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Modeling a robot pt. 2: Arms, legs, and feet

From: Maya 2009 Essential Training

Video: Modeling a robot pt. 2: Arms, legs, and feet

So now that we have the body blocked out, let's go ahead and do the arms and legs. Now I stated this out in a file called Robot_01.mb. So if you want to follow along you can. Now I added one little thing to that file and that's just two NURBS Curves and those actually allow me to make the legs. So we are going to start with the legs and the feet and then move on to the arms. So if I want to I can just select both of these curves and go Surfaces, Loft and that creates -- in fact, let's go ahead and shade this. Let's go into Hardware Texturing there. That creates one of my legs. Now if I want to I can actually select that surface and just create another leg from that first leg.

Modeling a robot pt. 2: Arms, legs, and feet

So now that we have the body blocked out, let's go ahead and do the arms and legs. Now I stated this out in a file called Robot_01.mb. So if you want to follow along you can. Now I added one little thing to that file and that's just two NURBS Curves and those actually allow me to make the legs. So we are going to start with the legs and the feet and then move on to the arms. So if I want to I can just select both of these curves and go Surfaces, Loft and that creates -- in fact, let's go ahead and shade this. Let's go into Hardware Texturing there. That creates one of my legs. Now if I want to I can actually select that surface and just create another leg from that first leg.

So I can create the mirror opposite of that leg and probably the easiest way to do that is with Duplicate Special. Let me show you how this works. If I go to Duplicate Special and click on this box here, I have all sorts of options. Now the option I want to show you is that I can scale as I duplicate. So if I want to I can scale a negative 1 in the X direction which is right down here and when I do that it actually takes my leg, duplicates it and then adds a negative 1 to the scaling which actually just mirrors it, which is exactly what I want and that's how I make that second leg.

Now let's go ahead and make the foot. Now the foot is easy to make. It's very similar to what we did with the body. We are just going to take a box and we are going to bevel it. Drag it out so that it's the size of the foot and then drag to set the height, there we go. In the side view, I can certainly see this and move it and I can also again affect the height of this so that it's about the right width. Now I can also just bevel that top edge, just by going Edge.

And then just probably in my Perspective viewport here, just select one, two, three, four; Polygons, Mesh > Bevel. Hey! But of course, I need to make my offset a little bit less and then just add a few segments to round that off. So there is my foot. And then all I have to do is just select the foot itself, duplicate with Ctrl+D and then just move that over here. Now as I go, I probably should be naming these, but I am just going to continue on right now, so that we can see just the process but typically I would be, as I create these, I would name them right and left foot and so on.

Now for the arms, we probably should start with the shoulder there which actually is kind of a box shape on this side. But if we look at it from this side, we see it's actually circular more of a cylinder shape. So we are just going to take a default cylinder and I am going to drag that to make the rough outline of that arm. And then I need to again drag this out, so I am going to into Wireframe mode so I can see this. Now when I drew it, it started at zero, which is inside the body of the robot.

So I just need to drag that out and again, I am just going to estimate the width, I can always adjust that later. I will turn on my Shading here and I can move this out to exactly the size I want. Now I can certainly change the size here by changing the height, so it's about the right width. Now the other thing is I just need to change the Subdivisions in terms of Height. So one, two sub divisions, I have got a little bit of space here, a little bit of space here and then the extrusion for the arm. So basically I want to be able to extrude that arm out. So this gives me the amount of detail I need to do that.

So I am just going to select these vertices and scale them. Now I have my detail in the right place to create that arm and all I have to do is select these faces underneath. In fact, let's go through here to match what I have here. So I need these faces to be from here to about here. In fact, we can probably take a look at that in the side view here. In fact, if we turn on X-Ray we can kind of see how that works. So basically, I want this to match this and this to match this. I need to take one of these away here, there we go. So that's what I am going to extrude.

So let's go ahead and do that. So we are going to go Edit Mesh > Extrude. Make sure we have Keep Faces Together on and then I am going to extrude this. Now the problem is that it's just extruding out according to what the normals of this are. So we need to kind of squish this back together, but I am just going to extrude it at this point and then come back and fix it. I can do that by selecting these vertices and the first thing I want to do is flatten them out. I can do that by scaling, just scale them