . . with a combination of adding new edges
04:18and good old-fashioned tweaking.
04:20First, I want to insert an edge loop in here, so Insert Edge Loop Tool. And, let's
04:24create enough polygons to sort of define the right side of this vent.
04:28So, I put a loop in, and I'm just going to go into Vertex Mode, and just
04:34start tweaking this.
04:34Let's turn off Smooth Preview as well.
04:36So, I'm just going to make a box over the general shape of this. And, while I am at
04:40it, I might as well tweak the shape of the vertices around this head light.
04:43I just want to space them out a little bit more. Since I added that extra edge
04:45loop thing, we're getting kind of crowded in there.
04:49Okay, so back to the vent.
04:51Let me go into Perspective View, and let's grab this polygon that's kind of in a
04:57square shape now, or rectangle, and we'll just extrude it inwards, and hit Delete.
05:00Okay, let's see how this looks when it smooths, but let's compare that with the front view.
05:04So, it's not too bad.
05:06It's a little bit oval-shaped.
05:08I think it needs to be straighter on the sides, and then just curved at the top and bottom.
05:13So one way to fix that is to throw in some more edge loops.
05:16So, let's come in at the Perspective View, and we'll go to Edit Mesh, Insert Edge
05:21Loop Tool, and I'll put one in here, and one in here.
05:24And, you can see already the side is going to straightening out more.
05:27Okay, it's getting closer.
05:29Let's look at the photo really quick.
05:31Okay, so it looks like I want a little bit of a sharper crease on that, so I'm
05:34going to do the same thing I did before on the side vent.
05:37I'm just going to hit G to go right back into my Insert Edge Loop Tool. Now, I'm
05:41going to hit 1 to turn off the Smooth Preview just for a moment. Just get a
05:44couple of more edge loops in here.
05:47And then, finally, I just want to tweak things a little bit. It just kind of
05:50scrunches up a little bit there.
05:54So, I want to reposition some of these vertices, just to take the pressure off of
05:56the shapes right here.
05:57From here, it's just going to be a bunch of tweaking to clean up the surrounding
06:00area, and to get the vent shape neat and smooth.
06:03I'll let you handle that on your own.
06:05Modeling vent holes is an important part of most vehicle models.
06:08They're a nice detail, because they help add solidity and believability to
06:12the look of the car.
06:14It's always nice if you can plan your polygon edges, so that they fit the holes
06:18before you cut them in, but if not, you can follow the tips shown in this video.
Collapse this transcript
6. Modeling the Wheels
Making one section of tire tread
00:00So, now that most of the body is done, we're shifting gears to the wheels now.
00:04Now, the wheels are going to give us a lot of new modeling challenges.
00:07They're very complex in some ways, but they're also made up of a lot of repeating shapes.
00:12So, it is with tire tread.
00:13Instead of trying to model all that tread at once, let's break it down into a
00:17segment, and then figure out how to create the rest of it.
00:20We're going to start with a fresh Maya scene to make this wheel, and this is for a few reasons.
00:25It will be easier to work on it without the car in the way. And also, we're
00:29going to use scene referencing later to bring multiple copies of the wheel
00:32into the scene with the car.
00:34So, here's a reference image of what I'm going for right now.
00:37What I want to make first is a single strip of tread.
00:40So, what I'm going to go for is modeling something that's maybe one inch tall, and
00:45roughly nine inches wide, and then it will just repeat all the way around.
00:49Of course, every tire tread pattern is different, so this exact technique may
00:53have to be modified on a case-by-case basis.
00:56So, first thing, let's make a plane that will match that strip of tread.
00:59So, I'm going to just click on New Plane, and what I want to do is hold down X, so
01:04that it snaps exactly.
01:05So, I want it to be one unit tall, and nine wide, so two, three, four, five,
01:11six, eight, nine, there.
01:14Now, I want this polygon object to be split into nine segments, so I'm going to
01:18go into its Channel Box, or its Attribute Editor, and change the poly plane one
01:22settings to have nine width subdivisions.
01:27So basically, there's a subdivision per chunk of tire tread.
01:30So one here, one here, one here, and so forth.
01:33Now, if we look at the photo reference, you can see that there's a little gap
01:37between each one of these chunks, so let's give ourselves some geometry for that gap.
01:41What I'm going to do is select Edges, and with these selected, what I'm going
01:46to do is go to Edit Mesh, and Bevel. And, let's try increasing that Bevel a little bit.
01:51I'm going to do 0.1. So, that seems about the right proportions, and I also want to
01:56have a little bit more space on the end.
01:57So, I'm just going to select the edge on the end, and go to Extrude, and just
02:02extrude that out a little bit. Same thing on the other side.
02:04I can just hit G to repeat the last action.
02:07All right, so I'm going to exit out of that mode. And, let's look at the reference again.
02:10So, these chunks are going in a zigzag pattern. So, I'm going to need some more
02:14edges running horizontally in order to get that shape.
02:18So, let's go to Edit Mesh, and Insert Edge Loop Tool, and I want to put two edges
02:23roughly in the middle, and then one close to the top.
02:25Now, I'm going to go into Move Mode, and switch to vertices, and now let's
02:30just select these vertices across in the middle, and just scoot them over a little bit.
02:35That' how we're going to get a zigzag.
02:37Okay, let's look at that reference again.
02:39So, I'm going to zoom in. And, notice how at the corner of each one of these
02:42zigzags, there's a little extra notch.
02:44But let's add some geometry to get that notch.
02:47And, the way I'm going to do this is I'm going to go into Object Mode, make sure
02:51I've got this selected now in Object Mode, and let's go to Edit Mesh, and pick
02:55the Cut Faces Tool.
02:57So, the way this tool works is you just click and drag, and it makes a line, and
03:02that line is going to cut a new edge wherever you let it go.
03:06So, let's just undo that, and I want to look at this from a perfect Top View just
03:10so that line is absolutely straight.
03:13Okay, so now I'm going to click and drag with the Cut Faces Tool. And, I want
03:18it to be perfectly straight, so I want to hold down Shift, and we'll just do
03:21this a couple more times.
03:22Actually, one time for each chunk.
03:25Okay, so I want to hit W to go in to Move Mode, just so we exit the Cut Faces Tool.
03:29Now, it's time to extrude the thickness of those chunks.
03:32So, I'm going to go into Face Mode, and let's select some faces.
03:37Actually, let me hit Q to go into Select Mode, so that the controller isn't in the way.
03:41So, I'm just selecting the faces that are going to be extruded to have thickness.
03:46So, you notice I'm skipping over this one, because, as you can see, that's where
03:50that little gap is. And actually, I should have deselected that one as well.
03:53Okay, so I think that looks right.
03:55I will just go into Move Mode, and let's look at this from the side view, and hit
04:00Extrude. And, I'll just pull these up.
04:02Okay, looking good.
04:03Let's get out of Face Mode.
04:05Now, let's visualize what this is eventually going to do.
04:08In the next video, we're going to duplicate the strip and have them
04:11all connected together.
04:12So, I need to make sure that the top edge can merge with the bottom edge.
04:16So, for example, this area is going to be merging with the duplicate in this area.
04:22And so, we can't have faces overlapping each other.
04:25So, we want to go through and delete all of the faces like this. Okay, looks good.
04:30I want to hit Delete.
04:31Finally, let's simplify the geometry a little bit.
04:34Remember, this might not seem like a lot of polygons, but when it's duplicated
04:38all the way around for a tire, and then duplicated three more times for each
04:42tire, that's going to be a lot of polygons.
04:44In order to keep it from bogging down your computer, you'll want to remove any
04:48unnecessary polygons at this point.
04:50So, we can come in here, and select some of these edges, and collapse them. And, I
04:56can actually delete that one in there. And, let's do the same thing on the
05:00side. Collapse. And, delete that one.
05:03Okay, so I think that is about as efficient as we can make it.
05:07So, the steps followed here are for making this exact the tire tread.
05:10Of course, if you're making a different pattern, it may take some trial and
05:14error before it all comes together.
05:15I had to remake this tire about five times in making this course in order to get
05:20the procedure just right.
05:21So, give yourselves some time to experiment with it.
Collapse this transcript
Duplicating the tire tread
00:00Now that we have a single section of tread, we need to duplicate it so that we
00:04have a whole tire's worth of tread.
00:06This is going to be a fun, little video with some modeling tricks that come in
00:09handy in all kinds of situations, not just when making tires.
00:13So, let's get this duplicated.
00:14I want to hit W, and make sure I'm in Move Mode, and I just need to confirm which
00:19direction it needs to be duplicated in.
00:21So, we've got the blue arrow going in the direction that we need to duplicate, and
00:26the blue arrow is the Z-axis.
00:28So, let's go into Edit>Duplicate Special with Options, and there are just a few
00:34settings to worry about here.
00:35For one, let's make instances instead of copies.
00:38When it's set to Instance, we can edit any single copy of the tread, and it will
00:43update all the others at the same time.
00:45If you set it to Copy, then they'll all be independent. If you make a change to one
00:49of them, it won't change all the others.
00:51In the Translate Section, we want to move it on the Z-axis, so X, Y and Z is the
00:56last one, and let's put -1 in here.
00:59Remember, we made the segment one unit taller for a reason, so that we could
01:03precisely know how to move each one of the duplicates exactly one unit.
01:08Now, for the number of copies. Let's look at the photo.
01:11So, you could go ahead, and count this out. What I usually do is just count from
01:15about halfway up the tire, and then up to the top, and then multiply by four.
01:19Now, I've counted out already that there are about 20 segments from the top to halfway down.
01:24So, a total of about 80 should do it.
01:26Back in Maya, let's type in 79, because it's not counting the original -- so, 79
01:33plus the original makes 80, -- and click Duplicate Special.
01:36All right, let's zoom out and see what we have.
01:38All right, that's a lot of tread.
01:39So, let me just show you what I mean by instances.
01:43Let's zoom in here, and click one of these, and go to Edit Vertex, and just pick
01:48any old vertex here.
01:49Notice any change you make affects all of them.
01:51So, I'm going to hit Z to undo that.
01:53So, actually there is one, little change I want to make.
01:56I want the fall-off to happen a little bit more gradually here.
01:59So, let's look at the photo.
02:01So, you'll notice that here on the tire, which just kind of goes from this chunk,
02:06and it just kind of smoothly goes down here. And, what I have is a kind of a rough
02:11fall-off, kind of a cliff that falls off.
02:13So, what I'm going to do is just edit this a little bit, just to make it a
02:15little bit more gradual and subtle.
02:20And, let's do the same thing on the other side. Okay, excellent.
02:24Now, let's combine them all into one object.
02:26I'm going to drag a selection over all of them, and then go to Mesh Combine.
02:31Okay, we're almost there.
02:33Now, it's all one object, but the vertices between strips are still unmerged.
02:37So, let's go into Vertex Mode, and select all of these vertices, and we'll go to
02:42Edit Mesh, Merge with Options, and the threshold is good -- it's nice and low, -- so
02:47go ahead and click Merge.
02:48All right, let's make sure this worked.
02:50Yep, looks good, looks like they're all merged together.
02:53So, the skills used in this video are some of the most common that you'll use for
02:57all kinds of modeling tasks.
02:59Duplicate Special with Instances and Multiple Copies is a very powerful tool for
03:03making many copies from a single object.
Collapse this transcript
Bending the tread into a circle
00:00Now we've got a long, flat piece of tread that needs to be rolled up into a cylinder.
00:05Maya's Deformation tools are going to help us get that done.
00:08Let's see how it works.
00:09So, in this movie, we're going to be using some features of Maya that aren't
00:12found in the Polygon's Menu Set.
00:14Now, we could go change our Menu Set, but that might be too many clicks.
00:18I like to work faster.
00:19So, what I'm going to do is click on our tread, and I'm going to hold down the
00:23Spacebar to bring up the Hotbox.
00:25From here, we can reach any menu in Maya.
00:27So, the feature I want to use is actually found in the Animate Menu Set.
00:31So, in here, I'm going to click on Create Deformers, and hold down the mouse button.
00:36I'll go up to Nonlinear, and then select Bend.
00:39Now, by default, the Bend isn't set to bend at all.
00:42We just have a straight line here.
00:43So, let's go to its attributes, and increase the curvature.
00:47So, in the Attribute Editor, let's go and click on the bend1 tab, and we just
00:51need to change the Curvature here.
00:53And, what we want is a perfect circle.
00:55So, we could eyeball it, but that's not going to be close enough.
00:58What we need to do is type in a value that will give us a perfect circle, and
01:03that value is actually, coincidently enough, Pi.
01:05So, I'm going to type in -3.14159.
01:11Now, Pi is infinite, but this is close enough.
01:13You'll notice that Maya rounded it up a little bit.
01:16Maya actually still remembers the full number that I typed in, but it's only
01:19displaying a rounded value.
01:22Okay, so we've made a curve, but it's still not bending the tread at all.
01:25What we need to do is rotate the manipulator, so that it bends in the correct direction.
01:29So, let's come in here, and I'm going to go into my Rotate Tool, and let's just
01:33rotate this in one direction here. And, I want to make sure it's rotating
01:38exactly 90 degrees.
01:39So, in the Channel Box, let's just come in here, and type in 90, and then let's
01:44rotate it another direction on this way. And, I also want to make sure this is
01:49exactly 90 degrees, or actually zero, in this case. Great!
01:52Now, we can start to wrap this up.
01:54Let's select the tire tread, and I'm going to delete its history.
01:58So, go into Edit>Delete by Type>History.
02:01So, what that does is it clears out the Bend Deformer.
02:04It clears out all the merging and duplicating that we had done in the past, and
02:08just locks all that stuff in.
02:10So, all we have left is the model in this shape.
02:13The last thing we need to do is to merge up both ends of the strip of tread.
02:17So, down here at the very bottom is where the two halves came together, and we
02:21just need to make sure that they're merged up.
02:24So, let's go into Vertex Mode, and just select all of these.
02:27Go to Edit Mesh and Merge. Okay, great.
02:30We can get out of Vertex Mode now.
02:33All right, let's zoom out to see what we get. Okay, not too bad.
02:35Let's look at the photo reference to compare.
02:37So, the next thing we need to do is get the walls of the tire.
02:41So, for that, what I'm going to do is select our object, and go into Edge Mode, and
02:45I'm just going to double click that border edge, and then hold down Shift and
02:48double-click the border edge on the other side.
02:51Now, I can just extrude these inwards.
02:53So, I just hit Extrude, and I'm just going to switch right into scale, and
02:57just scale these inwards.
02:58And actually, it's scaling in the wrong direction. Let me just scale it this way a little bit.
03:03All right, not too bad.
03:04Yeah, that looks about right.
03:05Now, I need to model in the curvature, because there's a lot of bend to this wall.
03:09So, one way I can do it is to come in here, and select one of these edges, and then
03:14what I can do is hold down Ctrl, and then hold down the Right Mouse button, go to
03:18Edge Ring Utilities, and then Edge Ring and Split.
03:21So, that just creates a new edge loop all the way around that edge ring.
03:25Let's do the same thing on the other side.
03:27I'm going to click that, and then just hit G to repeat the last action.
03:30All right, so now I'm going to hold down Shift and double-click this. And now, we
03:33can just scale both of these out at the same time.
03:36All right, not too bad.
03:38Now, we just need to repeat this a couple times.
03:39I'm going to hit G here, G on that one, and that one, and that one.
03:44Now, I can just select all of these by holding down Shift and double-clicking, and
03:47let's scale this again.
03:49So now, we're getting a little bit of curvature around here.
03:51We could even go ahead and do it a couple more times as well, just to get out any
03:55of those harsh angles, but I'll let you do that.
03:58There's just one more step I want to do in this movie, and that is to center the
04:01wheel with the grid.
04:04So, let's get out of Edge Mode, and what I want to do is center the pivot in the wheel.
04:08So, right now the pivot is over here on the grid, but the wheel is way off the grid.
04:13So, what I'm going to do is go to Modify>Center Pivot, and now I can go into
04:18Move Mode, and move this closer to the grid, and actually hold down X to snap it to the grid.
04:23So, let me zoom in a little bit, hold down X, and now snap it to the grid.
04:27So, we know the wheel is now perfectly in the center of the grid.
04:30And there you have it, a finished tire.
04:32I use the Bend Deformer a lot whenever I need a very precise curve.
04:36We also went over a few other tools I use a lot such as Split Edge Ring.
Collapse this transcript
Beveling the edges of tread detail
00:00So, we've basically got the tire shape done, and the tread looks pretty good.
00:04However, it's looking a little hard-edged.
00:06In this video, we're going to look at a great way to give those edges a nice,
00:10rounded look without a lot of work, and without creating any more geometry.
00:14Now, one method you might be thinking of to make this look smoother is to
00:17use Smooth Preview.
00:18So, I'll go ahead and hit 3 on the keyboard.
00:21So, Maya gives us an error. That's because the tire already has so many polygons
00:25in it that if we were to do Smooth Preview on it, it would create so many
00:30polygons that the computer wouldn't be able to handle it.
00:33So, go ahead and click, No, cancel operation.
00:35Well, Smooth Preview is out of the question. This is a great opportunity to use a
00:40rendering trick called Rounded Corners.
00:42In order to use this, we need to make sure that the Mental Ray renderer is
00:45active, because this trick is only going to be visible in renders; it won't be
00:49seen in the viewport.
00:50Go up to your Render Settings and you want to make sure that the Render Using is mental ray.
00:56All right, you can close that.
00:58The effect is going to be easier to see if we have a Blinn material on the tire.
01:01So, go ahead and hold down the right mouse button. Go down to Assign Favorite
01:04Material, and pick Blinn.
01:06Now, we need to do something special to this Blinn material.
01:08So, let's go into Window>Rendering Editors and pick the Hypershade.
01:13All right, go ahead and click on the Blinn that we just made, and let's load it
01:17up into the work area.
01:19Now, there's a special texture that we can use to get the rounded corner effect we need.
01:23Make sure your mental ray materials are open and come down to Textures, and
01:28let's add an mia_roundcorners.
01:30All right, so I'm just going to zoom out a little bit here, and move this off
01:33to the side, so I can see it more easily. And, we need to connect this Round
01:38Corners to the blinn3.
01:40So, go ahead and hold down the middle mouse button, and just drag that over to blinn3.
01:42Now we get a pop up; it's asking us how we want to connect it. So, go ahead
01:46and click on bump map.
01:47Now, all of this probably isn't making much sense, but basically the texture is
01:51able to tell what parts of the model have sharp edges, and then it can generate
01:55an automatic bump map that compensates for the sharp edges. And, this will give
02:00the appearance of rounded corners.
02:02All right, let's do a test render.
02:04Move this off to the side, and go ahead and click on the Render button.
02:08Okay, it's not quite all set up yet.
02:10One thing I want to do is save this image, so that we can flip between this one
02:15and the next one to see what the difference is.
02:17All right, I'm going to close the Render View.
02:19Okay, so let's adjust some of the settings of the mia_roundcorners.
02:22So make sure it's selected, and let's go into its Attribute Editor.
02:25I'm just going to drag this down a little bit, so we can see all the settings better.
02:29What we need to do is increase the radius of the rounded corners.
02:33So, I want to type in something like 0.1. Depending on how large the tire is in
02:37your scene, you might need to set it higher or lower.
02:40All right, I'm going to hit Enter to lock that in, and let's do another render.
02:44Cool, so that's looking more rounded now.
02:45All right, it's almost done.
02:47Finally, we need to set the normal angle.
02:50So right now, there are a few hard edges here and there that aren't actually
02:53being affected by the mia_ roundcorners; basically this edge right here.
02:58So, let's go ahead and close our Render View, and let's click on the tire, and
03:02let's go up to the Normals Menu, and we want to Set the Normal Angle.
03:06Now, let's set it to something like 80 degrees roughly.
03:10So, this means that any polygonal angles that are less than 80 degrees will have
03:14soft normals. Anything higher will be hard, which in turn will be rounded by the
03:19round corner's texture.
03:20So, go ahead and hit Apply and Close.
03:23All right, let's do one more render to see what that looks like. All right, great!
03:27So, there are a few different situations when I like to use mental ray Round Corners.
03:30The example of a tire tread fits perfectly.
03:33For one, it's good to use on objects that you're not planning on looking at very close-up.
03:38The effect is convincing at a distance, but if you get too close, you'll be able
03:42to see that the corner isn't actually curved.
03:44You'll see that it's just an illusion.
03:46Two, I like to use it when adding actual holding edges or smoothing would
03:51create too many polygons.
03:53And three, I use it when the model is going to be used for rendering in mental ray.
03:57If you plan to use the model in a game for example, you'll have to find
04:01a different solution.
Collapse this transcript
Making the rims
00:00Now that we've got the tire done, let's move on to something even more challenging.
00:04Now, the rims look really complicated.
00:06However, there are a few things we can do to simplify it.
00:09Notice that the rims are a repeating pattern.
00:12All we have to do is make one section of the pattern, and then duplicate it
00:15to create the rest.
00:16Let's get down to business.
00:18All right, let's go into Maya.
00:19So, we've already got our tire in the scene, but let's go ahead and hide it.
00:22So, select it and hit Ctrl+H. To start the rims, we're going to make a polygon
00:28cylinder to begin with.
00:29So, let's go into our side view, so we can make sure we're making this exactly
00:33from the side, and just go ahead and make a cylinder, and I'm going to hold down
00:36X, so that we make sure we snap it right to the center of the grid.
00:40And it doesn't matter exactly how big we make it; we can always resize it to
00:43fit the tire later.
00:44And now, we need to set the height. We can't really see it in this view, so I'm
00:48just going to see all of our four views here while we make this.
00:51It actually doesn't matter how high you make it.
00:53Now, what we need to do is give it the right amount of segments. And, that is the
00:57number of edges you can see going from the center out to the outside, so it's
01:01kind of like spokes.
01:02And, we want to make sure that the number of edges that we have corresponds with
01:06the shapes that we're trying to make.
01:07So, if we look at our rim again, you can see that it's made up of this kind of
01:12series of recessed and then raised sections; recessed and then raised.
01:18So, if you count the number of sections around the rim, you'll find that there's
01:2112. And also, I'm going to need 4 polygon segments within each section, so that I
01:26have enough geometry to make this hole right here.
01:28So, 12 times 4 is 48.
01:30Of course, if you're making a different rim, your mileage will vary.
01:34So, back in Maya, make sure you got the cylinder selected, and let's go into its
01:38Channel Box, and let's come down to its original input node, and let's change the
01:43Subdivision Axis to 48, like we figured out.
01:47And, something else I want to do is give it Subdivision Caps a value of two.
01:51Now, this is so that I have just a little bit more geometry to play with in here,
01:55and also, if I want to insert an edge loop at any point.
01:57You can't really insert an edge loop on a triangle.
02:00So, all of these polygons in here are triangles, right?
02:03So, if I want to insert an edge loop, I can do it out here, but not inside here.
02:08So, as long as I have at least one edge loop going around in here, then I can
02:12insert more around here as I need them.
02:15Okay, so let's look at our little drawing I did in Photoshop.
02:18This is just an example of what we're going to start out modeling.
02:22So, this little section right here that I have got outlined in yellow is going
02:25to be what we're going to model first.
02:27And then, once we've got that done, we can mirror it, and rotate it, and duplicate
02:31it for all the other sections.
02:32So, what I want to do is delete everything except the polygons that correspond to
02:37that very first starting chunk.
02:39So, what I'll do actually is go into Face Mode, and then just select these four
02:43polygons. And, let's zoom out a little bit.
02:45I'm going to hold down Shift, and just drag a selection box over everything. So,
02:49that inverts the selection, and I'll just hit Delete.
02:52Now, let's set up the mirrored and rotated instances, so that we can see how the
02:56whole rim is going to look as we work on just one part.
02:59So, what I'm going to do is get out of Face Mode. And, let's zoom in here a little bit.
03:04Okay, now let's go to Edit and Duplicate Special with Options.
03:07You'll notice it's still got the options we had from when we did the tire.
03:11So, I'm just going to go to Edit and Reset settings.
03:14So, I want every chunk to be an instance. And, let's do the mirrored section first.
03:19Let me show you back in Photoshop.
03:21So, what we're going to do is notice that this chunk right here is kind of like a
03:25mirror image of the one that we're currently working on.
03:28So first, we want to flip it up. And then, once we've got these two -- one, a
03:30mirrored copy of the other, -- then we can just duplicate and rotate all the way around.
03:34So, for the mirroring, what we want to do is make one copy, and we want the scale
03:41to be -1 on the Y-axis, the green axis.
03:47All right, let's click Duplicate Special. Okay, great!
03:50So, now we've got two copies of the same thing.
03:52Notice if you go into Face Mode, you can see they are mirrored. That's great.
03:56Okay, let's go back out of that.
03:57Now, let's duplicate both of these all the way around.
04:00So, let's select both of them, and let's go back to Duplicate Special with Options.
04:04Okay, let's set the Scale back to one, and I want five copies.
04:09So, there's going to be six in all; the original plus five is six.
04:13And also, I need to rotate them. So, you notice the red axis here is the X-axis.
04:18I need to rotate around that axis.
04:20So, let's go into the X for rotate, and we'll type in 60.
04:25So, 360 degrees divided by 6, 60 degrees. Everything looks good. Click Duplicate Special.
04:32All right, let's see how this worked.
04:34Let's just click this one. Go into Face Mode. All right. Great!
04:37So, you can see that as we work on one of these, all of the rest of the rim is
04:42going to get updated automatically.
04:43So, it does look like a lot of work to set this up, but it's really going to be a
04:46lot easier to make this rim this way, then it would be to try to model each
04:51section of the rim separately.
04:53Having instances set up is also going to help us see the big picture as we
04:56work on just one part.
Collapse this transcript
Blocking out the rims
00:00Now that we have the instanced and mirrored pieces of the rim set up, it's a
00:04fairly straightforward polygon modelling job from here on out.
00:07We'll be using some standard modeling techniques, as well as a few fancy tricks
00:11thrown in from time to time.
00:13Let's get down to work.
00:14Okay, let's look at our reference photo.
00:16So, around the rims, we need a little bit of a lip right here.
00:20So, let's go in to our Edges, and just select these edges around the outside.
00:24Now, what I want to do is just Extrude them forward just a little bit, so I'm
00:28just going to go right in the Move Mode, and just push them forward.
00:30So, that's creating basically this little gap right here between this stuff, and
00:36this rim right here.
00:37Okay, now let's work on the separation between these raised up chunks and
00:42these sunken in chunks.
00:43So, what I want to do is select these two faces down here, and let's extrude them inwards.
00:49I'm just going to go ahead and just push them straight back.
00:52That looks pretty good.
00:53Okay, I'm going to hit W to go out of Extrude Mode.
00:57Now, one thing you might notice is that it created this extra little single
01:00polygon in between, so we don't really need that; we can just delete it.
01:04So, now you can see we've got these series of raised up sections and sunken in
01:08sections, just like our reference photo.
01:10Now, let's add in these holes right here.
01:12So, what we want to do is create an Edge Loop that goes all the way around,
01:15kind of in the middle of the section, so that we can have some faces to delete for those holes.
01:21So, let's insert an edge loop first.
01:23I'm just going to put this pretty much right in the middle.
01:25Great! Now we can delete some faces for those holes.
01:28So, I'm going to go into Face Mode, and I want to pick these faces right here
01:31in the middle, and then also the faces that are in the middle of the raised
01:34section, and hit Delete.
01:36Okay, let's compare this to the photo again.
01:38So, it looks like each one of these holes has a little bit of a surface that goes back.
01:42So, what I'm going to do is go into Edge Mode, and let's select the edges around
01:46the hole for both of these pieces, and then we'll just extrude it back.
01:50I'm just going to flip right into Move Mode, and just pull them backwards. All right, great!
01:55Now, let's get out of Edge Mode, and I just want to see what this looks like with
01:59the Smooth Preview turned on.
02:00So, we're getting the basic shape, but it's a little bit soft.
02:03We need to add some holding edges to tighten up some of these corners. So, I'm
02:06going to turn Smooth Preview off, and we'll just go and get our Insert Edge Loop Tool.
02:11I'm just going to come in here and start cutting a few more edges to tighten up
02:15some of these corners.
02:21Okay, let's get out of Edge Mode, and see how that looks.
02:23All right, looking much better.
02:25Okay, let's look at the photo once more.
02:28All right, so for each one of these holes, you can see that this line is pretty
02:31straight, and then right up at a certain point, it starts to curve.
02:34So, what I want to do is add a holding edge. It's about at this point all the way around.
02:39So, let's go into Edit Mesh, Insert Edge Loop Tool, and we'll go ahead and insert
02:44an edge loop right about here. Perfect!
02:46Now, let's adjust the positions of some of these vertices right here to help
02:49this round out a bit more.
02:51So, what you might notice is that it's not actually rounding out here, and that's
02:54because these are two separate objects right here.
02:57So, the smooth actually isn't going to go between these two. But later on when
03:02we actually merge these parts together, then the smooth is actually going to go
03:06across this border.
03:07So for right now, we can just imagine that it's all nice and smooth.
Collapse this transcript
Detailing the rims
00:00Okay, continuing on with more modeling work on the rims.
00:03So, we've got the block up pretty much established.
00:06So, now let's look at some of the intermediate details.
00:09In our photo reference, we can kind of see that the chunks that are pushed
00:13inwards have this kind of slope to them.
00:15They go even further back right at this point.
00:18So, let's try to get that into our model.
00:20So, what I want to do is eventually I'll be grabbing some of these vertices, and
00:24pushing them back, but I want them to start slipping back more gradually.
00:28So, I want to insert an edge loop right here, in order to keep it kind of straight
00:32up to a point, and then start to slope back.
00:34So, let's go to Edit Mesh, and Insert Edge Loop Tool, and I'll put an edge loop
00:38right in about here.
00:39All right, now I'm just going to hit W to exit the Insert Edge Loop Tool, and
00:42let's go into Vertex Mode. And, I just want to select these vertices right about
00:46here, and let's push them back.
00:48Let's exit that, and deselect it, and we'll just compare it.
00:52Okay, it looks pretty good.
00:53Okay, so now before we get too far ahead of ourselves, let's go ahead and put a
00:57Blinn material on everything.
00:58I'm just going to hold down the right mouse button, and go to Assign
01:02Existing Material Blinn.
01:03Now, we can see this surfaces a bit more clearly.
01:05Okay, let's see what else we need to do on our photo reference.
01:08So, we can see that in the raised up chunks, there's kind of a depression right here.
01:13So, let's see how we can get that in.
01:15What we need to do is kind of get this area to sink in a little bit.
01:19I'm going to use a neat little tool called Wedge to get that depression.
01:23So, what I want to do is go into Face Mode, and select this face right here. And
01:27then, what I want to do is keep that selected, and go into Edge Mode, and
01:31Shift+Select this edge right here.
01:33The Wedge Tool is going to sort of extrude the faces, but it's going to leave
01:37the selected edge un-extruded.
01:40Let's see how it works.
01:41Go into Edit Mesh, and let's come down to Wedge Face.
01:44Now, it looks kind of crazy right off the start.
01:46Let's turn off Smooth Preview, so we can see what's going on better.
01:49So, the default settings on this tool aren't exactly what we want. So, let's go
01:53into the Attribute Editor, and let's go into the Wedge Face tab, and what I want
01:58to do is change the Wedge Angle. So, this actually raised up in the wrong
02:02direction. I want it to go the other way.
02:05So, I want to type in a number, something like -10.
02:07Okay, so now it's going inwards, and I don't need four divisions.
02:11Okay, that looks much better.
02:13So, now we'll go into Face Mode and we can just delete this face that was
02:16created on the inside.
02:17All right, not too bad.
02:19Let's turn on Smooth Preview to see how that looks. And, let's compare this to the photo.
02:24Okay, so it looks like just a little bit of tweaking needs to be done.
02:27So, what I'm going to do is go into Edge Mode, select that edge, and then also
02:32go into Vertex Mode, and select that vertex, and we'll just kind of tweak the
02:35shape a little bit.
02:37So, it looks like this area needs to be a little bit narrower. And now, I'll just
02:40insert some edge loops in order to tighten these shapes up a bit.
02:44So, let's go to Object Mode, go to Edit Mesh, Insert Edge Loop Tool. And, let's
02:49see, I'll put in an edge loop here, and let's put one in here.
02:54All right, let's see how this looks when it smoothes.
02:56All right, so that's looking a lot like a reference, maybe a little bit more
03:00tweaking to do, but let's move on to something else now.
03:02The last thing I want to make for this movie is to get these ridges around the holes.
03:07So, what I want to do is cut in some special shapes.
03:10I want to cut in polygons that kind of go all the way around here.
03:14So for that, I'm going to use my Interactive Split Tool, and I'll just manually
03:19cut some new edges right around here. Just cut it here, all the way around. Just
03:24trying to keep the spacing pretty much even, and we can just end it right there.
03:28I'm just going to right-click to lock that in. And now, I want to clean some of this up.
03:32And actually, we have an unnecessary edge right here that I created when I made
03:35this part, so let's come in and collapse some of these.
03:39So, I'm going to click this one, and this one, and just hit Collapse. And now, let's
03:44collapse some of these as well.
03:45All right, let's collapse these, and let's turn on Smooth Preview just to make
03:49sure that's looking good. Okay, great!
03:51So, now I've got a base shape established for making this ridge right here.
03:55So, let's go ahead and add some geometry, so we can finish that off.
03:58So, I'm going to go into Edit Mesh> Insert Edge Loop Tool. And let's say we want
04:03one right here, and one right here.
04:06Now, I'm just going to go into Face Mode, select these faces, and pull them
04:09forward. And, let's see how this looks smoothed.
04:11All right, it looks pretty good.
04:13It might need a little bit of tweaking, but I'll let you handle that.
04:16Okay, there you have it! Some nice basic poly modeling out of the way.
04:19This is a good stopping point for now.
04:22We'll continue doing some tweaking to this rim later.
04:24Go ahead and combine the pieces, and merge the vertices, just like we did with
04:27the tread.
Collapse this transcript
Finishing the rims
00:00We're almost done with the rims now. Just some finishing touches to bring it all together.
00:05So, I've got all the pieces of the rim combined into one object. And, I also merged
00:09all the vertices, so you can see with Smoothing Mode turned on, it's now
00:13smoothing across the gaps.
00:15So, there's just one thing I want to point out about this.
00:17We used the merge vertices function, and what it's got is a distance.
00:23So, all vertices within this distance will get merged.
00:26Now, you might find that too many, or not enough vertices are getting merged.
00:30Let me show you what I mean.
00:31So, if we increase this distance, you'll find that it starts merging verts
00:35that we really don't want to get merged, or if we bring it too low, you'll notice
00:39that these verts get unmerged.
00:42So, it might take a little bit of trial and error to find that sweet spot where
00:46just the right number of vertices get merged.
00:48You might even have to come in here and type in an exact number.
00:52So, now let's model the rest of the rim.
00:54Let's look at our photo.
00:55So in here, you can see that we've got it modelled up to this point right here.
00:59And now, we need to get the rest of these shapes in.
01:01So, let's do that with extrusions.
01:04So, what I'm going to do is go into Edge and just double-click this border edge.
01:08Now, I'll just click Extrude.
01:09Now, what you might think you could do is just grab on the screen arrow, but it's
01:13actually going to do something really weird.
01:15So, when this happens, I just like to hit undo, and just go right into the Move
01:18Tool, and pull it forward. And actually, let's get out of Smooth Preview Mode.
01:23So, let's see. In our photo, it looks like there's kind of an angle to it.
01:26So, I'm just going to go into the Scale Tool, and just scale this out, so we get
01:29a nice angle there.
01:32All right, looks good. And then, let's see, it comes forward a little bit, and then
01:34it kind of jogs around a little bit, so I'll just hit extrude again. Go
01:38right into Move Tool. And, let's scoot it forward. Hit G to extrude again. Then,
01:44I'll go into the Scale Tool, and just scale this out a bit, and then back and
01:47forth, and back and forth.
01:49Let's see our photo again.
01:51Looks like just a couple more times here. And then, what I want to do is at the
01:53very end, I want it to have a little lip, and then go back.
01:57Okay, let's go out of the Extrude Tool.
01:59All right, so I'm going to go into Objects Mode. And, let's just turn on Smooth Preview.
02:03So, you can see it's a little bit softer than it should be.
02:05In our photo, we can see that there are harder edges.
02:07So, what I want to do is insert some edge loops.
02:10Go to Edit Mesh>Insert Edge Loop Tool. And, just everywhere that I want a sharper
02:16edge, I'm just going to add an extra edge loop in there.
02:20All right, now let's see how it smoothes. All right, great!
02:23Now, let's fit the tire to the rim. So, you might remember, we've actually got the
02:26tire in the scene; it's just hidden.
02:29So, let's go into Display>Show All. And, you might notice that there's actually
02:33an extra object in here.
02:34It's just a simple hub, so you might see it right here. Just simple cylinders,
02:38and a couple of extrusions, and a couple holding edges. Nothing too fancy.
02:42So, let's select the tire, and let's get it fitting on the rim.
02:45So, I'm just going to scale it, and move it around a little bit, so that it fits on the rim.
02:49It looks like I might need to scale it up a bit more. And, I'm just kind of
02:52eyeballing it. It's not exactly precise right here. Okay, great!
02:56So, that's it for the rim and the tire.
02:58A lot of intense polygon modeling, but we've created some really cool detail this way.
03:03So, I use this kind of modelling all the time to create these kinds of
03:05complex shapes.
Collapse this transcript
Modeling the hub
00:00The last major detail to do on the wheel is the hub with these three protruding grips.
00:06Now, this object isn't as complicated as the rim, so I'm not going to bother
00:10with making a small section of it, and then mirroring it, and rotating it, and duplicating it.
00:15Let's just try to make it all in one go.
00:18So, back into Maya. Let's make a polygon pipe. And, what that's going to be for is
00:23for this type of ring shape right here.
00:25All right, so back in Maya, what we want do is go into our side view. And, let's
00:30make a new polygon pipe.
00:31I want to hold down X, so that it snaps to the center of the grid. And, I'm just
00:35going to draw something out, and we can always adjust the shape later.
00:38And then, let's give it a height, something like that, and then its thickness. And,
00:44don't worry if it's exact or not.
00:46So, let's see how this compares to our photo.
00:49All right, this is pretty close.
00:50I think I might want to shrink it just a little bit.
00:52All right, I think we can work from this.
00:55Okay, so now we want three handles. And, I'm going to be extruding it out of these
00:58polygons on the side.
01:00So, I want the total number of polygons around the shape of this object to
01:05be divisible by three.
01:06So, let's go into the Object Channel Box. We'll come down to the polyPipe input.
01:11And, for subdivisions around the axis, let's type in 30.
01:15Okay, so let's think about how many polygons we need to extrude for each one of those handles.
01:20So, let's see about three.
01:22Let's compare it to the photo.
01:24So, I just want to see how much width across I need to select.
01:27So, it seems like three is about right, and then I need to select three more around here.
01:32And so, we know there are 30 polygons all the way around.
01:35So, if there's three here, then we need a gap of seven.
01:38So one, two, three, four, five, six, seven.
01:42All right, let's select three here, and then seven more.
01:45One, two, three, four, five, six, seven.
01:49And then, we'll select three here, and we can just extrude these out now.
01:52So, I'm just going to grab on the blue handle here, and extrude them out.
01:56Now, you notice in the photo, it actually needs to get narrower, not wider.
02:00So, what we can do is click on one these scale cubes. And now, let's just scale it in.
02:04Let me just get a better view on this.
02:06Let's see if I can get these other ones work for us.
02:09Okay, and let's move it forward a little bit.
02:12I just went into the Move Tool. I am just going to push it forward. And, let's
02:15see what we've got.
02:17The overall shape is right, but it looks like I need to tweak some things.
02:19So, what I'm going to do is just select all of these edges that are kind of pushed
02:25out in the wrong direction, and then we'll just scale them in.
02:27So, I'm going to go to Scale Mode, and I want to shrink them in, but actually, since
02:31this is an odd-shaped object, the scale isn't going to be right in the middle. So,
02:35let's go into our front view, or the side view rather.
02:38I'm going to hold down D to move the pivot point, and I'm going to hold down X
02:43to snap to the center. There we go.
02:46Okay, let's see how this looks with Smooth Preview turned on.
02:46Now, we can scale these in.
02:49Okay, looking better.
02:51Now, one thing I want to do is have the polygon in the middle be positioned for this
02:55little indentation right here.
02:57So, let's exit Smooth Preview Mode. And, what I want to do is select this edge
03:01right here, and just kind of shrink it, so I get a little bit more even
03:05rectangle shape in here.
03:06All right, looking at the photo, I need this indentation to stop right about at
03:10this point, and start right about here.
03:12So, what I'm going to do is insert edge loops all the way around at right about that point.
03:17So, right about there, there, there, and then also on the inner side.
03:23Okay, let's go into Face Mode, and extrude those inwards.
03:29All right, so with Smooth Preview on, and let's see what this looks like.
03:32So the basic shapes are there; it's just a little bit soft.
03:35So, let's go add some holding edges.
03:36Edit Mesh>Insert Edge Loop Tool. And, I'm just going to add some holding edges
03:41everywhere that I want this to be a sharper, cornered edge.
03:45Let's see how this looks now, with smooth on. Definitely getting there. Just a
03:48little bit more to do.
03:50It looks like these depressions are getting a little bit too oval-shaped.
03:53I want them to be straighter, and then, at a certain point, round out.
03:56So, we can add some holding edges right around here that'll keep this straight,
04:00and then only start to round out right at the end.
04:03So, I'm going to hit G to go right back into the Insert Edge Loop Tool, and
04:06we'll insert some edges right about at these points. And then, I just want an
04:12extra holding edge right here to kind of create a tighter crease between the
04:16ring and the handle.
04:17All right. And, let's see how this looks now.
04:19Great! And, let's just put the Blinn material on it. I'm just going to hold down
04:24the right mouse button on the object, and assign the Blinn material.
04:27Okay, looking pretty good. So one final thing to finish this up.
04:31What I want to do is make a locator, and then parent all the objects to that
04:35locator, so that when the wheel is brought into the main scene, we'll have a
04:38main object to grab.
04:40So, let's go into Create and make a Locator.
04:44Let's hit 4 on the keyboard, so we can see the Wireframe better.
04:47So, it's a little tiny locator. Let's make it bigger. So, I want to go into its
04:51Attribute Editor. And, let's change its local scale to something more like nine in every axis.
04:57Okay, so that's easier to grab now.
04:59Let's go ahead and hit 5 to bring back our Shaded view.
05:02All right, so go ahead and select everything.
05:04Okay, so the locator is green. So, when we hit P on the keyboard for Parent,
05:08everything is going to get parented to the locator.
05:10So, let's see if that works.
05:12I'm just going to select that locator. Great. Everything else is selected now, too.
05:15So, go ahead and hit C to undo that.
05:17Now, we want to lock in all of the changes that we've made to all of these objects.
05:21We did a lot of editing, so these objects have history of where we bent them,
05:25and extruded them, and all those kind of things.
05:27So, let's go to Edit, Delete by Type, History, and let's also give the locator
05:32a name, so that when we import it into our main scene, we'll be able to
05:35recognize it easily.
05:37So, I'm just going to call it wheel.
05:39Now, you want to save the wheel out into a folder called "Wheel" underneath the main project.
05:43So, let's go to File, Save Scene As, and we'll go into our exercise files,
05:48pick the right version number, and you can see I've already got a folder called
05:52Wheel where I've already saved a finished wheel.
05:54So, I'm not going to save it, but if you want to, go ahead and save your own wheel out.
05:58I'm going to hit Cancel.
06:00So, in this video, we looked at some ways to finish up a part of the model that's
06:03going to be used as an external reference.
06:06The great thing about this is that we only need to make one wheel, and if we
06:10ever need to make an adjustment to it, we can edit one file, and it's going to
06:14automatically update all four wheels that are in the main scene.
Collapse this transcript
Referencing the wheel in the car scene
00:00Okay, so we're back in our main car scene now, and we need to get the wheel
00:04brought in four times.
00:06Maya has a great feature called "Referencing".
00:08This allows us to bring in other scenes.
00:10It's great, because once the wheel is referenced in, we can make changes to the
00:14wheel scene, and those changes will automatically be updated in the car scene.
00:19Let's see how it works.
00:21Let's go up to File, and come down to Create Reference, and let's go in our
00:25exercise files. Make sure you're in the right version number. And then, let's go
00:30into the wheel folder, and pick wheel, and Reference.
00:33Now, you can see that it's quite a bit bigger than it should be.
00:36No worries. Just go ahead and select its locator, and then scale it down to
00:40the size it should be.
00:42Now, let's just fit it to the blueprints. So. let's see. I want to have it on this
00:47side of the car, since we can see that the outside is facing to the car's right
00:51side. And, we'll just scale it a little bit more.
00:54Let's see. We'll position it in this view, zoom in here, and look at this really close up.
01:00Okay, so I'm just going to scale it, and position it right in the middle.
01:04Okay, great. So, it's good on the side view. Let's make sure it's good on
01:07the front view, too.
01:08All right, so this is good.
01:09Now, it looks like our wheel is a little bit wider than the wheel in the blueprint.
01:14However, I think that the wheel in the photo is also a little bit on the wide
01:19side. And, I kind of like that look, so I'm just going to leave it the way it is.
01:23Now, if you wanted to make any changes to the width of the tire, don't do it
01:27here in this scene.
01:28Save this out, and then go back to the tire scene, and make the adjustment there.
01:31Okay, now that we've got one tire in place, let's duplicate it for the rest of the wheels.
01:36So, make sure that you're selecting the tire's locator. And, let's go up to edit, and
01:41Duplicate Special with Options.
01:43And, let's go ahead and just reset all these settings.
01:45Let's make sure it's an instance. And, we'll just make one copy for now.
01:50Okay, go ahead and click Duplicate Special.
01:53So, now we've got two copies of the tire.
01:55Now, for the other side, I want to flip it over, so I'm just going to put it
01:59roughly in place. And then, let's go into scale mode, and just flip it over.
02:04Let's go up into the Channel Box, and make sure that we're scaling that perfect amount.
02:07So, it has already been scaled a little bit. So actually, what I want to type in
02:11here is -.101. And then, we'll just make sure it's positioned correctly.
02:18Okay, let's get both tires selected.
02:20So, I'm just going to Shift+Click on the original tires locator. And, let's go into
02:26our top view. And, I want to go Edit, and Duplicate Special again.
02:29All right, so now we'll just drag this second copy back, and we're duplicating
02:33both the left and right tires this time.
02:36Okay, so now let's position it correctly for the side view.
02:40Great! Let's look at it in the Perspective view now.
02:42All right, we've got all of our wheels. So, let's make sure we are understanding
02:46how references work.
02:48Let's go to File and Reference Editor. So, in here, we can see all of the objects
02:53that are referenced into this scene.
02:54Right now, we just have the wheel.
02:56So, I'm just going to move this off to the side a little bit, and click on this check box.
03:00This turns the reference on and off.
03:02So, let's say we don't need to look at a wheel for the moment.
03:04We can just turn it off and get it out of the way.
03:07Then, when you're ready to see it again, you just click on that box again, and
03:10everything will come back right into place.
03:12Okay, so I'm going to close this.
03:15Now, I want to show you just one more thing.
03:17Let's go ahead and save out of new version of this scene.
03:19Let's Save Scene As, and let's put it in the Exercise Files for this one,
03:23reference wheel. And, I'm just going to make a new file called Car with wheels, and save.
03:29Now, let's open up that wheel file. I'm just going to go into Recent Files,
03:33and pick the wheel.
03:35Okay, so one thing you might be noticing in this is that it's not totally
03:38finished. We haven't got the rim extending back to the back side of the tire.
03:42So, what I want to do is select this rim. And, we'll just go into Edge Mode. And,
03:46what I want to do is select the border edge up here. And, we'll just extrude this back.
03:51So, I'm going to go into Move Mode, and just pull this back.
03:53Okay, now we'll just save this scene.
03:56Now, let's open up the file that we saved out before.
04:00Recent Files>car with wheels. All right, let's take a look at the inside.
04:04Okay great. So, you see that that change that we made to the wheel now is
04:08being reflected in all of the different references that we made in this car body scene.
04:12We're going to be using references on several parts of the car.
04:15Whenever there's an object that needs to be duplicated several times, it's a
04:19good opportunity to use referencing.
04:21It even lets multiple people work on a scene at once.
04:24Some people could work on the individual objects and someone else could work in
04:28a master scene bringing all the pieces together.
Collapse this transcript
7. Modeling the Interior
Modeling the seats
00:00As we get further along in this course, we'll be skipping over some of the
00:04modeling tasks that are very similar to things we've done before.
00:07The basic shape of the seats is one of those situations.
00:10I made this using the same basic polygon modeling techniques that we've
00:14already gone over, things like mirroring, holding edges and lots of tweaking, nothing new here.
00:19So let's skip on ahead to a new challenge, the seam lines and creases on the seat.
00:24So the basic shape of the seat is done, the next thing I want to do is create
00:28these sort of seams or pleats or creases here on the seats.
00:32So one thing you'll notice is that I modeled the seats with those seam lines in mind.
00:36See how the edge loops run in the same direction and in the same place where I
00:40want those seems to be?
00:41By planning ahead, it's going to be a lot easier to model the fine details.
00:45Let's start by selecting some of these edges that run where I want the seams to be.
00:50So for example, down here on the seat, what I can do is go into Edge mode and
00:54then just double-click on an edge loop, and then what I want to do is deselect
00:59some of these edges that I don't really want selected.
01:01So I'm just going to hold down the Ctrl button while I just select some of these
01:06edges and deselect them.
01:07I'm going to hit 5 to go back in the Shaded mode.
01:10All right, it looks pretty good.
01:11Now let's go into Edit Mesh and Bevel with options.
01:14Now what I want to do is have three edges in total running along the length of
01:19each crease, so one in the middle and one on each side.
01:22So I'm going to give it two segments that's actually going to create three edges in total.
01:27All right, go ahead and click Bevel. So by two segments what it actually
01:30means is--let me go out of Smooth mode-- so that means one here and one here,
01:36so two segments total.
01:37All right, it's getting closer.
01:39One thing I want to do is change the offsets.
01:42So if you click on offset here and then hold down the Ctrl button on the
01:46keyboard while you also hold down the middle mouse button, just to drag back and
01:50forth, you can change the scale of this.
01:52So something around there is probably good.
01:54Now let's turn Smooth Preview back on.
01:57One thing you'll notice is that we're getting a weird pinch here and that's
02:00because the geometry just looks weird in this area.
02:03So what I'm going to do is exit smooth mode and then I'm just going to go into
02:08Edge mode and select this edge right here and collapse it.
02:12So it's a little bit cleaner, so now when we smooth it, it definitely doesn't
02:15have that pinch anymore.
02:16All right, the last thing we need to do for this crease is to select this edge
02:20in the middle and move it inwards.
02:22So I'm going to do the same thing I did before. I'm going to hit 4 to go into
02:25Wireframe mode and just double-click on that edge and then deselect all the
02:29edges that you don't want to have selected anymore.
02:31All right, looking good, now I'll just move them down.
02:34Great, so let's exit Edge mode and go to Object mode and just deselect this so I
02:39can get a clearer picture of what it's looking like; and let's compare that with
02:42the photo reference really quick just to see if the crease is spaced correctly
02:46and if it's the right depth.
02:48So that looks pretty good.
02:49All right, go ahead and do the same thing for the other edges.
02:52So it looks like we're skipping every other edge; so we skip this one and
02:56actually we'll need to do one in the middle as well, and then do one here and
03:00here as well; and the same thing on the back of the seat.
03:04So you can see here in the reference we also need to make some in the back.
03:06Now there is one trick for the edge in the middle; let me show you what I mean.
03:11If we go into Edge mode and we select this Edge right here in the middle; in
03:15order to get this crease here, if we try to run Bevel on a border edge,
03:19it's not going to work.
03:20So we have to go and cut this one manually.
03:22So what I want to do is select the Interactive Split tool, and actually let me
03:27hit 1 to go out of Smooth Preview.
03:29And all I want to do is come in here and start cutting some new edges.
03:34Now my snap is set a little too high at snapping before I get too close to that vertex there.
03:40So what I want to do is open up my tool settings here and the Magnet tolerance,
03:44let's just bring that down, it was at .8 before.
03:47Let me just type in something more like 0.2. All right, so now I can get closer to
03:52that vertex before it snaps.
03:54So I will just come in here and manually cut right here.
03:58Looks like I need to go into Wireframe mode for just a moment and cut this last one.
04:03Right-click to lock it in.
04:04All right I'm going to hit W to exit that tool and 5, now we're in Shaded mode.
04:10So now we can just select this border edge and do just like we did before. I'm
04:14going deselect the edges that we don't need to move down.
04:18Five to go back in the shaded mode and we'll just move this down.
04:21Turn on Smooth Preview and you can see we got the same result as before.
04:25One last thing that I want to mention is that the seats in the photos have some
04:29very organic wrinkle detail.
04:31This kind of stuff is best done with a sculpting program like ZBrush or Mudbox.
04:36Getting into this detail would be a little bit beyond the scope of this
04:39course, but if you want to try your hand at making some wrinkly texture maps
04:43or sculpting this detail, feel free to check out my Mudbox or ZBrush courses on lynda.com.
04:47So we've got a little deeper into the Bevel tools as well as a few more
04:51modeling tips and tricks.
04:53One thing to remember is that, there's almost always several different ways to
04:56accomplish anything in Maya.
04:58The more you practice, the more you'll find the best way to do all kinds of things.
Collapse this transcript
Creating curves for the piping
00:00In this video, we're going to start making this upholstery piping that
00:03goes around the seats.
00:05Maya has a few tools that make this kind of modeling a lot easier than it would
00:09be if you were to try to manually create it.
00:11We'll be using NURBS curves.
00:13Now some people find NURBS modeling to be intimidating or complicated, but
00:17don't worry, I'll take it easy and explain everything.
00:20We're actually only going to use the very most basic functions of NURBS.
00:24So let's see how it works.
00:25So we've got our seat here.
00:27We've got the creases like we talked about in the last movie.
00:29I also combined the two halves into one object and merged the same.
00:33So now, I want to export this seat into a separate scene.
00:36So I'm just going to go to File>Export Selection, and let's save this with our
00:41exercise files>Chapter7>pipingcurves and I'm just going to call it seat, and
00:48files of type, let's make sure this is set to a Maya Binary. All right!
00:53Export Selection.
00:55Now let's open up that scene that we just exported; File>Open Scene>seat.
01:01We don't need to worry about saving it.
01:03Now with the seat in a separate scene, I can start drawing some NURBS curves over this seat.
01:07Remember when we created new polygons on top of the concept car?
01:11We're going to do something similar here.
01:13So let's select the seat.
01:14I'm going to hit F to zoom in on it, and go to Modify>Make Live.
01:19Now we can draw curves right on the seat object.
01:22I am going to switch to the Curves shelf, and go ahead and click on the EP Curve tool.
01:27Okay.
01:28Let's start clicking and creating a new curve right here.
01:31So what I want to do is start here in the center at the bottom, and then just
01:35click every couple of inches or so here along where the piping should go.
01:40And you don't have to worry about it being exact; you can always edit it later.
01:44You might want to switch back to the photo every once in a while just to get a
01:48better sense of where this should go. Okay, right up along that corner there.
01:51You want to stop just before you get to the center line.
01:55So I'm going to stop about an inch away from it.
01:57Go ahead and hit Enter to lock it in.
02:00I want to leave a little gap here, so that when I mirror this curve over and
02:03then connect it, it's going to have some space to connect.
02:06Okay. Let's zoom out and see how this looks.
02:09Okay, so notice that the curve got a little wobbly in a few places.
02:11We can edit this by going into the Curves>Control Vertex mode.
02:15It's similar to a Vertex mode on a Polygon Object.
02:18So in this mode, you can just click on individual vertices and tweak the shape of the curve.
02:23Now because this is a live object, anywhere we move this control vertex,
02:27it's going to stick to the surface.
02:29So I'm just going to tweak the position of a few of these vertices.
02:32I'm just going to make the curve a little cleaner. All right! Good enough for now.
02:36Okay, so we can exit Control Vertex mode for this curve.
02:39So go ahead and right-click on it, hold down the right-mouse button and just go
02:42to Object mode and then let's select it.
02:44Now let's duplicate the curve and mirror it over.
02:47Now the curve's pivot point is at the center of the scene by default.
02:50So if you hit W to bring up the Move mode, you can see that the pivot point for
02:54the curve is way over here in the center of the grid.
02:57Actually, if I turn on the grid, you'd be able to see that very clearly.
03:00So before we duplicate and mirror this curve, we want to move its pivot point to the middle of the seat.
03:04So I'm going to hold down D to move the pivot point, and we'll just move it up here on the seat.
03:08And notice how it snapped actually to the seat, that's because it's a live
03:11object, so anything we do is going to snap to its surface.
03:15Now let's just zoom in and make sure it's really nice and close to the center here.
03:18So holding down D again, I'm just going to move it to its right in the middle.
03:21Okay, now let's duplicate the curve.
03:24I'm just going to hit Ctrl+D, now we've got a duplicate.
03:27I'm going to switch into Scale mode by hitting R, and then we'll just scale this over by -1.
03:32So notice over here in the channel box, we can set the scale to -1.
03:37The next step is to combine these two curves into one.
03:40So I'm going to hold down Shift and select the original curve.
03:43Now let's hold down the spacebar so we get the hot box, and I want to go into
03:47Edit Curves, and then Attach Curves.
03:50This makes a new curve that's made up of the original two.
03:53Now those first two are still in the scene, but we don't need them anymore, so
03:57you can delete them.
03:58So what I'm going to do is hold down Shift and then just click and drag over
04:02everything; and it's not going to select the seat because that's a live object.
04:06It just selected the original two curves.
04:08So I've got those selected, and I'm just going to hit Delete on the keyboard. Okay.
04:12So now we've got one curve that is a combination of the first two curves that we
04:17made; and it's looking pretty good except it's not totally closed up here at the
04:22end where we ended making that curve.
04:23So what I'm going to do is hold down the spacebar, go to Edit Curves,
04:27and Open/Close Curves.
04:30So that just saw that there was a gap there and closed it. Okay.
04:33So that's it for making the curve on the seat.
04:36Now you can see that there's a couple of more curves that need to be made;
04:39one here that goes around the back of the seat, and then one that's a little
04:43closer to the front of the back of the seat.
04:46So go ahead and make those curves the same way.
04:48So in this video, we combined something that we've done before; making an
04:52object live with something new, creating NURBS curves.
04:55Of course, there are lots of situations where you want to snap a NURBS curve to
04:59a surface, not just when making furniture.
05:01Trying to manually snap a curve to a surface would be a lot of work.
05:05So making the chair live and then snapping the points to the chair really
05:09saved us a lot of time.
Collapse this transcript
Extruding the piping
00:00Now that we have some curves drawn, we need to actually create the piping object.
00:05For this, we'll be using NURBS extrusion.
00:07This is one of the most powerful modeling tools available to you in Maya.
00:11It's going to be useful for creating all kinds of shapes like pipes, cables,
00:16vines, anything with a tubular shape.
00:18Let's see how it works.
00:19Now before we get started, I just want to point out something to watch out for.
00:23If you have opened this as a new scene since the last movie, the chair will no
00:28longer be a live object.
00:29If you're just continuing on from the last movie, it will still be a live object.
00:33So let's make sure we're all on the same page and make it not live.
00:37So go up to Modify, and if this says, Make Not Live, go ahead and click it.
00:42If it says Make Live, go ahead and leave it the way it is.
00:45So now the chair should look just like a plain gray object.
00:49So we currently have Curves that define the path that an extrusion should take,
00:53but we don't have an extrusion shape yet.
00:55So let's create a NURBS circle.
00:57I'm just going to go into the Curves Tab, and click the circle.
01:01Now we can just drag this out anywhere. I'm just going to put it right here.
01:05So we've got the circle made.
01:06Now we need to Shift+Select one of these NURBS curves.
01:09Now it can be kind of hard to select that curve, because the chair is right
01:11there and it accidentally selects the chair.
01:13So what I want to do is hit Z and let's turn off the selection of polygon
01:18objects by clicking on this button.
01:20Now we can't select the chair no matter how hard we try.
01:23So I'm just going to hold down Shift, and select one of these NURBS curves.
01:27Okay, so we have the NURBS circle selected first, then we Shift+Selected the NURBS curve.
01:32Now hold down the spacebar.
01:33Now let's go to Surfaces, click and hold, and we'll go down to Extrude with options.
01:39Now there are a lot of Extrude options.
01:41I'll let you in on a little secret.
01:44There's a certain combination of settings that I use almost everytime.
01:47NURBS extrusion can be tricky and can give you weird, unpredictable results.
01:52However, if you follow these steps, you should be good to go for almost any type
01:56of tube shape imaginable.
01:58So what I do is I leave it set to Tube, I make sure to turn on At path, and
02:04then I turn on Component mode, and then I go to Polygons and turn that On, and
02:09then I turn on Control Points. All right! Let's click Extrude.
02:12Let me zoom out to see what this looks like.
02:15All right, a nice piece of piping;
02:16now it's a little bit too thick, but this is going to be really easy to fix.
02:21What you want to do is select the original shape of the extrusion, and what you
02:25want to do is just scale it.
02:26Let me try to get both the circle and the piping on screen at the same time.
02:30So I'm just going to scale it down, and notice how it just updates automatically.
02:35So this way, it's easy to get just the right size.
02:37Let's maybe compare this to the photo. Okay, pretty close.
02:40So let's do the same thing with the other ones.
02:43I'm just going to hit Q to make it easier to see my selection.
02:47So I've got the circle selected, I'm just going to hold down Shift and select
02:50another curve and then just hit G to repeat the same extrusion.
02:54And let's do that again; select the circle, select the curve, and hit G. All right!
02:57So now let's go ahead and select these pipings. So we've got this button turned off.
03:02Remember, if we turn this off, then we can't select polygon object.
03:06So let's make sure we turn it back on, and let's go ahead and Shift+Select all
03:10of these pipings, and I'm going to hit 3 to turn on Smooth Preview.
03:14All right! Let's see what this looks like. Great!
03:16Well there's definitely a little bit of work that needs to be done. Some of
03:19these bits of piping are a little bit wobbly, and at some place they kind of raise up off the surface.
03:24We'll look at editing those things in the next movie.
03:26For now, I just want to demonstrate the power of extrusions and also the
03:30power of NURBS history.
03:32So for example, we can still control the shape of all of these pipings by
03:36simply scaling one object.
03:38And even after we reference this seat into the main car scene, you can
03:42still scale that circle, and it will change the size of the piping for all
03:46of the pieces of piping.
03:48So NURBS extrusion may seem a little scary at first, but it's really one of the
03:52most powerful modeling tools at your disposal.
03:55I use it all the time for making tubes, tracks, trails, wires, and so on.
Collapse this transcript
Editing the NURBS curves
00:00There are just a few finishing touches to do to the seat.
00:03We need to edit the Piping Control Curves in order to get a better fit.
00:06There are just a few things that can get tricky as you do that.
00:09So in this video, I'll give you some tips on that.
00:12So we've got the piping created. It's an object with history, which means
00:16that it's being made from two different pieces;
00:18the shape curve and the path curve.
00:20If we change either one of those curves, the piping will automatically change shape accordingly.
00:25So for example, let's zoom in, and you can see there are a few places where the
00:29piping isn't fitting on the surface of the seat properly.
00:32Now what you could do is just select that piping, and go to Vertex mode and
00:36try to edit it in a place, but that defeats the purpose of having made this out of NURBS.
00:41So I'm going to hit Z to undo that.
00:43So let's edit the shape of the piping by tweaking the path curve.
00:47Now the first problem you might run into is that it's hard to select this curve
00:50with the piping in the way; you can't really see it.
00:52Even if you turn on Wireframe mode, you might accidentally select the piping instead of the curve.
00:58So let's make this easier.
00:59Let's go into Show, and let's turn off all polygon objects.
01:04So now we can only see the curves in our scene.
01:06Now it's really easy to select this. Okay.
01:08Now I can go into Control Vertex mode.
01:11And now that I'm in this mode, let's go to Show and let's turn Polygons back on.
01:16I'm going to hit 5 to go into Shaded mode as well.
01:19So now I can just simply grab that Control Vertex, and tweak this into place.
01:23So go ahead, and go around the seat and fix up any places where the piping is
01:28kind of coming up off the surface like right here.
01:30But I'm going to skip ahead for now and show you a few more editing tricks.
01:34You can cycle through the Control Vertices on a curve by hitting up and down arrows on the keyboard.
01:39So let me go into Wireframe mode to make this easier to see.
01:42Let's zoom in on the selected vertex. Okay.
01:44So I'm just hitting up right now.
01:46And if I hit down on the keyboard, we cycle around the other way.
01:50So this makes it easier to select individual vertices.
01:52This comes in really handy.
01:53So for example, if you're in Shaded mode, you can't really see the Vertex that's
01:57inside of here because it's hidden by the piping object.
02:00So instead of going to Show and turning off Polygons and then selecting one and
02:05then going back to Show and then turning polygons back on, you can just simply
02:09use the arrows keys on the keyboard to cycle through them.
02:11One last tip is that you might want to use soft selection to have a gradual falloff as you edit.
02:17So for example, you could just be editing hese curves and you want to move this one
02:21and then you decide you want to move this one a little bit and then you have trouble selecting the other one.
02:26So what you can do instead is hit B on the keyboard to turn on Soft Select.
02:30Now if you're in Shaded mode, you're not going to see anything right away,
02:33but if you hit 4 and you go into Wireframe mode, you're going to see kind of a falloff;
02:39a gradual transition from yellow selected down to orange.
02:44I'm actually going to change the size of this falloff by holding down B on the
02:47keyboard, and then just clicking and dragging.
02:50So what you're going to get is a radius of falloff.
02:53So let's say I want to affect a lot of vertices along this radius.
02:57So I can just set the radius wherever I want, and now as I move it, I'm going to
03:01get a falloff to this transform.
03:02So that can be really great for making broader adjustments to the shape of these curves.
03:06So I'm going to turn Shaded mode back on by hitting 5.
03:10And now, feel free to just simply adjust any of the shapes of these curves.
03:14If you need to get it to fit the shape of the seat any better, go ahead and do that.
03:18Or if any of these curves are a little bit wobbly and you want to adjust
03:20the shape, this is a great time to do that as well. Okay.
03:23So let's get this prepared for referencing into the main car scene.
03:27So what I want to do is deselect piping, and let's go create a locator.
03:33Okay. So I created it over here.
03:34I'm actually going to move this closer to the chair.
03:37Let's bring it up here. Okay, that should be good right in there.
03:40Now let's say for example you just selected all of these different objects here.
03:45Let's actually grab everything, and then we'll deselect the locator, and then
03:49select it again and let's just parent everything to the locator by hitting P.
03:53Now watch what happens if we just move the locator now.
03:56What happens is you're getting a double transform.
03:59That's because you're moving the NURBS curves as well as the piping object.
04:03So you only want to move the piping, not the Control Curves.
04:07So I'm going to hit Z to undo that.
04:09And let's just hit Z a few more times to undo the parenting.
04:12So what I want to do is just select the seat object, and then select the piping object,
04:16and then Shift+Select the locator and hit P. So now, when I move the
04:23locator, it leaves those curves behind, but at least the object is going exactly
04:27where I wanted to go.
04:28Go ahead and hit Z to undo that. Okay.
04:30And finally, let's just change the name of the locator.
04:33So go ahead and go into its Attribute Editor, click on the Locator 1 tab, and
04:37let's just call this seat.
04:39Now we're ready to save this out.
04:41So I've already saved it out into a location in the exercise files in our
04:47version number; and I made a folder called seat.
04:50So there's a finished seat right in this folder; and this is what we're going
04:54to reference into the main car scene.
04:56So you can go ahead and do that.
04:57Just follow the same instructions we did last time when we referenced the
05:01wheels into the car scene.
05:02So hopefully, this demonstrates the power of NURBS curves.
05:05With just this basic understanding of how they work, you can create a huge
05:09variety of shapes that are based on curves.
05:11Then you can edit those shapes by simply tweaking the curves rather than having
05:15to edit the resulting polygon object.
05:17I use this type of modeling all the time to make tubular shapes.
Collapse this transcript
Creating the dashboard
00:00Most of the work that will go into modeling the dashboard and the floor is the
00:03same time type of work that we've been doing so far.
00:06Blocking in a shape, tweaking it, mirroring it, using holding edges and so on, nothing new there.
00:11However, there are a few little tips and tricks that I want to touch on that involve the dashboard.
00:16Things like transparent objects, modeling at an angle and some duplication tricks.
00:21Let's get down to it.
00:22One thing about the Dashboard is that it's not really visible in any of
00:26the blueprint views.
00:27For example, the side view, you can't see it, you can't even really see it in the top view.
00:32Let's look at our photo reference.
00:33You can tell that it's definitely at a slight angle, but without the ability to
00:37know exactly what angle it is, I just had to eyeball it and get it as close as I could.
00:43Let's go back into Maya, and I'm going into my Perspective view and let's select
00:47the Dashboard and Rotation.
00:49So I just had to kind of rotate it until it looked good. You might notice
00:53over here in the channel box, we see how much it's rotated by, and it's kind of
00:57this complicated decimal number.
00:58What I wanted to do was rotate it a very even round number, so that I could
01:04easily remember it and it would be easier to rotate other objects to that same degree.
01:08Now let's talk about actually editing objects that are rotated.
01:12Let's make a new dashboard control.
01:14What I want to do is go into Polygons and let's make a new cylinder, and what I
01:20want to do is make this in the front view.
01:22It doesn't really matter exactly where, I'm just going to kind of draw it out
01:26right here and let's give it a little bit of thickness.
01:28So in Perspective view, let's just go ahead and move this roughly into place near the dashboard.
01:33It doesn't need to be anywhere very specific.
01:36Now what I want to do is rotate this by 10 degrees so that it matches the rotation of the Dashboard.
01:40So you can see I just rotated it a little bit just to make sure I was on the right axis.
01:45And now I'm going to type in 10.
01:47Now let's position this on the Dashboard.
01:50You might notice that our translation manipulator isn't aligned with the
01:55rotation of the cylinder.
01:57It all comes down to how you have your tool settings.
02:00So let's go up into our tool Settings here.
02:03For the Move tool, there are two basic axes you could have this on.
02:07You can have it on world, so that the manipulator is aligned with the grid or
02:11you can have it on object so that the manipulator aligns with the object.
02:14Now let's switch to Rotation.
02:16So you can see it right now, it's aligned to the world.
02:19However, if I wanted to align the object for rotation mode, you actually want to set it to local.
02:24Okay. So this is great.
02:25Now that we've got all of our manipulators aligned with the object, it's going
02:29to be easier to position this on the Dashboard.
02:31Now there is one thing to watch out for and that is that you can lose this
02:35custom orientation if you freeze the object's transforms.
02:38Let me show you what I mean. Go to Modify and let's go down to
02:42Freeze Transformations.
02:43Now the position, rotation and scale of the object have been reset.
02:48The object still looks rotated, but Maya no longer thinks of it as being rotated.
02:53This may or may not be what you want.
02:55If you want to be able to edit an object relative to its rotated orientation,
02:59make sure that you don't freeze its transformations.
03:01So I'm just going to hit Z to undo that.
03:04Let's do a little bit of modeling to turn this cylinder into a gauge.
03:07Let me get rid of my tool Settings here. I'll just go into Face mode.
03:12I'm just going to select all the faces here.
03:14I just want to select all of these faces and now I'll deselect these right here
03:18and it looks like I might still have Soft Select turned on.
03:21I'm going to hit B to turn that off and let's deselect these faces here. Okay. Great!
03:26Now what I can do is just extrude this and let's extrude it out a little bit,
03:31I'll go into scale mode, kind of extrude it in a little bit, and we will do that
03:35a couple more times; let's extrude it in here. I'll do one more extrusion out this way,
03:39maybe extrude it in a little bit.
03:41Okay, let me go back into Move mode.
03:45You'll notice that all of those edits that we did in Face mode,
03:48had the same orientation as our object.
03:51So if we were in World mode, all those extrusions and movements that we made
03:55wouldn't have been aligned with the rotation of the objects.
03:57We'll just go back into Object mode now.
04:01One thing that I want to do is, extract the current selection into a new object.
04:05So let's make sure we've got our polygons menu set here.
04:08Let me just go to Mesh>Extract with options. We want to separate it into a
04:14separate object, so we want to keep that checked, go ahead and hit Extract. Okay.
04:18So what I'm going to do is just select that one object--actually let me get out
04:22of the face mode here--and we want to apply a new material, just like a glass material.
04:27You can see I've actually already got it applied to this glass object here.
04:31That lets me see through to any objects that are behind it, like this needle right here.
04:35Let me just show you how I made this transparent material.
04:38What I'm going to do is open up my Hypershade, under Window>Rendering Editors>Hypershade
04:44Let's make a new material, so Blinn here; and what I want to do
04:49is go to its Attribute Editor and let's change the Material name to glass, and
04:54then I just want to crank up the Transparency, and now I can just middle mouse
04:58drag the material onto the object.
05:00So now you can see it is transparent.
05:03I like to apply transparent materials like this to all transparent objects
05:07like glass, like the windshield for example, and that just lets me see through it as I work.
05:12It's just a preference that I have.
05:15It's helpful, because with the transparent material applied, I can see through the glass to any detail inside.
05:20So now I can close the Hypershade; and let's just zoom out and take a look at everything.
05:26So for this video, I skipped ahead and already did some of the things like the
05:30floor and the dashboard and the gauges, because those were made using very basic
05:34modeling, things that we've already done before.
05:37We did that so that we could learn more about Object Orientation, Extractions and Transparency.
05:42This little collection of tips and tricks should come in handy when doing all kinds of modeling tasks.
Collapse this transcript
Blocking out the steering wheel
00:00The steering wheel on a Shelby Cobra is of course different from any other steering wheel.
00:05Even though the exact steps that we're going to follow to make it might not
00:09apply to steering wheels on the other cars.
00:11This is a good opportunity to learn a few tips and tricks that can be applied to
00:14all kinds of other modeling situations.
00:17Let's jump into it.
00:18So looking at the steering wheel reference, we see that it's mostly a bunch of
00:21cylinder and torus shapes.
00:23The only complicated part is these spans in between the center and the outer rim.
00:29So these metal parts are where we'll spend most of the time.
00:32Now it looks like all three of these spans are the same.
00:35So I'll just start by making one and then we can duplicate it for the others.
00:38I'll start by building this in a fresh Maya scene and then we can reference it
00:43into the main car scene later.
00:45So what I want to do is start with a single plane.
00:48So let's make sure our grids are visible; and I want to go into the front view.
00:54Let's go ahead and make a plane and what I want to do is have it centered so I'm
00:58going to hold down X while I just simply drag out of plane.
01:01Don't worry if it's the right size or shape exactly, we can always tweak that later.
01:05Now in the channel box for the plane, what I want to do is just give it some subdivisions to start out with.
01:10So I'm just going to go ahead and type 3 into both of these fields.
01:13Okay. So let's go ahead and start tweaking this.
01:16Now what I want to do is to make sure I'm doing this symmetrically, so instead
01:20of tweaking on one side and trying to match it on the other side, let's go ahead
01:23and set some symmetry settings.
01:26So in the Move tool, we can turn on reflection, underneath the Reflection settings.
01:30Reflection axis X seems to be working well.
01:34So once you've got this set up, I'm going to go ahead and close tool settings here.
01:38And now, I'm just going to start tweaking the shapes so that it matches this
01:42more or less; so it looks like it tapers, it's wider here and then it comes down
01:45to a narrower width here.
01:48So what I'm going to do is pull these in here and let's see it bring these down a little bit.
01:55This is just going to be a little bit of back and forth tweaking.
01:58I don't have an exact plan of how I'm going to tweak this.
02:00I'm just kind of playing it by ear. It looks like these need to be a little bit wider.
02:05So flip it back and forth between my reference and my model.
02:08So this polygon in the middle is basically going to be this hole right here.
02:12So it looks like I need to taper these vertices in a little closer.
02:15I'm going to Vertex mode here and we'll bring these in tighter.
02:19It looks like these could be scooted up more.
02:22Now something else I'm noticing is that there's kind of an angle here, so it
02:25seems to come out kind of straight and then it bends and angles forward
02:28and then it comes up straight again.
02:30So what we can do for this is just select all of these.
02:33Let's go into our perspective view, turn on 5 for shaded mode, and let's just scoot these forward.
02:39Okay. Great!
02:40So it looks like we have enough detail to start adding a little bit more polygons.
02:43Let's go to Edit Mesh and let's use the Insert Edge Loop tool and
02:48just refine the shape a bit more.
02:50So let's' see, I can insert an edge loop there; and then what I can do is go
02:55into scale and kind of flare this out a little bit, because as you can see here
02:57it going to needs the flare out.
02:59Then let's see I can also add another Edge Loop right about here.
03:04So the hole is going to come down about this far; and then I need another Edge Loop right about up here.
03:10I want it to be straight here and then start to curve up here.
03:14So let's add another edge loop here and let's see about right here.
03:17Let's go into Face mode and delete this one.
03:19So now, when I turn on Smooth preview, you can see it rounds up.
03:23Now it's not quite perfect yet.
03:24It looks like I should've deleted these as well.
03:27Yeah, that's what I wanted. Great!
03:29So now, you can see it's pretty much got the right shape.
03:32Let's do a couple more things.
03:33I want some holding edges.
03:35So let's go ahead and make a holding edge right here so we can get a sharper
03:40corner on that, and then here as well.
03:42Okay, looking better.
03:44Let's actually get a Blinn material on it now.
03:46Add a Favorite Material and Blinn.
03:48And so this is just going to make it easier to see any highlights so we can see
03:52what the shape is looking like better.
03:54All right, let's compare this to a photo.
03:55There's still probably a little bit of tweaking that needs to be done,
03:58but this is looking pretty good.
04:00So this part is just a lot of old-fashioned, heavy duty modeling.
04:04We'll continue it in the next video.
Collapse this transcript
Duplicating steering wheel parts
00:00Okay. So let's continue making this Shelby Cobra steering wheel.
00:04Now let's look at our photo reference.
00:06We need to make a circular object here in the center in order to gauge exactly
00:11the positioning of these different spans.
00:14So let's go into our front view and let's go ahead and make a cylinder.
00:18I'm going to hold down X so I can snap it exactly in the center.
00:22Now it doesn't actually matter how much height we drag up.
00:25And let's go into the Perspective view.
00:26All right, it looks good.
00:28We actually don't need most of these.
00:30So I'm just going to select most of these and just hit Delete.
00:33All right, let's go into Object mode now.
00:35What I want to do is size and position both of these objects relative to each
00:39other so that they're pretty much accurate.
00:42So it looks like maybe this shape needs to be a little bit smaller in
00:46relation to the span.
00:48Actually, I don't want to move the cylinder off of the axis, so I'm going to undo that.
00:52I want to move the span closer. I'll just move the span. Okay.
00:56Let's see what happens if we make some more spans.
00:58So what I want to do is move the pivot point of the span into the center.
01:02So let's go into the front view and let's go into Wireframe mode
01:06just so I can see my grid better.
01:08I'm going to hold down D so that I move the pivot point and let's also hold down X,
01:12so we snap to the grid and we'll just snap the pivot point to the center.
01:16All right, I'm going to go into the perspective view now and let's just hit Ctrl+D.
01:20I'm just going to make a test duplicate for now just to see if everything is sized correctly.
01:25Let me look at my photo here, I just want to see how much I should be rotating it.
01:30I'm just going to eyeball it for the most part.
01:32Let's see how much was that rotated by, -97 degrees.
01:36So let's rotate another one with the same amount.
01:38Put 97 degrees in this direction.
01:40I just want to get a sense if the right amount of spacing is in here.
01:45So I want to look at this little area right here and just compare it with this.
01:50So it looks like in the photo, there's a little bit less gap right here than there is right here.
01:56So what I might want to do is shrink this down until I get about the same gap.
02:01So let's move this forward so it's more accurate here. Okay. So that seems pretty close.
02:06My rotation looks good, my size, everything relative to everything else looks good.
02:12So what I'm going to do is just delete this and delete this.
02:15And so now, I just know exactly how much I need to rotate it by and actually
02:19have a true instance created.
02:21So let's go to Edit>Duplicate Special.
02:25Yes, we want an instance.
02:26We want just one copy and we need to rotate it on the blue axis.
02:32So that's Z. So we'll just rotate it 98 degrees and apply.
02:39And then, we'll do another one, -98 and apply.
02:42Oops, I rotated this one instead of reselecting this one, Apply. All right, great.
02:47So in the next video, we'll finish this up but this is a good stopping place.
02:51We've practiced some polygon modeling techniques, as well as learned a bit more about instancing.
02:55It has also been a good opportunity to practice modeling from observation
02:59without having an image plane to guide us exactly.
03:02It's always a good idea to keep your eyeballs sharp by modeling objects
03:05like this that requires you to pay attention to the proportions between different objects.
Collapse this transcript
Combining the steering wheel parts
00:00Continuing with the steering wheel, there's a few more modeling workflow tips to share with you.
00:04So we've got these three spans created.
00:07Now we need to get them combined together with a ring that goes around the
00:10inside of the grip as you can see in this reference photo.
00:13So let's make a ring shape and then we'll attach it later to the spans that we've already made.
00:18So back in Maya, let's go ahead and go into our front view and we'll just make
00:21a ring with the Polygon Pipe tool.
00:23I'm just going to hold down X and click and drag out a polygon pipe.
00:27Now a polygon pipe has height, but it doesn't really matter.
00:30We're just going to delete it later, so you can just make it whatever you want.
00:33Also you want to drag out a thickness.
00:35You can also edit this after the fact, so it doesn't really matter.
00:38Okay. Let's look at this more closely in the front view.
00:41Now what we want is a pipe that has a number of segments that corresponds
00:45with the edges on the spans.
00:47So you can see there are four edges on the span.
00:50So we need to have four edges on the polygon pipe that correspond here.
00:54So the way we can do that is by going to the Channel box or the polygon pipe and
00:59let's come down to its input.
01:01Now in the subdivision axis, you just click on that and then
01:04Ctrl+Middle-click+Drag with the mouse.
01:07You can just increase or decrease the number of segments.
01:10And one thing you might notice is that it's all happening around this point.
01:14So what we want to do is rotate this object so that its axis of symmetry is more vertical.
01:19I'm actually just going to go into the Attribute Editor and make sure that's
01:22rotated exactly 90 degrees.
01:24All right, back into Channel box. So the subdivision axis, now you can see that
01:30it's happening symmetrically along that vertical axis.
01:33So I figured out in advance that this needs to have 65 subdivisions.
01:37If we zoom in close here, we can see that there's an edge corresponding across the span.
01:43So each span edge corresponds with an edge on the polygon pipe and that's the
01:48same thing with all the others.
01:49This is going to make it really easy to connect these two objects together. Okay.
01:53So now that we've got that made, let's go into our perspective view.
01:57I'm going to go into Face mode and just select all of these faces that we don't need anymore and delete them.
02:02Something else I want to do is get this aligned with the spans right around here.
02:06So let's go out of Face mode and we'll just scoot this forward.
02:11Let's go into the side view just so we can get them exact.
02:14So back in the Perspective view now you can see that everything is aligned.
02:18Now let's say that we need to change the thickness of this ring.
02:21So I'm going to go into Edge mode and just double-click on this outside edge.
02:24Now, we'll go into Scale mode and we can change the thickness this way.
02:28So let me compare that with our photo reference.
02:30Okay, that looks right. I'm just eyeballing it.
02:32Now that that is done, let's go out of Face mode and let's just select all the
02:36spans and the ring and combine them into one object.
02:40Finally, we need to merge up all these vertices.
02:42So let's go into Vertex mode and go to Edit Mesh>Merge Vertex tool.
02:47So with this tool, you can just click and drag from one vertex to another and
02:51it will just snap them together and merge them.
02:53Go ahead and do this all the way around.
02:54I'm going to hit W to go out of that tool.
02:57Go into Object mode and I'm going to turn on the smooth preview just to make sure
03:00everything is merging together.
03:02Now it looks like there's a little bit of border here, that's because the
03:06outer ring didn't have the same material.
03:08We put a blinn material on those spans before and we just had a lambert on the
03:12outer ring so there's still that difference of material.
03:14So I'm just going to hold down the right mouse button, Assign Existing Material and blinn.
03:18So now, there's no gap at all. Okay.
03:20So there's still more to do to finish it off, but at least we've got the basic shape together now.
Collapse this transcript
Finishing the steering wheel
00:00The metal part of the steering wheel is a good example of modeling an object
00:04that has uniform thickness.
00:06In cases like these, it's a really good idea to model them as a single polygon
00:10thin object and to then add the thickness once you're done.
00:13Let's see how it works.
00:14So in order to give this some thickness, we're going to use Extrude.
00:18Go ahead and click on Extrude up here and you might want to turn off Smooth Preview
00:22by hitting 1 on the keyboard; it's just getting in the way for now. Okay.
00:25So let's grab Extrude and just pull this out to give it some thickness.
00:29Now one thing you could do is just extrude it to the thickness that you want
00:33and then go in and Insert Edge Loops in order to make holding edges so that when
00:37you do turn on Smooth, you get a nice and sharp edge.
00:41Like for example, if we look in here, I'm going to zoom in.
00:44You can see that there's a nice sharp edge around the entire edge here.
00:47However, if we do it that way, it's going to be a lot of work because there are
00:51a lot of edges to add holding edges to.
00:53So instead of doing that, let's go back into un-smooth mode; instead of
00:58extruding the full thickness right way, let's just extrude just a little bit for
01:02a holding edge and then I'm going to hit G to extrude again.
01:05Now let's get our full thickness and then hit G to extrude one more, little
01:10tiny time for an extra holding edge.
01:11I'm going to hit W to go out of the Extrude mode.
01:15Let's go back into Object mode, deselect everything and now let's turn on Smooth preview.
01:20Okay. Great!
01:20So now you can see we've got that nice, crisp edge.
01:23Now let's say for example, that we didn't quite get the thickness right on this.
01:27Let's say it was a little too thick or too thin.
01:29So what we can do is go into our object here and let's scroll down in our inputs.
01:35Now there's going to be three Extrude faces.
01:38Let's pick the one in the middle.
01:39This is the extrude that we did to give the main thickness to the object.
01:43Let's scroll down until we find the Local Translate Z.
01:47What I want to do is to just click on Local Translate Z, and now let's hold
01:51down Control on the keyboard and then middle-mouse click and drag in order to change the thickness.
01:56Now you can see we can change that thickness after the fact without changing
02:00the amount of holding edge on the last extrude that we did. Okay.
02:04So let's finish this wheel off with adding the wood grips.
02:08So let's zoom out here in our photo reference.
02:10We need to make some objects that go around the outer ring. Instead of
02:14creating some new objects from scratch, let's base these off of things that we've already got made.
02:20Now these wood parts kind of sandwich the metal ring. So what we can do is
02:25base if off of what we already have.
02:27Now I'm going to hit 1 to go out of Smooth mode and let's duplicate this object.
02:31So I'm going to hit Ctrl+D and then let's hit Ctrl+H to hide the duplicate.
02:35So we've got two versions of the steering wheel, one of them is hidden right now.
02:39So what I want to do is select just the faces that are going to be part of that wood handle.
02:45So I'm going to go into Face mode and let's click 1 and then double-click the one right next to it.
02:49That's going to select an entire ring of polygons.
02:52Let's go around to the other side and do the same thing.
02:55I'm going to hold down Shift and click once and then keep holding down Shift and double-click.
03:00Let's invert that selection by holding down Shift and then just dragging over the entire wheel.
03:05Now we've selected everything except what we want to keep, go ahead and hit
03:08Delete on the keyboard.
03:09Let's look again at the photo reference to see what we want to make.
03:12I think there's a better photo that's going to show me exactly what I want.
03:16I'm going to try to find one where we can see the steering wheel a little bit more from the side maybe.
03:21Okay. It might be a little bit hard to see but actually, what we need to make is
03:24something that kind of fits on the metal part flat and then it has kind of just a rounded curve to it.
03:30We might be able to see it here, let's try to zoom in. Okay.
03:34You can kind of see it there; where it meets the metal is flat and then it's just almost like a hemisphere,
03:39it's just rounded. So what we can do is just extrude this now.
03:43Let's come up here where we can see the manipulator and what I want to do is the
03:47same thing as before, just extrude a little bit to give us a holding edge and
03:51then I'll extrude once more by hitting G on the keyboard and let's turn on
03:56Smooth preview just to see how that looks. Okay.
03:58So I want to keep that smooth preview on as I extrude it a little bit more.
04:01All right, it looks pretty good.
04:02So what I'm going to do is go out of the Extrude mode and now let's bring back that metal part.
04:07So go to Display, Show All and let's see how this turned out. Okay. Great!
04:12So we've got the metal part and it's sandwiched now between two other parts. Okay.
04:17So that's all of the complicated parts of the steering wheel out of the way.
04:20Of course, there are other parts to be done for example, the steering column
04:24right here, but that's just some simple cylinders and you just tweak the shapes.
04:28And then, there's probably a little bit of work that needs to be done here on
04:30the horn part of it, just to make it a little bit nicer, but that also involves
04:34the same type of modeling we've been doing so far.
04:37So I'll just leave that up to you.
04:38And then, once that's done, all you have to do is create a locator, and parent
04:43everything to that locator, and then reference that into your main car scene,
04:48just like we did with the wheels.
04:49So we've made the steering wheel using a few more modeling tricks.
04:52What we've done in this video is the kind of thing that I do all the time.
04:56Piecing together different parts and using the existing parts to make new parts.
05:00It really saves time over creating each part individually.
Collapse this transcript
Modeling the shifter
00:00Some of the parts of the shifter assembly are fairly straightforward to model,
00:04but there's also a few other parts that can be tricky. such as the indentations
00:08in the base where the screws attach and also the bend and the shifter.
00:11I'm going to cover yet more modeling tips and tricks that should come in handy
00:15when modeling all sorts of things. So let's do this.
00:18Okay. So our exercise file starts out with the easy stuff done already.
00:22I've already started building the shifter in a new scene and then we're going to
00:26reference it into the car scene just like we've done several times already.
00:29First, let's look at the base where the screws will be placed.
00:32Now in the reference photo, we can see that there should be some indentations here.
00:37So let's go in into Maya and click on this base object.
00:40So you might notice that when I built this polygon pipe, I built it with the
00:44right amount of subdivisions so that it's pretty much square.
00:47Each Polygon is pretty close to square.
00:49So what I want to do is go into Face mode, and I just want to select some faces.
00:54Actually, you might notice that I've got Reflection turned on, so let's go into
00:58our tool Settings and turn on that off, Reflection, off.
01:03So now I just want to select four different polygons that are evenly spaced.
01:07So let's go into Extrude in order to create this indentation.
01:11In Extrude mode, we can just grab the manipulator and move it up or down or
01:14whatever we need to do.
01:16We also want to shrink it a little bit.
01:17So go ahead and click on any one of the cubes, and now let's click on the cube
01:21in the middle and we can shrink all of these the same.
01:24Let's see how this looks if we turn on Smooth preview.
01:26I'm going to go ahead and deselect everything.
01:28Now we can see it more clearly.
01:31So it's not looking too bad.
01:32We've got some indentations now, however, it's a little bit soft and we have
01:36some weird pinching here at the edges of each indentation.
01:38So let's take care of that.
01:40Let's go back into un-smooth mode and I actually want that indentation to come
01:45down a little bit lower, so I'm just going to select all of these, hit W to go
01:49into Move mode and just scoot that down a little bit.
01:51So now, let's deal with that weird pinching that we were seeing; and that's
01:54caused by this extra geometry at the corners.
01:57So you notice how there's a single vertex right here.
02:00It has five edges going into it and when that happens right at the edge right
02:03here, it causes weird things to happen.
02:05So let's create some more polygons that kind of act as a buffer between the
02:09edge and this extrusion.
02:10So what I want to do is go into Face mode, let's just click one, and then
02:15Shift+double-click one next to it, and then we'll do the same thing on the inner ring.
02:18Just Shift, click one, and Shift+double click another and let's extrude these. Okay.
02:24This should give us a good buffer area between the indentions and the edge of the object.
02:28So let's just go into Object mode and turn on Smooth preview again. Okay.
02:32You can see that's looking much better.
02:34So let's move on now to the shaft of the shifter, and let's look at the photo reference.
02:39You can see it has got this bend to it.
02:41It's straight here and then it bends at an angle and then it goes straight again.
02:44You can't really see it so well but believe me, it does.
02:47Now there are lots of ways that you could do this.
02:50You could make a NURBS Curve path and you could extrude a circle along that path
02:55or you could use a bend deformer.
02:57However, let's try a technique that we haven't used before in this course.
03:00So let's break this cylinder into three pieces.
03:02I'm going to go into my Insert Edge Loop tool and let's just cut this into a few pieces.
03:09Let's turn off the Smooth Preview here so we can see exactly what this is doing.
03:13So I just want to cut a little bit of a gap in here and I'm going to select all
03:17of these rings and polygons and delete them and here as well.
03:21It might be a little confusing while I'm doing this at first, but it will all make sense.
03:24So what I want to do is put a little bit of a bend in this.
03:29So I'm going to offset this a little bit.
03:31Let's look at our reference here. Okay.
03:33It looks like a good amount of tops headed by.
03:35And then this piece that's angled might need to be a little bit shorter, so I'm
03:39just going to scale that up a little bit.
03:41Now let's rotate it and we'll just move it into position here and actually
03:45let's move both of these down.
03:47I think this space needs =to be a little bit longer.
03:50I'm looking at the distance from here to here.
03:52It looks like it needs to be longer, so I'm just going to go into Vertex mode
03:56and bring this down. Okay.
03:58So we've got the angles in here, now we need to get the actual bend.
04:01I'm just going to make a little bit of an extra tweak here, maybe scoot this
04:04one over a bit more.
04:06So now, let's go into Edge mode and fill in these gaps.
04:09What I want to do is double-click on an edge here and then double-click on a
04:14corresponding edge while holding down the Shift button.
04:17Now let's go into Edit Mesh and let's get the Bridge tool.
04:20So you can see this fills in the gap.
04:23Now we need to fix some of these settings here.
04:26The Curve Type, we want to change to Blend and the Divisions, it's a little bit too much.
04:31We probably don't need that many.
04:33I'm going to type in 3, so you can try it with 2. Okay.
04:36Let's do the same thing on the other side.
04:39I'm just going to double-click one of these edges and then Shift+double-click
04:42the corresponding side and I'm going to hit G to repeat the last function.
04:46And then the same thing, let's change it from Linear to Blend and then the
04:50Divisions, let's try a 3. Okay, good.
04:52So let's go out of Edge mode.
04:54We've got the same thing going on that we did with the steering wheel where
04:57when we created this bridge, it actually applied the default lambert material
05:01rather than the blinn.
05:02So I'm just going to hold down the right mouse button, go to Assign Existing
05:05Material and put the blinn on it.
05:07Now let's turn on Smooth preview. Okay.
05:09So we've got that nice angle going on.
05:12Finally, I just want to adjust the position of this shifter now so it aligns
05:15with the center of the grid.
05:17So let's select it and go into the top view.
05:19So this part right here is actually what needs to be aligned with the center
05:23because that's what's going to go into the rubber shifter guard.
05:26So let's just go into Move mode and just move it until this circle shape is
05:31pretty much over the center and we can move it up a little bit too because the
05:35rubber shifter guard is going to kind of fill in this area.
05:38Okay, so again, these are just some good old-fashioned, hard surface modeling
05:41techniques that I use everyday for all sorts of things.
05:44The more you practice them, the more you'll get a sense of which tools and
05:48techniques to use in which situations.
05:50You'll also develop your own style of modeling because there's rarely one
05:53right way to do anything.
05:55You may find that you prefer some techniques over others, and that's great.
05:59Whatever works for you is what you should do.
Collapse this transcript
Making the flexible shifter guard
00:00Another big thing to do with the shifter is that we need to make this
00:03flexible rubber guard.
00:05Now it seems like it might be a very complex object to model, but if we
00:08break down its structure and build it in steps, it actually is not going to be too bad.
00:13Now one way to think about the guard in a more simplified way is to imagine
00:16what it would look like if it weren't being bent forward into the side, if it
00:21were pointing straight up in a neutral position.
00:23The overall shape would be based on a cone.
00:25So let's make a cone to start.
00:27Let's make sure we've got our Polygons menu set here and I'm just going to click on the Cone.
00:31And now, I want to hold down X on the keyboard and click and drag at a cone shape.
00:36So first, we can just drag out the size, roughly about the same size as the base is good.
00:41And now, we just click and drag out a height.
00:43It doesn't have to be exact, we can always adjust it later.
00:46Now we need to create these wavy rib shapes.
00:49As it is, we don't have enough Polygons to work with, so let's set the
00:52Subdivisions on the Axis and the height to 12.
00:55So in our Attribute Editor, let's go to the polyCone node and let's set the
01:01Subdivisions Height to something like 12.
01:06And then something else that's just my preference is, I want to decrease the
01:09number of Subdivisions on the Axis; it just seems too much to me.
01:13I think 12 looks good there too.
01:15Let's look at our photo again.
01:16So if we count the number of ribs here, there are one, two, three, four, five.
01:20So let's come in here and let's select five rings of Polygons.
01:24So I'm going into Face mode and click one and Shift+click the one next to it
01:28or Shift+double-click.
01:29And then we're just going to do the same thing going up this object,
01:33here's four and here's five.
01:34We're actually going to delete the top a little bit later.
01:37Okay, so let's extrude these out, go ahead and click on Extrude and let's grab
01:42this manipulator and just pull it out a little bit.
01:44I'm going to turn on the Smooth Preview to get a better idea what this is going
01:49to look like as I pull this out.
01:50All right, not too bad, let's see what happens if I try to pull this down a little bit as well.
01:54I'm just going to go into Move mode and just pull this down.
01:57Now I'm going to delete some unnecessary Polygons.
02:00So let's just select these Polygons on the top here and hit Delete on this and
02:04then on the under side, there are some Polygons that we don't need.
02:07I'm just going to select the big one here and hit Delete. All right!
02:10One last thing here is that I want to have a little bit of a nicer edge right here.
02:14So I'm just going to select this ring of edges and we'll just extrude this inward a little bit.
02:18I'm just going to go right into Scale mode and just scale it in and then hit G
02:24to repeat that and we'll just push that down a little bit.
02:26So now we've got kind of nice little lip where the shifter can stick into. All right!
02:31So let's go into Object mode and just take at look at it and see how it looks.
02:36All right, not too bad.
02:38Now depending on how this is going to be used, you might want to stop here.
02:41For example, if the Shifter is going to be used in an animation, you would
02:45want to leave it in a neutral shape like this so that a technical director
02:49could rig it for animation.
02:51However, if you're just going to be rendering some still images, you might
02:54want to modify the shape, so that it has a bend to it like you can see in the reference image.
02:58You might want to save out two versions of Shifter, one in neutral position like
03:02this and a separate version that's bent.
03:05So let's actually bend it now.
03:07We're going to rotate the top of the guard with soft selections so that there's
03:10a nice gradual falloff.
03:12So let's select our objects, and I want to come in here and let's go into Face
03:16mode and I'm just going to click one of these faces, double-click the one next
03:20to it so we get a nice ring there.
03:21Let's also go into Move mode and I'm going to hit B on the keyboard in order to
03:25turn on soft select.
03:27So we need to change the range of the soft select, so it goes down closer to the
03:30bottom so hold down B and click and drag.
03:33It'll spring that down until it's just about at the bottom. All right!
03:36So let's go into Rotate mode to bend this.
03:38I just want to see what happens here if we bend this and we're just going to
03:42move it and just kind of bend this into position, try rotating a little bit
03:46more, let's see, let's rotate it from this view as well.
03:49Let's put a little bend in it, push it off to the side a little bit.
03:53Okay, so let's go to the object mode and see how that looks. All right!
03:55It looks pretty good, now we just need to move this Shifter into position.
03:59So this is going to take just a little bit of tweaking; there's no exact or
04:03precise way to do this. You just have to kind of move it until it looks good.
04:06Okay, so like you should be doing with most objects when you're done with them,
04:09you just want to delete history; so we'll go to Edit>Delete by Type>History and
04:14we can also freeze the transformation, so that locks in any of the rotates and
04:18just moves and scales that we have done.
04:20So go to Modify>Freeze Transformations and then we'll create a locator and let's
04:25scale that up, so we can see it better. You just want to parent everything
04:28to that locator and then you'll reference it into your main car scene just like
04:31we did with the wheels.
04:33I'll let you handle that on your own. So in this video we've learned a few more
04:36tools and techniques; but maybe even more importantly, we've practiced ways of
04:40thinking about modeling.
04:42We broke the Shifter Guard down into simpler shapes that we could
04:44approach systematically.
04:46Rather than getting overwhelmed with one big complicated shape, we analyzed it
04:50and looked for ways to take it one step at a time.
04:53And that's a big part of modeling that goes beyond simply knowing how the tools work.
Collapse this transcript
Modeling the screw head
00:00So the last thing we need to do to this shifter is to model the screws and
00:04get them into place.
00:05Now screws are one of those things that you can model once and then just put
00:09them in a folder somewhere, and reuse them anytime you want.
00:12Just import them into any scene and you have got instant screws that you can use anytime.
00:16One nice thing about screws is that you can usually just model the head of it
00:20and ignore the rest. Okay.
00:22So we have our shifter here in this scene.
00:24Let's just make a box.
00:25I want to build it on the grid and I want to hold down X just to make sure I'm
00:30snapping to the grid and getting a perfect square shape.
00:32All right, so let's just drag up the height.
00:34Okay, so we want the screw to be kind of rounded on the top, but kind of flat at the base.
00:39Let's add a holding edge.
00:41Go to Edit Mesh> Insert Edge Loop tool and we'll add a holding edge down here. All right!
00:45So it looks like our Soft Select is still on.
00:48I'm just going to hit B to turn that off.
00:50Now let's do Smooth Preview and see what we get.
00:53Okay, not too bad, basic screw head shape.
00:56Looks like we could bring the top down a little bit, maybe shrink it a little bit too.
01:00Okay, so we need a little bit more detail in this screw head in order to model
01:04that notch that the flathead screw driver would go into.
01:07So instead of using Smooth Preview, let's actually subdivide the model.
01:11Let's click on Smooth and actually in those, I had one polygon selected so it smooths just that one.
01:16So if you run into that problem, just make sure you're on Objects mode and
01:20smooth the entire object.
01:21Let's go ahead and smooth it one more time.
01:23Now we have some Faces that can be used to model that flathead notch.
01:28So what I want to do is select some faces where that notch would be.
01:31Let's make sure we're in Face mode and let's go into our Front View. I'm just
01:37going to drag a selection over some of these faces here, and what I'm going to
01:41do is extrude these.
01:42So let's extrude them downwards.
01:44I'm just going to go right into Move mode and just move them down, then also I'm
01:48going to go into Scale and let's scale them until they're flat. All right!
01:51Let me just take a look at this; see how it is.
01:53I'm going to hit F to zoom right in on it. Okay, great.
01:55Now we need to flatten up the walls, so you can see it's kind of wobbly right here.
01:59So what, I'm going to do is select these faces all along here and actually let's
02:04turn on Reflection mode so we can do the other side at the same time.
02:08Let's go into our tool Settings and turn on Reflection.
02:11It's reflecting correctly because we can see the dots here on the other side.
02:15I'm just going to scale this and flatten it out.
02:17Okay, it looks good.
02:19So this notch looks a little wide.
02:20So what I'm going to do is go into Move mode and just tighten to this up a bit.
02:24Okay, let's see what this looks like in Object mode.
02:27All right, not too bad.
02:28Now I'm not going to worry about getting obsessively detailed about this screw
02:32model because usually, you never see a screw close up.
02:35It's one of those things that's always seen very small and from a distance.
02:39I'm not going to worry about making it perfect.
02:41Let's get this screw into place.
02:43We also need to make some copies of it.
02:45I'm going to get the tool Settings out of the way and let's just bring this closer over to our shifter.
02:51What I want is four of them, so I want to show you a little trick to get four of them placed.
02:56Let's go to Edit>Duplicate Special, with options, and I want to make some instances.
03:02Let's go ahead and clear all the settings out so we're not accidentally rotating or scaling or anything.
03:07So let's turn Instance on and we want three copies or four in total
03:11and Duplicate Special.
03:12So now that we have got some instances, let's get them placed.
03:15Something that's going to make this easier is if I just select all these screws.
03:19I am going to rotate them, so I can see their bottom side up.
03:22Okay, let me just position my camera so I can see this more clearly.
03:25So here is a little a trick we're going to do.
03:27Let's go into Modify and click the Snap Together tool.
03:30So what you do with this tool is you just click on one object and then you
03:34just click where you want it to go on a different object and hit Enter and it
03:38snaps right into place.
03:39Now it's a little too big, we'll deal with that later.
03:41Go ahead and hit G to repeat the last function and do the same thing.
03:45Just click in the middle of the bottom of the screw and then just click again to
03:48tell it where to go and hit Enter to lock it in.
03:51Do that two more times and enter.
03:54So let's get them scaled appropriately.
03:56Now if we just scale one of them, it only does one of them, but if we go into
04:00Face mode, in effect its component, then we can scale all of them together.
04:05Let's see how this is looking.
04:07Okay, not too bad; we'll just move it down a little bit, too, get it fit right nice inside of that depression;
04:13maybe scale it just a bit more. Okay, let's see how this looks.
04:17All right, not too bad and maybe just a little bit of tweaking to get this fitting here really nice.
04:22Then we'll just rotate each one by a different amount just to make it look natural.
04:26All right! Let's see. Looks great.
04:28Now all we have to do is parent these screws because notice we have the Locator
04:33here; if we move this, the screws aren't going along.
04:36So we'll just select each screw, just holding down Shift and select each one and
04:40then Shift+click the base and hit P to parent that.
04:44Okay, so everything's moving together now. So now you want to save this out.
04:48Go to File>Save Scene As, and we'll go into our Maya Version number; and I've
04:54already got a folder here, Alt shifter and I've already got a version saved out.
04:58So I'm not going to save it, but if you need to do that, go for it. Then you
05:02can just reference that into your main car scene.
05:05So we looked at making a screw, but we also looked at a really easy way to make
05:09duplicate copies of an object and stick them on to a surface.
05:13This type of stuff comes in handy doing all kinds of different modeling.
Collapse this transcript
8. Modeling the Finishing Touches
Making the roll bars
00:00The rollbar is an interesting object to model.
00:02It's basically two pieces of metal tubing that have been welded together.
00:06This is going to involve a little bit of polygonal surgery.
00:10Once you learn these techniques, you'll use them when modelling all kinds of
00:13welded things like bicycle frames and machinery.
00:15All right, let's look at our exercise file. I've already created a few pieces to start with.
00:20So for one, the main part of the rollbar, I just created this torus.
00:24I lined it up with the blueprints, and I also changed the number of height
00:27subdivisions from the standard 20 to 10, just to make it a little bit easier to work with.
00:33Then looking at the supporting brace, I also set the number of subdivisions
00:38to 10 and then I just placed this wherever it should go, just lined it up with
00:42the reference here.
00:44You can see that our torus did a really good job of getting the shape of the top
00:48of the rollbar where it's a really nice half circle. Let's get the bottom half.
00:52I'm going to go into Face mode, and just delete the bottom half here.
00:58Now to get the straight part, I'm just going to go into the Edge mode and let's
01:02double-click some edges here and hold down Shift and double-click some more and
01:06we'll just extrude them down.
01:07Now you might think that you could just grab this arrow right here, but it's
01:11not going to extrude both sides the same way.
01:12I'm going to hit Z to undo that and we'll just into Move mode with W.
01:17We'll just move this down.
01:18Now one thing to look out for is that in your tool Settings, you might have this set to World.
01:24So if this is on World, and if you try to move it down, it's not going to be at the same angle.
01:28So make sure have an Object and we'll just move that down.
01:32Okay, let's close tool Settings now.
01:33Now for the surgical part, we need to cut some edges on these objects so that
01:38the two can be sort of welded together.
01:40So what I want to do is go into the Interactive Split tool and we'll just cut
01:45some edges all the way around here. I'm just going to cut here and here.
01:49I just want to leave a little bit of gap, as well.
01:52Now this edge right here already kind of goes where I want it to go.
01:56I'm just going to click here and then right-click to lock it in.
01:59Then I'm going to hit W just to get out of the Interactive Split tool.
02:03Now let's just go and finish the rest up; right-click to lock it in.
02:07Now let's get out of the Interactive Split tool again and let's just delete all
02:11of these faces right here.
02:12All right, so now, let's get the support brace lined up.
02:17I'm going to get out of Face mode here for the rollbar. Let's select this here now.
02:21What I want to do is go into Vertex mode.
02:24Let's just look at this in wireframe and let's just scoot this down out of the
02:28way so we can see it better.
02:29Also, something I want to do is just get rid of all of these faces right here.
02:33Let's go into Face mode and I'll just select all of these and then Ctrl+select
02:37the ones that I don't want to delete and let's hit Delete. Okay, great.
02:40Now let's go into Vertex mode and make sure this is lining up.
02:44We'll just move this forward until we get kind of a gap.
02:48It's about the same as the size of the weld marks we see right here.
02:51I just want to leave a little gap like that.
02:53Now let's combine these two objects into one.
02:56Go ahead and click one, Shift+click the other and go to Mesh>Combine.
03:00Now let's fill in this gap.
03:02Let's use the Append Polygon tool.
03:04For this, go into Edit Mesh and click Append to Polygon tool.
03:07Now with this, what we want to do is click one edge on one side and then a
03:11corresponding edge on the other side and hit Enter to lock it in.
03:15Now we'll just hit G to do the same thing all the way around.
03:18Now we could have used the Bridge tool like we've done before, but I just want
03:21to try out different techniques, different tools.
03:24The more you learn the more options you have.
03:27All right! Let's zoom out and see what this looks like with Smooth Preview turned on.
03:30Let's compare that to the photo.
03:32All right, not too bad.
03:34It looks like we could put a little bit more detail in here.
03:37Let me zoom in on the photo to get that welding mark in there better.
03:41So what I want to do, go out of Smooth Preview mode and let's insert some edge loops;
03:46one right there for a holding edge and another one right there.
03:49Okay, let's see how this looks now.
03:50All right, even better.
03:52Let's zoom out now.
03:54Let's look at the photo reference again.
03:55I'll just zoom out here.
03:57You can see that there are a few more pieces to be done.
04:00There's a little support brace here and then there are little things that goes around here.
04:04However, those can be done with the same basic polygon modeling techniques that
04:07we've covered already.
04:08So there's really nothing new there.
04:10I'll let you handle that on your own. All right!
04:12So in this video, we've practiced joining together two objects and making them
04:16look like they were welded together, as well as a few other tips and tricks.
Collapse this transcript
Using bump maps to create headlight detail
00:00Sometimes an object will have a lot of detail that would take a long time to painstakingly model.
00:06In times like those, you may be able to use a bump map to simulate that detail
00:10rather than modeling it.
00:12One of those cases is with the headlight.
00:15It would take a lot of work to model in those weird refractors in the glass.
00:19Since these bumps are on the inside of the glass, they don't actually change the
00:23shape of the glass on the surface.
00:24So we can get away with a bump map.
00:26Let's see how to do it.
00:28Let's look at our Maya scene.
00:29Before I get too far into the bump map, I want to show you something that
00:32I've got going on here.
00:34This headlight assembly is just made up of some cylinders and some toruses,
00:37very simple modeling, nothing fancy.
00:39However, I want to show you that there are these two separate panes of headlight glass.
00:43You can see it more clearly now.
00:45One of these panes is for the smooth exterior and one for the bumpy interior.
00:50Since we're putting a texture map on the interior glass, we need to make sure
00:53that that one has its UV's laid out.
00:55Now this is a very simple shape, so this should be very easy.
00:59Let's make sure that we've got the headlight glass selected.
01:02I'm going to actually deselect the outside glass because we only need to put a
01:06UV map on the inside glass.
01:07Let's just look at this from a front view, and we go to Create UVs>Create UVs Based on Camera.
01:13Let's look at the UV Texture Editor just to make sure that it worked. Okay, looks great.
01:17That's all we needed to do.
01:19Now let's make a bump texture in Photoshop.
01:22If you don't have Photoshop, you can use most any photo editing software.
01:26There's even a free one that runs right on your Internet browser if you go to
01:29pixlr.com, that's pixlr.com/editor.
01:35We're going to make a new document and I want it to be 1024 pixels wide by 1024 pixels tall.
01:43Okay, so what I'm going to do is start by making just one of these little refractors.
01:50Let's make a rectangle; about that size should be good.
01:54What I want to do is put it on a new layer.
01:56Let's make a new layer and I'm just going to get my paintbrush out.
02:00First, I want to fill it black, so I'm just going to paint it all black.
02:03Then let's get white out.
02:05What I want to do is just make sure I have a nice soft falloff brush here.
02:10I want to size it to about the same size as this rectangle or this square.
02:14Let's just brush a single white stroke down the middle of it.
02:18Let me make that more precise.
02:19I'm just going to hold down Shift while I do this, so I get a nice straight line.
02:23Let's deselect everything.
02:25I am going to hit Ctrl+D on the keyboard or Cmd+D on a Mac, and let's blur it.
02:30I'm going to Filter>Blur>Gaussian Blur and just a small amount of blur.
02:35Something like about five should be good, maybe even a little less.
02:39Now all we need to do is start duplicating this layer and placing copies of
02:43this graphic all over the place.
02:45So I am going to go to the Move tool and let's just drag this layer one down
02:49to make a new layer. Now you can drag it over.
02:51You can hold Shift to make sure that it stays on the same level and you
02:55could hit Cmd+T or Ctrl+T to go in the Transform mode and so we
03:00could actually change this up.
03:01So you might notice that some of these are thinner, some of them are shorter,
03:05some are wider, and some are bigger.
03:07You just want to make a nice variety of them.
03:09So I'm going to hit Enter to lock that in, make a duplicate of the original,
03:13let's move this one up and let's see.
03:14We'll do Cmd+T again.
03:16Let's actually make this one a shorter one, so, so on and so forth.
03:19Duplicating them, sizing them, positioning them until you get something that
03:23looks sort of like this kind of pattern.
03:25So let me load up one that I actually have finished.
03:28It's inside of our exercise files, our version number, and in a folder called
03:32Textures>Headlight Bump.
03:34These patterns of white and black will make the headlight look like it has bumps
03:38and valleys to simulate the surface patterns that we see in the photos.
03:41Let's go back into Maya now.
03:43What I want to do is go to our Hypershade.
03:45Let's go to Window>Rendering Editors>Hypershade.
03:48So we have already got a glass material made, but let's make a duplicate of it,
03:52so we can put the bump on just one material.
03:55So go to Edit and Duplicate>Shading Network.
03:58Okay, so we've got a new material and let's just give it a name that makes
04:02sense like headlightbump.
04:05Now we need to apply this material just to the inner headlight glass.
04:10What I'm going to do to make this easier to select is I'm going to go into
04:14Object mode and actually let's hide this one really quick.
04:17So I'm going to hit Ctrl+H. Just select this one and I'm going to middle mouse
04:21drag from here over to the material.
04:24Okay, now let's select that material again and let's put the bump in.
04:27Over in the Attribute Editor for the material, let's go to Bump Mapping and
04:31click this little box here.
04:32Now we need to load in a file and this is good we want to use this bump.
04:37Notice that usually the bump depth is a little too high, so I'm just going to
04:40bring this down to about 0.1 and now we need to actually put that image plane
04:45into our bump value.
04:46Now let's load up the image, so let's go into Image Name and click this little File Load button.
04:51What we want to do is navigate to our exercise files, our version number and
04:55then textures, headlightbump, and open.
04:58Now we want to see this material in our view port.
05:02Let me get the Hypershade out of the way.
05:04Let's rotate this around, so right now we can't see it.
05:07Let's change the View Port Render to View Port 2.0.
05:09This allows us to see a bump and it's just going to take a minute, it has to
05:14load the texture in the memory.
05:14In View Port 2.0, we're actually going to see our image planes right here in the View Port.
05:18It's a little bit annoying, but all we have to do now is hit 6 on the keyboard.
05:22Now that's going to show us bumps in our View Port.
05:24You should see now this bump here applied to the headlight.
05:28It looks pretty good.
05:29Let's bring back that glass that we hid before.
05:31Go to Display and Show All.
05:34Now view port 2.0 is kind of a more advanced View Port Render.
05:38It allows you to see a bump in the View Port and a few other special things.
05:42However, I typically don't like to model in View Port 2.0.
05:45It sometimes doesn't display things correctly as I work.
05:48I'll turn on View Port 2.0 to check if a bump map is looking good and
05:53then I'll just switch back to the default Quality Rendering.
05:56So hopefully, you can see the power of bump maps for making heavy detail.
06:00It would have been so much more work to model all of those bumps into the
06:03geometry of the headlights.
06:04Now if you're handy with Photoshop, you can generate all kinds of detail by
06:08painting it or by editing photographic detail.
06:11I use bump maps a lot when there's heavy detail on the surface of an object and
06:15when that detail doesn't really change the shape of an object.
Collapse this transcript
Starting the exhaust pipes
00:00Here's another great modeling challenge: how to make this exhaust structure?
00:03Now it looks pretty complicated.
00:05We have these four pipes, they all are curved together, and then they join
00:09together into one big pipe.
00:11In this video, I'm going to show some techniques that can make this a lot
00:14easier than it looks. Here we go.
00:16I'm starting out in a fresh scene so that I can reference this scene into the
00:19main scene, just like we've done before.
00:22I've also made the easy part already, so that we that we focus on the new challenges.
00:26My strategy for this is to identify the shapes that we know have to be there first.
00:30Then we can fill in the shapes that are just kind of ambiguous afterwards.
00:34We know that there have to be four cylinders right here, and we know that they
00:38eventually have to form into one cylinder down here.
00:42Let's get this started in Maya.
00:43I'm going into my four views and what I want to do is look at this from the front view.
00:48Now what I want to do is create one of those four cylinders first.
00:52So let's click on the Cylinder tool, and I want to hold down X, just to make
00:56sure we're snapping exactly to a grid point here and let's drag it out to this point
01:01where you can see that this cylinder is filling four squares right here.
01:06As we make the other three cylinders, they'll fit into perfect squares right
01:10here and they'll be right up next to each other as you can see.
01:13All right, so let's bring back all four of our views so we can drag out the height.
01:17Let's look at this in our Perspective View.
01:19We have one little cylinder right here.
01:21Let's see how this compares to our reference.
01:23Okay, so that one cylinder here corresponds to this one here, great.
01:27Let's look at the photo reference to see what we need to do next.
01:30So each of these cylinders, looks like they start to angle downwards towards the
01:34one big cylinder here.
01:36So what I'm going to do is select all the faces on one end and start
01:39extruding them down.
01:40To make this a little bit easier, let's go into the Attribute Editor for the
01:44polyCylinder, and what I want to do is, change the Subdivisions Caps to zero, so
01:49that we don't have any triangles on the ends of the cylinders.
01:52So that will just make it easier to select a single polygon back here.
01:55All right, so what I'm going to do is extrude.
01:58And we'll just bring this back and we'll position it right here in the middle.
02:03So I'm actually going to hold down X, so we can snap it right in the middle.
02:07Okay, let's look at this in our Perspective view.
02:09It looks like I could just bring it down a little bit further right here.
02:12Okay, so let's look at our photo reference again.
02:15So you can see in this one that it kind of goes straight and once it reaches the
02:18point right about here, it starts to flatten out and kind of flare out.
02:23So let's put in a holding edge right here, so we can make that shape.
02:26So I want to hit W to go out of Extrude mode and let's just go into
02:30Edit Mesh>Insert Edge Loop tool and we will put an edge right in here. Okay, great.
02:34So I'm going to exit the Insert Edge Loop tool.
02:37Let's go into Face mode and reselect that face that's on the end there.
02:40I am going to hit 4 to go into Wireframe view, to make that easier to see.
02:44Now let's just scale this up so it matches the size of the big pipe.
02:48Okay, I'm going go hit 5 now to go into our shaded view.
02:52Okay, so that's looking pretty good.
02:54Let's look at the photo reference again.
02:55So we can that this cylinder, it gets a little bit wider right here.
02:59So what I can do is just select all of these faces right here and I can just
03:03extrude them out a little bit, just to give it a little thickness.
03:06So now, you can see that when these bent pipes come in,
03:09they'll have somewhere to go into.
03:10I also need to make a little bit of a lip.
03:13What I'm going to do is select this face right here, click Extrude and push
03:17that in a little bit.
03:18So now you can see when it smooths, we get a little bit of a lip.
03:22So you can see that this is actually smoothing out more than it needs to.
03:25So I'm going to go into Face mode and delete this face right here and also
03:28this one right here.
03:29Now that there's an open edge right there, it's not actually going to smooth out.
03:32That's exactly what we want.
03:34And then something else that's happening right here is, it's smoothing out too much.
03:38As you can see, I need a little bit more of a sharp definition there, so let's
03:41add some holding edges on this part.
03:43Go into Edge mode, go to Insert Edge Loop tool and we will just add another edge right here.
03:48Okay, now let's see what it looks like smooth.
03:50All right, not bad.
03:52Let's get that blinn material on it.
03:54So I'm going to hold down the right mouse button and Assign Existing Material>blinn1.
03:57Let's look at the photo reference one more time.
03:59So we need to make these other three sections.
04:02So let's make them by rotating the existing one.
04:05We want them all to rotate around the center of the big pipe.
04:09So what I'm going to do is go into the Front View, I'm going to hold down D
04:12for moving the pivot point, and I'm going to hold down X to snap to grid.
04:16We'll just move the pivot point of this object right here to the middle of the big pipe.
04:20Now let's go into Rotate mode.
04:22You can see the axis that we need to rotate on is the blue one.
04:25So what I'm going to do is go into Edit>Duplicate Special with options.
04:30Let's see, let's make sure we've got Instance selected, Number of copies should
04:33be three and we want to rotate each copy on the Z axis by 90 degrees.
04:40Let's click Duplicate Special.
04:41All right, let's go into our perspective view and see what we have got.
04:43I am going to turn off grid to make it easier to see, and let's compare this to our reference.
04:49In this case, I'm going to leave these four separate pieces intersecting each other.
04:53I'm not going to bother with making it one continuous model because really,
04:56it looks pretty good as it is.
04:58So we just want to combine these three into one object. Let's go to Mesh, Combine.
05:02So this is a good example of how you don't always have to model something 100%
05:06how it would be in the real world.
05:08As long as it looks believable, in the end, that's all you need.
Collapse this transcript
Making the curved exhaust pipes
00:00Now to work on the bent portion of the exhaust pipes.
00:03This looks challenging because of the precise way that these four pipes bend together.
00:07Now we're going to use a new trick for this.
00:10Basically, we're going to extrude faces out and use a NURBS curve to control the
00:14shape of the extrusion. Okay.
00:16So let's go into Maya and I want to go into our top view.
00:19Let's go into the Curves Tab,and make a new EP curve.
00:23What I'm going to do is hold down X so I can snap to the grid, and I want
00:27to click twice right about here, and then I want to click twice more right out here.
00:33Now it's going to took really messy at first, but after the curve is made, we can edit the control points.
00:38So lock it in by hitting Enter. All right!
00:40So hold down the right-mouse button to go into Control Vertex.
00:44So we've got some vertices here and they are kind of at weird angles.
00:47So we can make this a straight line if we select these vertices here and then
00:51we're just going to go into the Scale tool and then just scale them until
00:54they're all in a straight line here.
00:56Let's do the same thing with this one, scaling in the other axis. Okay, there we go!
01:01Let's just zoom in a little bit and I just to want to move this and hold down X
01:05and just move it 'till it snaps right in the middle there.
01:08I will take these, hold down X, move it till it snaps right there.
01:12So now we can control the amount of curve by just moving some of these vertices around.
01:16Since we have three, we know that we are going to get a straight line between
01:20the first two vertices right here, and a straight line between the first two vertices right here.
01:25So now we can control exactly how much of a straight, and how much of a curve that we have.
01:30So let's look at this in our Perspective View, and try to get a sense for how
01:33much straight we need here.
01:35So we can see here, it goes straight for about that much distance.
01:40So that actually looks pretty good, this amount of straight right here.
01:43So now what we can do is actually extrude from this object and use this curve as
01:48a guide to actually bend the extrusion.
01:50So what we want to do is come in here, I am going to turn off Smooth Preview mode.
01:54I am going to come in here and select all of these open edges right here;
01:58just holding down Shift and double-clicking.
02:00And actually first, let's extrude it inwards just a little. So I'm going to go
02:03to Polygons>Extrude; and I just want to give it just a little bit of an
02:07extrusion inwards before I do this. Okay, good!
02:11With those edges selected, I just want to go into Move mode by hitting W.
02:14So I can get out of Extrude mode. I need to get out of Edge mode.
02:18So I'm going to go into Object mode here, and notice how it still has those edges highlighted.
02:22So now, I can hold down Shift and select our curve.
02:25Let's go into the Edit Mesh menu, and go to Extrude with options.
02:29So in here, we can set several different options.
02:32One thing you definitely want to turn on is Curve Selected.
02:36So this is going to tell Extrude to use the curve that we selected.
02:39Now we also want to set the number of divisions.
02:41Now if we leave it at just 1, it's going to have just one polygon straight from
02:45the beginning right to the end, and it will be a straight line, and you won't
02:49actually see the curve at all.
02:50So we just want to increase this.
02:51It really doesn't matter exactly how much, but something around 12 should be good enough.
02:55All right. Click Extrude. It looks pretty good.
02:58Since we extruded all four pipes at the same time on the same curve,
03:01we can be sure that they all follow the same path together.
03:04It's pretty impressive, isn't it?
03:06Now here is something cool.
03:07You can even edit the curve and the extrusion will automatically update.
03:11So I'm going to just exit out of Extrusion mode. I am going to hit W on the keyboard.
03:15Let's go in here and select our curve.
03:18I'm just going to hold down the right-mouse button, go to Control Vertex.
03:21Let's say we want to adjust the amount of curve on here.
03:24So I'm going to hit 4 to go into Wireframe mode, and let's select these two vertices here.
03:29I am going to hit 5 to go back into Shaded mode.
03:32Now you can see if we adjust the shape of the curve, the pipes update automatically. Okay.
03:36Let's see if there's anything left to do by looking at our reference image.
03:40So you can see that there's a little bit of organic detail right here
03:44where there are some welding seams.
03:46Those kinds of things would be nice to do in a sculpting program like Mudbox or ZBrush.
03:50If you want to take it to that level, there are several courses on lynda.com
03:53that can show you how to sculpt that kind of texture.
03:56So let's finish this up and get ready for importing in to the car scene.
04:00So I want to create a locator, and let's just make this a bit bigger.
04:04I'm going to set the Scale to something like 5 in all axes.
04:08Then, we'll just parent everything to the locator, so I just selected the
04:12locator last and hit P. So now everything is parented to the locator.
04:16Let's just name the locator now, Exhaust.
04:20Now we would want to save it.
04:22So go to File>Save Scene As, and let's go into our exercise files, our version number.
04:28I've already got one saved out in a folder called exhaustpipes in Exhaust.
04:32So you would just save it out and then reference it into your car scene just
04:36like we did with the tires and everything else.
04:38So this technique of using a curve to guide extrusions is really useful.
04:43Imagine all the things you could make with it;
04:45tree branches, squid tentacles, cartoony hair. It's a really powerful tool.
04:50I use it all the time to make extrusions that follow a path.
04:53We also looked at ways of thinking about modeling, about breaking shapes down
04:57into simpler chunks to make it easier to model.
Collapse this transcript
Modeling the windshield
00:00The windshield is another part that seems really complicated and you might be
00:04wondering just where even to begin.
00:06Like we've seen before, most objects and even complicated structures have a
00:11basic shape that is usually fairly simple.
00:14It's no different with the windshield.
00:15All we have to do is block in that simple shape and everything else will fall into place.
00:20Granted, there are lots of little bits and pieces to make, but once the
00:23underlying shape is made, it's just a matter of keeping at it until all the parts are made.
00:28So let's see how to get started.
00:29Probably the most basic objects in the windshield assembly is the Glass,
00:33so let's start there.
00:35Let me go into Maya and let's make a new plane in the front view.
00:39So I'll just zoom in a little bit here and what I want to do is just go and make
00:43a new plane and we'll just click and drag something out in the front view.
00:47Okay let's make sure we can see our image plane, so you might want to click on
00:50this button if you can't see your image plane.
00:52What I want to do is make sure that these vertices right here on this edge are in the center.
00:56I'm just going to go into Vertex mode and hold down X and move them on the
01:01X axis to lock them in.
01:03Okay, so from here it's just a little bit of tweaking and inserting edge loops
01:07in order to get the windshield in the right place.
01:10So first I'm just going to move some vertices and that various views, so it
01:15looks like I can move the entire structure back a little ways, we'll just zoom
01:19in here and let's see we'll just move the top vertices over and let's go into
01:24our perspective view.
01:25So something else we're definitely going to want to do is give ourselves some more details.
01:29So let's get the Insert Edge Loop tool out and we'll just put an edge in here
01:33and then I'm going to tweak it to see how it's kind of intersecting with the car,
01:37so I'm just going to raise it up a little bit, so it's off of that.
01:39I'll just hit G to do that again and just give ourselves a little bit more
01:43detail to play with here.
01:44Okay, let's see how this is lining up in the front view.
01:47So I'm just going to do a bit more tweaking.
01:50Okay, so now let's mirror this over to the other side.
01:52I'm going to go into Objects mode. We've got our pivot point and it's not
01:56quite in the center so I'm just going to hold down D to move the pivot point.
02:00I'm going to hold down V to snap the vertices, so we can just snap it over here to this vertex on the window.
02:05Now hit Ctrl+D to duplicate.
02:07I want to go into Scale mode and just flip this on over to the other side.
02:11Let's make sure it's exactly flipped.
02:13In the Channel Box I want to make sure that the Scale is exactly negative one.
02:17Okay, so let's just select the two objects now and combine them into one.
02:21Now we just need to merge all these vertices.
02:24So let's go select those vertices, go to Edit Mesh>Merge.
02:28So now if we use Smooth Preview here, you can see that we're getting a nice
02:31smooth all the way across the two halves here.
02:34Let's take a last look at this to see if there is any tweaking that needs to be done.
02:37I want to put the blinn material on it just so we can see everything more clearly.
02:42All right, looks pretty good. Let's just make sure it's lining up in our blueprint views.
02:46Let's see about the side view.
02:48Looks like just a little bit of tweaking left to do.
02:50Now it looks like our various blueprint views aren't totally agreeing with each other.
02:53So I'm just going to make something that looks good to me.
02:56Let's scoot these down a little bit and actually, I want to do this with reflection turned on.
03:01So let's go into our Tool Settings and we'll come down to Reflection and just turn that on;
03:06X axis, looks like it's getting it, good.
03:09So we can turn Tool Settings off now and just tweak this a bit more.
03:13So we have the basic shape of the glass done.
03:15Now we need to give it thickness.
03:17So what I'm going to do is simply extrude the whole thing.
03:20So go up to Extrude and let's just give the whole thing a certain thickness.
03:25I'm going to go out of Smooth Preview mode just so I can see this better.
03:28That looks pretty good.
03:29Now something I want to do here is give this some more Divisions, because it's
03:32smoothing out a little bit too much.
03:34So instead of adding, holding edges manually, one thing you can do is just come
03:38in here and set the Divisions to something like 3. All right, let's see how it smooths now.
03:43Okay, a bit sharper now.
03:44Now the great thing about having this part made now is that all of these other parts,
03:47like the frame around it and this rubber seal can be made by extracting pieces off of the glass.
03:53So let's go back into Maya and I can I see that there is just one little thing
03:57want to do before I continue and let's add some holding edges to tighten up this curve a little bit.
04:02You can see it's not quite so rounded in the reference and then actually it
04:05needs to be a lot less rounded down here.
04:07So I'm going to go out of Smooth Preview mode and let's go to Edit Mesh>Insert Edge Loop Tool
04:11and I'm going to put one right here and about the same distance
04:16on the other side, then one right here and then one really close down here.
04:20So let's see how it smooths now, much better.
04:23So now that we've got the basic glass made, it's going to be a lot easier to
04:26make the other objects that have to conform to the glass shape.
Collapse this transcript
Making the windshield frame
00:00So we've got a few parts of the windshield frame that need to conform exactly to the windshield glass.
00:06It would be a lot of work to try and fit new objects to the glass, so we're
00:10going to use the existing model as a base to start from.
00:13So let's go into our Maya scene.
00:15We've already got the glass created, but we want to create new objects based off the glass.
00:20So what I'm going to do is hit Ctrl+D to duplicate it and then let's hide the duplicate.
00:26So let's go to Display>Hide>Hide Selection.
00:30So now let's start building the window frame off of this piece.
00:33Now let's look at the reference again.
00:35So basically the window frame is just this metal frame that goes all the way around the glass.
00:41So we can create this by starting off and selecting the polygons that go all the
00:45way around the outside.
00:46So let's turn off Smooth Preview so we can see this more easily.
00:50Okay, so I'm going to start selecting some of these polygons around.
00:53So let's select this one here in the middle and now I'm just going to hold down
00:56Shift and double-click on the one right next to it.
00:59So now we've got a ring of polygons all the way around the objects that are selected.
01:03There, you can see it better in Wireframe mode, alright so back to Shaded mode.
01:07Now what I want to do is select the polygons to either side of this as well.
01:11So I'm just going to hit Shift and hit the Period key.
01:15So what that does is it selects any polygons that are touching a current
01:19selection, it basically grows the selection.
01:22So let's zoom out a little bit and what I want to do is delete everything that's not selected.
01:26So I'll just hold down Shift and drag a selection over at the whole windshield.
01:30So that has inverted the selection and now just hit Delete.
01:34So now we've got a basic structure for the windshield frame.
01:37Now it needs to have some thickness.
01:38So what I'm going to do is go into Object mode and just extrude the entire thing out a little bit.
01:44See if that's the right amount.
01:46What I'm going to do is look at my photo reference for a little bit.
01:49Okay, it looks like I need to push it just a little bit further, let's see how that looks.
01:53All right, that's pretty good.
01:55Go ahead and hit W to exit the Extrude mode.
01:58Let's go back into Object mode and let's see what this looks like with Smooth Preview on.
02:03Cool, not too bad. Everything conforms pretty nicely.
02:06Let's take another look at a reference just to be sure.
02:08So it's pretty close, there is a little bit more tweaking that we could do.
02:11We could insert some more edge loops to tighten up some of these corners.
02:15So for example this corner down here looks like it needs to be tighter.
02:18So I'm going to hit 1 to exit Smooth Preview mode.
02:20And also something weird that happened when we extruded, some of these corners
02:24didn't quite stay as sharp as I'd like them to be, so let me zoom in on this.
02:28I'm just going to see if I can edit this, just to keep that a little bit sharper.
02:32I see Wireframe mode, hitting 4 on the keyboard, bring that out there.
02:36All right, so what I want to do to keep this sharper is insert an edge loop here.
02:40So let's go to Edit Mesh>Insert Edge Loop and we'll put one really nice and tight in that corner.
02:46Let's see how this looks when we smooth it. Okay, much better.
02:49Now these tweaks that I'm making to one side of it aren't happening to the other side.
02:53So what I'll eventually want to do is that when I get this looking exactly the
02:58way I want it is, I'll just go into Face mode and delete half on one side and
03:03then we'll just mirror it over like we've done before.
03:05Okay, so let me zoom in here and see what other kinds of tweaks I need to do to this.
03:09So overall it's looking maybe just a little bit soft, so what I'd like to do is
03:14add some more holding edges.
03:15I'm going to go into Edit Mesh>Insert Edge Loop Tool and let's just add one
03:19really nice and tight to each side. Do it on the inside as well.
03:25Okay, that's looking much better now, much sharper.
03:27And it looks like it gets a little bit thin right here, so I'm going to tweak
03:31some of this and go into Unsmooth mode and I just want to tweak the shape just
03:35to build out a little bit more thickness here, much better.
03:38Let's do the same thing down here.
03:40Okay, looking good.
03:42So there is probably a little bit more tweaking I could do on this, but let's
03:45move ahead now to something else.
03:47Something else I want to do is get this a little bit of weather stripping.
03:50This shouldn't be too hard to do, and we can base it right off the frame that we already have.
03:54So I'm going to hit Ctrl+D to duplicate this and then we'll hit Ctrl+H to hide it.
04:00Now with the window frame selected let's just select these three faces right here,
04:04then I'll Shift Select everything to invert the selection and hit Delete.
04:08Now I can start building that weather stripping off of this one piece.
04:12It probably needs to move forward a little bit.
04:14It looks like the pivot point got reset to the center of the grid, so let me just move that.
04:19I'm going to go to Modify and Center Pivot.
04:21Okay, so let's zoom back in on that and we'll just move it forward a little bit.
04:25Let's bring everything back that we have hidden.
04:27So go to Display>Show>All, and now it's just a little bit of tweaking to get
04:31this weather stripping to have the right shape.
04:33So I'll just select some of these vertices and tweak them.
04:36Let's insert an edge loop that we can get the shape of this to be curved a little bit more.
04:41So you can see here in the reference so this has got a little bit of a curve to it.
04:45Finally let's extrude this out to give it some thickness, looking great!
04:49So there's definitely some tweaking that can be done and you'll also definitely
04:53want to mirror over any one half that doesn't have another half so you can have a full object.
04:57But that's the same type of thing that we've been doing so far.
05:00I'm sure you can handle that on your own.
05:02So the combined techniques of starting with a simple overall shape and then
05:06basing new shapes off of existing shapes is often a really great way to work.
05:10Whenever I feel myself getting overwhelmed with a huge modeling project,
05:13I remind myself to just jump in and make the simple shapes.
05:17Then once there is some sort of simple structure in place,
05:20the rest of it doesn't seem so challenging.
Collapse this transcript
Cutting out the gas cap indentation
00:00Let's look at the gas cap in the reference photos for a moment.
00:03Although the gas cap is kind of complicated, probably the trickiest part for a
00:07lot of people is the indentation in the body.
00:10We've already got this nice, smooth fender and it's like there is a chunk taken right out of it.
00:15How do we make this shape without ruining the clean curves of the body?
00:19In this video I'll show you a few tricks for that.
00:22One word of warning!
00:23Since this modeling involves making changes to just want one side of the car body,
00:27it's a good idea to make sure that you're done making any tweaks or changes to it.
00:32All right, let's go into Maya.
00:33So one thing I want to point out is that since the last video I mirrored over
00:38the car body and I also added some thickness to it, so I just simply grab the
00:42edge around the open part of the car and just extrude it inwards and then
00:46extrude it one more time just to give it this nice thickness around.
00:49Okay, so let's move on to the gas cap.
00:52What I want to do is go into our top view and I want to make a simple cylinder
00:57place holder for the gas cap for now.
00:59I'm just going to drag that into the top view, go ahead and give it some
01:03thickness and now I'll just move it up into place.
01:06Let's go into our perspective view. Let's see I want to turn Smooth Preview
01:10off just to make it easier to see what we're doing.
01:12I'm going to go into the Interactive Split tool.
01:15We're just going to cut a shape into the car body that kind of matches this cylinder.
01:19It's going to be pretty rough but we can fix it up later.
01:22So let's see, I'll just click one here and here and let's see we'll click from
01:26here over to here and from here to here.
01:31Now actually what I'm going to do is cut across here as well, and I'm just right clicking to lock it in.
01:37Okay, now that that's done what I want to do is select these faces that are right here underneath this.
01:42What I want to do is extrude this downwards, so I'm just going to move right
01:46into my Move tool and just pull this down and let's go into the wireframe.
01:50I'm going to hit F to zoom in on it and what I want to do is go into scale and
01:55just bring this down until it's flat.
01:57Okay great, let's see what this looks like with Smooth Preview turned on.
02:00So I'm going to go into the Object mode and let's just take a look.
02:04It's not terrible, but I think there are some things we could do to make a little bit sharper.
02:08For one I think we need to add some holding edges in here to keep these corners tighter.
02:12So let's go in here and I'm going to go out of Smooth Preview mode.
02:16Let's just add some holding edges.
02:18I am going to go to Edit Mesh>Insert Edge Loop Tool, I'm going to turn on
02:21Wireframe mode to make this easier to see.
02:23Let's put one down at the base and then one up at the top of that cut-out.
02:28All right let's see how this looks now. Okay, not too bad!
02:32So we now have the basic indentation cut.
02:34However, it needs some tweaking.
02:36Because we cut this shape kind of irregularly into an already irregular surface,
02:41the indentation is going to be slightly irregular.
02:44We need to tweak it so that it's a perfect circle.
02:47Let's go into the top view and let's select the body here.
02:52What I want to do is go into Vertex mode. I just want to start tweaking some
02:55of these new vertices that we cut and making sure that when it's in Smooth mode,
02:59it really fits nicely around the circle.
03:02So I'm just going to jump back and forth a little bit between Smooth and
03:05Unsmooth mode, just so I can get everything lined up nice and even.
03:10Going into Unsmooth mode is going to make it easier to select these vertices,
03:14because notice what happens actually is when we just grab this one vertex,
03:18we drew a box over it, we're actually getting all four of these.
03:21So then if I go into Smooth mode, we can see how it's actually rounding out and
03:26then we can edit it appropriately.
03:28Okay, so it looks like we're fitting a really nice circle around here, that's great!
03:31Now let's compare this to our reference again.
03:34So one thing I think happens here is that it's slightly conical.
03:38So I think we're done with this stand-in cylinder, we can delete that.
03:43What I'm going to do is just select these two faces down here and let's actually grow
03:47this selection so I'm going to hit Shift+Period, just grow that selection a
03:51little bit and I just want to shrink it just a little bit. Okay, great!
03:54So we've got the shape of it being a really nice circle right now.
03:58And what we need to do finally is just clean up any weird things that are happening to the fender.
04:04So since we cut this shape out, some of the shape has changed a little bit, so
04:08I'm just going to tweak some of these things.
04:10For example, looks like this part raised up a little bit too high.
04:14I'm just going to tweak it downwards a little bit.
04:16Something that can actually help us is, if we go into the side view, we can
04:19kind of compare the two sides so we can see where the fender is on the side that
04:25wasn't cut out and just see how that's lining up with the side that was cut out.
04:29Okay, something else I want to fix here is; there is a little bit of a weird
04:34lump that we're seeing, so I'm just going to try to tweak this into shape.
04:38See if we grab these and try to push them down a little bit, we pull them out a bit,
04:43just trying to get rid of that weird creasing.
04:45I can still slightly see it.
04:47Something else that we might want to do that could help is cut a new edge,
04:51because you can see this is actually an engon, it's a lot more than four sides.
04:54So let's go out of Smooth Preview mode. I want to get our Interactive Split tool
05:00and just cut right here and let's see if this fixes any of that.
05:03So you can see the result is now we have two four-sided polygons.
05:07So it should be a lot cleaner, just a little bit of tweaking here.
05:10All right, it's getting there.
05:13This part of the process is going to take some time, but it's just basically
05:16about restoring the shape to what it was before we started cutting things up.
05:20It's going to be a lot of tweaking so I'll just let you handle it from here on out.
05:24The indentation for the gas cap is a detail that you see in a lot of vehicles.
05:28Its place is where one shape is interrupted by another shape and it can be
05:32difficult to see where to begin to bring the two shapes together.
05:35Of course every situation is different, but what I find usually works best is to
05:40just dive in and start cutting and tweaking.
05:42If it's not working you can always load up a previous version and try
05:46a different approach.
Collapse this transcript
Making the gas cap
00:00Now for the gas cap itself.
00:02Now most of these shapes are the same types of things that we've been doing so
00:06far in this course; making cylinders, adding holding edges, extruding, that type of thing.
00:11So really the only part that's tricky is this precision machined lever-handle type thing.
00:16So I'll let you handle these other shapes and I'll just demonstrate how to make this handle right here.
00:22Let's start in a fresh Maya scene.
00:23Now the first thing I want to establish are these two cylindrical shapes right here.
00:29So let's go into Maya and let's go in the side view and just make a couple polygon pipes.
00:34I'll just make one and we'll drag out a height. Now the bottom one is a
00:38little bit wider than the other so we'll just go ahead and make another one here.
00:43We'll just make it not quite as wide, great!
00:47Okay, so let's position this relative to each other.
00:49I'm going to go into the top view, and just make sure that their sides are lining up right here.
00:54Okay, looking good.
00:55Now something else I want to do is create this flat spot right here, so this won't be too hard to do.
01:01I'll just get our Extrude tool out and extrude some of these edges.
01:06Okay, this should be about right.
01:08Just go right into the Move tool and extrude and then we'll also scale it to make it a flat spot.
01:13May be I'll shift it up a little bit too. Okay, great.
01:16So the next thing I want to do is make this bridge right here. You can see
01:21there is a gap between the side of the cylinder and where this bridge starts.
01:24So we need to add some holding edges for this.
01:26So let's go into Edit Mesh>Inset Edge Loop Tool, I'll put an edge here.
01:32Let's put one on the other side or on the other object.
01:34Then also let's put one right here on this object and let's make sure that this
01:39one lines up in the top view. Okay great. So that we know that this edge loop on
01:44the lower cylinder is going to line up with the edge on the upper cylinder.
01:48Okay, let's make sure that the spacing is right between these two.
01:52It looks like there needs to be a little bit more of a gap in here.
01:56I'm just going to drop this one down.
01:57So now what I need to do is delete some of these faces, so that I have a space
02:01to extrude this bridge from.
02:03Let's go in here and select one, two, three, four, five, six, let's do seven and delete.
02:09Now the same thing on this one. Let's see we probably want to start from about on the side.
02:14So I'll do one, two, three, four, five, six, let's do the seventh up here, delete.
02:20All right, so in order to bridge these two they have to be part of the same object.
02:24So I'll just select them both, go to Mesh>Combine.
02:27Now let's go down into Edge mode and we'll select the open edges.
02:30So I'm just going to double-click here and then Shift+Double-click on this open edge.
02:35Now let's bridge the gap.
02:36I'm going to go into Edit Mesh and Bridge with Options.
02:39So one thing I do, want to do is have a smooth path with a curve, because you
02:44can see in here there is a little bit of curve to this.
02:47And then let's see five divisions, sounds about good, everything else looks good.
02:50I'm going to hit Bridge and let's see what this did.
02:53What we have here, I'm going to go into Object mode and actually let's go into wireframe.
02:57What you might see is that there is a new curve created right here.
03:01So this extrusion or this bridge that was created actually has a dynamic curve
03:05that we can come in here and Edit.
03:07So I want to go into Control Vertex and actually edit this shape of this curve.
03:12This is really great because it's automatically going to change the shape of that bridge.
03:16So now I can adjust the shape here.
03:18You can see that the bridge is a lot flatter on this side, a lot straighter and
03:22then it's got some curve and some bowing on this side. I just want to try to replicate that shape.
03:27Let's see what it looks like in this mode, just a little bit more tweaking here.
03:31I'm going to hit the up arrow to cycle through and also the down arrow to cycle through this,
03:35just trying to get the right shape on this.
03:38Okay, that's pretty good!
03:39Now the next shape we need to make is this handle up here.
03:43So I'm going to come into this top shape right here and just select some of
03:47these faces so we can extrude this out.
03:49Let's see, I should probably start from this one and let's see how many should
03:53I pick; let's come out, a couple more.
03:55All right that should be good and we'll just extrude these.
03:58I'm just going to go right into Move mode. We'll just pull this up and I want
04:02it to rotate around as it comes around and we'll shrink it up a little bit too.
04:07It looks like there needs to be a little bit more of a curve here. There is kind
04:10of a bend to it, so what I'm going to do is insert a new Edge Loop and then just
04:15kind of push this one back. When it smooths out it should round up pretty well.
04:20Let's see what happens if we turn on Smooth Preview.
04:22Okay yeah that's pretty good.
04:23I'm going to go into Scale tool and just kind of flatten this out a little bit
04:26so that those vertices aren't so crunched together.
04:28Maybe we'll rotate it too, just try to make it a little bit cleaner.
04:31Okay, so now let's extrude it out this way.
04:34Come around at this side, we'll select these faces and hit Extrude.
04:41Now I can just delete them because when we mirror this over, we want to have an
04:45open gap there so I can connect.
04:46So let's go into Object mode to see what we have.
04:49I'm just going to hit Smooth Preview here.
04:51So that's not too bad, all we need to do is add some holding edges now.
04:55Let's go into Edit Mesh>Insert Edge Loop tool and I'm just going to come around
04:59and just throw in edge loops everywhere I think I might need them.
05:02These are going to help those edges stay nice and sharp.
05:05All right, let's try smoothing it again.
05:07All right, looking pretty good.
05:08Let's put on the Blinn material, so I'm going to Assign Favorite Material>Blinn.
05:12Let's hide the grid so we can see this better. Let's compare this to our photo.
05:17So that's not too bad.
05:19Probably a little bit more tweaking that could be done, but that's probably pretty close.
05:24So I'll let you take it from here. All you have to do is mirror this object over
05:29and combine it and then simply work on these cylindrical shapes here and create
05:34a screw. We already know how to make a screw head. You should be able to
05:38finish this up on your own.
05:39So in this video we've seen probably some of the most heavy duty polygon modeling yet.
05:44But we made it easier by starting from some basic shapes that we knew were
05:47accurate and then building on top of those.
Collapse this transcript
Making rivets
00:00A lot of vehicles have rivets; these little metal dots that fasten paneling to other parts.
00:06Making an individual rivet is no problem, but how do you efficiently place a
00:10whole bunch of them on a model without manually positioning each one?
00:14In this video I'll show you a technique to position rivets along the surface of a model.
00:19So in this video we're going to do the rivets on a hood air intake, so let's go into Maya.
00:24One thing to keep in mind when using this approach is that it's going to stick
00:28rivets to an unsmoothed shape of the model.
00:31So let's click on the hood air intake and I want to zoom in on it.
00:34Now notice it's got Smooth Preview turned on.
00:36So if we turn off Smooth Preview, you can see that the shape is significantly different.
00:41I want to avoid any problems in that regard, so what I'm going to do is just
00:46smooth the entire shape once.
00:47Right now let's click off of it to deselect it.
00:50Now let's see what happens when we turn on Smooth Preview.
00:53Okay, so it's much less of a difference between the two shapes.
00:56Okay, now let's make a single rivet.
00:59Let's look in our photo.
01:00You can see that it's pretty much just a little tiny cylinder, a little tiny disc.
01:05So let's just make a little cylinder here in our scene.
01:07I'm just going to draw anywhere.
01:09We can then size it and position it later.
01:14Okay, sp I made it on the grid and now let's just move it up closer to where
01:18we're going to place it.
01:19We can shrink it down, let's see what it looks like smoothed.
01:29Okay, so that's pretty good.
01:31I'll just make it really small and I'll position that into place.
01:38I just want to see how it fits on our air intake.
01:41Maybe just a little bit smaller, okay, looking good!
01:48Okay, now we need to create a path that the rivets are going to follow.
01:51So what I want to do is select our hood air intake and let's make this surface Live.
01:57Remember, making a surface live means that you can draw curves right on the surface.
02:02Okay, so what we're going to do is go into the Curves Tab and I want to start
02:06a new EP Curve and what we want to do is just click out points for this curve to follow.
02:11You don't actually have to click exactly where the rivets are going to be.
02:14You just want to make sure you're clicking out enough points so that the
02:18curve follows the shape.
02:19I'm just going to hit Enter to lock that in.
02:22We're just going to do half the rivets for now and then when we're done,
02:25we'll just mirror them to the other side.
02:26Now I'm going to go into Wireframe mode just to make sure that this curve is
02:30going where I want it to go.
02:31So if you want to tweak this shape you can just go into Control Vertex and
02:35then reposition any of these vertices and change the shape of the curve, if necessary.
02:43Okay, looking good!
02:44Okay, so now we've set the stage for creating a series of evenly spaced rivets.
Collapse this transcript
Duplicating rivets along a path
00:00Now we have the stage set for creating a series of evenly spaced rivets.
00:05We're going to be using some animation features to get this done.
00:08Now it might not make sense why at first.
00:10But once you see how it works, you'll want to use this technique all of the time.
00:14So just to pick up where we left off, you can see that inner scene, we've got a
00:18rivet and then we've got a curve that snap to the surface of our air intake.
00:23So to get this done, we want to select that rivet and then we also want to
00:27select the curves, I'm going to hold on Shift.
00:29You might have trouble clicking on it because that air intake is in the way.
00:33What I'm going to do is turn off Polygon Selections for the moment and now we
00:37can Shift+Click that curve.
00:38Okay, let's go into the Animation menu set.
00:40I'm actually just going to use the Hot Box by holding down the spacebar.
00:44Actually we can't see it on the screen right now when I move my cursor off a little bit.
00:48All right, so now we can go over to Animate and I'm going to go into Motion Paths,
00:53Attach to Motion Path with options.
00:54Now you might be asking yourself where is this going, why do we want to animate a rivet.
00:59It's all going to make sense shortly.
01:00So just a couple options to set in here, let's change this to Start/End, because
01:05we want to set a start and end time for the animation.
01:08Start time can stay at 1 and then the End time we want to put in 17.
01:13Now this is because I counted beforehand, how many rivets there are and on one
01:17side of it there are 17 of them.
01:19So this is going to cause the rivet to be animated along the curve for 17 frames.
01:25Go ahead and click Attach.
01:26All right, let's zoom out to see what this did.
01:28And we can scrub on our timeline to see this animation now.
01:31All right, so that's pretty cool.
01:33Now by default Maya sets and ease and then ease out to animation curves.
01:38You can see that the first couple of frames, it's not moving as much and then here
01:42in the middle, it's moving a lot more and then at the end there's just a small
01:46little space between the last two.
01:48So we want them more evenly spaced.
01:50So for this, let's open up the Graph Editor.
01:52Go into Window>Animation Editors>Graph Editor.
01:55So we've got our rivet selected and so it's showing the animation curve for the rivet.
01:59I'm going to hit F just to zoom in on that curve there better.
02:03So you can see we've got a curve here for the animation.
02:06We want it to be a straight line.
02:08So I'm just going to click and drag over the start and end of point and then
02:12click Linear tangents.
02:13This is going to get rid of that ease in and the ease out, so we can close this now.
02:18Now let's scrub through and you can see that they're all evenly spaced.
02:21Now we need to convert the position of the rivet for each frame into its own object.
02:26So we've got the rivet selected, let's Shift+Click on that curve again.
02:30Now I'm going to hold down the spacebar and go to Animate>Create Animation Snapshot with options.
02:36Now let's put in some settings here.
02:38We want the end time to be 17 and the start time we actually want to set to two.
02:43That's because the original rivet we already have in our scene is set to one.
02:47So we don't need to make an extra one for frame one.
02:49All right, click Snapshot.
02:51Okay, a rivet was made for every frame of the animation.
02:54Now the interesting thing about this is that you could still edit this curve and
02:58it'll update the positions of the rivets.
03:00So I'm just going to click on that curve again and actually I want to go in the
03:04Wireframe mode just to make it easier to click on this.
03:06I am going to hold down the right mouse button, oops!
03:09It's still selecting the polygon object.
03:11Let me undo that, go into Object mode. Let's try and select that curve again,
03:15I'm going to zoom in closer so it doesn't get the wrong thing.
03:17Go to Control Vertex and pick a vertex on that curve and as we move it we can
03:22see that the rivets move right along.
03:24So if you need to make any last minute adjustments to that curve on the
03:27positions of the rivets, you could do it this way.
03:30I'm going to hit Z to undo that.
03:31and let's go back in the Shaded mode with five.
03:33Okay, so we can actually see that there's a couple of places where the rivets
03:37are kind of intersecting the geometry here. I'm just going to scoot the curve
03:41up a little bit so that those pieces don't stick inside.
03:43All right, looking better.
03:46Okay, so let's finish this up.
03:47One thing I want to do is make sure that the rivets will no longer be affected by the curve.
03:51We just want to lock in everything that we've done.
03:53Go in to the Selection mode and let's turn on Polygon Selection so we can select
03:57all of our rivets and we'll just go through and click on all of them.
04:01Now let's delete their history, Edit>Delete by Type>History.
04:05So this is going to remove their connection to the curve.
04:07Now if you were to edit the curve nothing would happen to the rivets.
04:10Let's also hit 3 on the keyboard to turn on this Poly-Smoothing for them and
04:14finally I want to combine them into one object; go to Mesh>Combine.
04:18Okay, we'll talk about mirroring them over to the other side later on.
04:22Well there you have it, a great technique for making rivets.
04:25There are so many things you can do with this technique.
04:27You could make tank treads, chains, telephone poles following a road.
04:31Really, the possibilities are wide open.
04:33I use this technique all the time.
Collapse this transcript
Mirroring models: Advanced tips
00:00So far we've been using mirroring on a fairly basic level to duplicate one side
00:05of a symmetrical object to the other side of the car.
00:08But what do you do if an object is more complex, like it's made up of a lot of
00:12little parts or it's at an odd angle?
00:15In this video I'm going to cover a few tips to make mirroring a little easier.
00:19In our scene here, we've got most of the various odds and ends modelled,
00:23but they're only on one side of the car.
00:25We need to get copies made and mirrored over for the other side.
00:28Now some of these are going to be easy.
00:29For example, the headlight can simply be instanced and moved on over to the other side.
00:34Let's go ahead and click on this headlight here.
00:36Now this whole assembly is parented to the base object and if you actually
00:40just hit the up arrow with one of them selected, you'll go through and select
00:43all of these objects.
00:45So with these selected what you can do is simply instance them; go to
00:49Edit>Duplicate Special with Options. Make sure it's set to Instance and make
00:53sure it's not scaling or rotation or anything. We'll just make one copy and
00:57Duplicate Special. Then you can just simply move it over to the other side.
01:01Let's just zoom in and make sure it's perfectly aligned.
01:04So that was pretty easy.
01:06Let's do something a little bit more complicated.
01:08Sometimes you'll have multiple objects that need to be flipped.
01:11So let's look at the instance of the fans and the radiator, that kind of stuff
01:17on the inside of the car.
01:18So I'm just going to start selecting these different things. We've actually
01:22got this entire fan assembly parented to one locator. I'm also just going to go
01:27through and Shift+Select all of the other objects on the inside of this.
01:31Okay, with these all selected, what we can do is group them into one object.
01:35So I'm going to hit Ctrl+G and this creates a group and placed its pivot point
01:40right at the center of the grid.
01:41So that makes for a really convenient mirroring.
01:44Actually it looks like I forgot one little piece, this bar right here, so
01:48I'm going to hit Z to undo that, select that piece there and hit Ctrl+G again, perfect.
01:54Now let's go to Edit and Duplicate Special with Options and everything should be right.
01:59Duplicate Special.
02:01Now let's go into our Scale tool and let's just flip this over now.
02:06So you notice the scale isn't quite exactly right, so we just want to type in
02:10negative one, perfect!
02:11Okay, that wasn't too hard.
02:13Now let's look at an even trickier situation.
02:15The exhaust pipes right here are at a weird angle, so you can't just simply
02:20scale them over because they'll scale in the wrong direction.
02:24This a referenced object, so we don't want to freeze its transforms.
02:27That would cause problems.
02:28So you might be thinking that you could change the manipulator access to world.
02:33So let's see what happens if we try that.
02:35We've got our tool Settings here and let's change the Axis to World.
02:38Okay, so you might be thinking okay, we can just rotate it this way.
02:41But this causes a few problems because it won't let you scale by an exact amount when you're in this mode.
02:46Notice we get a warning, non object-space scale baked into components.
02:51It's kind of confusing, but basically it means that we don't have precise
02:54control over this scale in this mode. So I'm going to hit Z to undo that.
02:58We'll go back into Object mode for this tool.
03:00The solution is to do like we did with the radiator system.
03:04You simply want to select this and then hit Ctrl+G to group it under a new object.
03:09Now we can duplicate this and scale this object. We want to make sure we
03:14scaled exactly negative one, and that will place it exactly on the other side of the car.
03:18So that's really all there is to it.
03:20Go ahead and instance and mirror everything else that needs to be done.
Collapse this transcript
Examining the finished Shelby Cobra
00:00So here it is after a lot of work. a finished 1966 Shelby Cobra 427.
00:06I'm sure you'll notice there are a few details that I've skipped ahead on.
00:10In this video I'll point out what some of those details are and what they're for.
00:14Now in order to save time in this course and to not continue showing the same
00:17techniques over and over again, I've skipped over some of the details that
00:21really wouldn't have taught anything new anyway.
00:24One thing is some Filler Geometry.
00:26So what I'm going to do is zoom in here in a Perspective View and I just want to
00:30point out a couple of objects here.
00:32So these boxy polygons models underneath the body of the car are here to fill in holes.
00:37Without them there are some places in the car where the viewer might be able to
00:40see through little gaps, for example around the tries or through the rims.
00:44These pieces don't need to be terribly detailed, they just need to fill in the
00:48space and make it feel like the car is more solid.
00:51Something else you might want to do is turn off visibility of NURBS Curves.
00:55We still have some NURBS Curves in our scene that were used to make the
00:59piping on the upholstery and there is a curve here that was used to make the
01:03curve on the exhaust pipe.
01:05And let's see, there is a couple other little curves, maybe this one over here
01:08that was used for the upholstery.
01:10So these might get in the way and you might actually accidentally move them or
01:14edit them, which could make a change you don't want.
01:16So let's just make it so we can't see them.
01:18Go into Show and let's turn off NURBS Curves.
01:22Something else we might want to hide are the locators.
01:27So those locators we're just creating a bunch of visual clutter. We don't
01:30really need to see them and we can always bring them back if we need to move one of them.
01:35Something else we can do is delete the image planes.
01:37Since we're done modeling, we don't need these image planes anymore.
01:39So one way to get rid of them is to simply drag a selection over them and hit Delete.
01:44Something else you can do is open up your Hypershades; go to
01:48Window>Rendering Editors>Hypershade.
01:50In here you can open up Utilities tab and just select your image planes in here and hit Delete.
01:55Okay let's close that.
01:58Another final check that you might want to do is to make sure that you don't
02:01have any normals facing in the wrong direction.
02:04So let's go into our Perspective View and what I'm going to do is the Lighting,
02:08turn off Two Sided Lighting.
02:10So you might have notice that some objects went black on one side.
02:13So that means that the part that went black is the inside of the object.
02:17So yes we do want this to be black here because that's the inside of the exhaust pipe.
02:22Few other places are black like the inside of the rims and so on, so that's fine.
02:26We want to look for places that shouldn't be black.
02:29So actually it looks like our gas, brake, and clutch pedals are inside out.
02:35Let's fix that really quick.
02:36I'm just going to click on one of these and you'll notice that the AC logo is parented to the pedal.
02:43So if we were to reverse the normals right now, it would actually flip what is
02:46actually correct right now.
02:48So I'm going to hit down on the keyboard and that's going to make it so that it
02:51only selects the objects that I clicked on and not any of its child objects.
02:56Now we can go into Normals>Reverse.
02:58We'll do the same thing here, just click on the object, hit down arrow on the keyboard,
03:02Normals>Reverse, same thing again, hit down on the keyboard, and I'm
03:05just going to hit G to repeat the last action. Okay, great!
03:09Looks like the only thing left to do is the inside of the gauges.
03:13I'll go ahead and let you handle that, same thing as we did before.
03:16Once that's done, it's a good idea to name everything.
03:19So for example, let's click on some of these objects here.
03:23So when we click on the hood air intake, you can see that its name is
03:27temp3:polySurface101, so that's not very informative.
03:31So let's just click on here and call it something like hoodAirIntake.
03:36Now it might feel like a lot of busy work, but you definitely want to go through
03:39all of your objects and give them a name.
03:42Now if any of your objects are referenced into the scene, so for example the
03:46tire here was referenced in from a different scene, what you want to do is give
03:49it a name in the original scene.
03:51So you would open up the tire scene and change the name in there.
03:54Okay let's do another clean up job now.
03:56What we want to do is look at outliner.
03:59So if we go under Window>Outliner and this is a list of everything in this scene.
04:03So what you might want to do is go into Wireframe mode and then start clicking
04:08on things in here and what you might see is that when you click on something,
04:13there is an object but there is no actual geometry associated with that object
04:17and so that's kind of a dead object.
04:19If we just hit Delete on that, we can get it out of our scene without changing
04:23anything in the scene because it's sort of an object that was used to create
04:26something else and now it's not really used anymore.
04:29So we'll just on a few more of these, so you can see nothing is lighting up,
04:32nothing is lighting up there, nothing is lighting up there, we can just get rid
04:35of all these things.
04:36So if we click on this one, you can see it's lighting up our dashboard.
04:40So we don't want to delete that one. A few other things in here that are being lightened up.
04:44So you just want to go through all of this and delete any dead objects.
04:48Okay, so there we have it, a finished car.
04:51In this video we went over some of the finishing steps that should usually be
04:54performed on any model before it goes on to other steps like laying out UVs or rigging.
05:00It should always be done especially if you're sending the model to someone else,
05:04so that they don't get confused or have to ask you to make any fixes.
Collapse this transcript
Conclusion
Next steps
00:00Well this is the end of the course and as I'm sure you've seen, modeling a car
00:04is a fun and satisfying challenge, but there is so much more you can do with
00:08it beyond this course.
00:09You may want to layout its UVs and set up some lights and materials for rendering.
00:13You could paint texture maps on it or you could rig the wheels so that they turn
00:18and animate as you drive it down the highway.
00:20Luckily for you, the lynda.com Library has courses covering exactly these topics.
00:25You might want to check out Mudbox 2013 Essential Training where I show you how
00:29to sculpt organic details like the wrinkles on the seats.
00:32You also might want to check out Maya Essentials 4:
00:34Creating Textures and Materials with George Maestri.
00:37Here you can learn how layout the UVs and create textures and materials so that
00:41the car really looks like metal and rubber and glass.
00:44From here you might want to look at Photorealistic Lighting with Maya and Nuke with Mark Lefitz.
00:49He shows you how to light, render and composite the car into a realistic environment.
00:53In this course he is actually using the concept vehicle that I show at the beginning of my course.
00:57And speaking of that concept vehicle, you can actually how I sculpted it in
01:01Sculptris Essential Training.
01:03So I hope you've got a lot out of this course.
01:06You can apply it to anything you do that is related to modeling, not just for vehicles.
01:10All right, well I hope to see you next time.
01:12Have a good one.
Collapse this transcript


Suggested courses to watch next:



Are you sure you want to delete this bookmark?

cancel

Bookmark this Tutorial

Name

Description

{0} characters left

Tags

Separate tags with a space. Use quotes around multi-word tags. Suggested Tags:
loading
cancel

bookmark this course

{0} characters left Separate tags with a space. Use quotes around multi-word tags. Suggested Tags:
loading

Error:

go to playlists »

Create new playlist

name:
description:
save cancel

You must be a lynda.com member to watch this video.

Every course in the lynda.com library contains free videos that let you assess the quality of our tutorials before you subscribe—just click on the blue links to watch them. Become a member to access all 104,069 instructional videos.

get started learn more

If you are already an active lynda.com member, please log in to access the lynda.com library.

Get access to all lynda.com videos

You are currently signed into your admin account, which doesn't let you view lynda.com videos. For full access to the lynda.com library, log in through iplogin.lynda.com, or sign in through your organization's portal. You may also request a user account by calling 1 1 (888) 335-9632 or emailing us at cs@lynda.com.

Get access to all lynda.com videos

You are currently signed into your admin account, which doesn't let you view lynda.com videos. For full access to the lynda.com library, log in through iplogin.lynda.com, or sign in through your organization's portal. You may also request a user account by calling 1 1 (888) 335-9632 or emailing us at cs@lynda.com.

Access to lynda.com videos

Your organization has a limited access membership to the lynda.com library that allows access to only a specific, limited selection of courses.

You don't have access to this video.

You're logged in as an account administrator, but your membership is not active.

Contact a Training Solutions Advisor at 1 (888) 335-9632.

How to access this video.

If this course is one of your five classes, then your class currently isn't in session.

If you want to watch this video and it is not part of your class, upgrade your membership for unlimited access to the full library of 2,025 courses anytime, anywhere.

learn more upgrade

You can always watch the free content included in every course.

Questions? Call Customer Service at 1 1 (888) 335-9632 or email cs@lynda.com.

You don't have access to this video.

You're logged in as an account administrator, but your membership is no longer active. You can still access reports and account information.

To reactivate your account, contact a Training Solutions Advisor at 1 1 (888) 335-9632.

Need help accessing this video?

You can't access this video from your master administrator account.

Call Customer Service at 1 1 (888) 335-9632 or email cs@lynda.com for help accessing this video.

preview image of new course page

Try our new course pages

Explore our redesigned course pages, and tell us about your experience.

If you want to switch back to the old view, change your site preferences from the my account menu.

Try the new pages No, thanks

site feedback

Thanks for signing up.

We’ll send you a confirmation email shortly.


By signing up, you’ll receive about four emails per month, including

We’ll only use your email address to send you these mailings.

Here’s our privacy policy with more details about how we handle your information.

Keep up with news, tips, and latest courses with emails from lynda.com.

By signing up, you’ll receive about four emails per month, including

We’ll only use your email address to send you these mailings.

Here’s our privacy policy with more details about how we handle your information.

   
submit Lightbox submit clicked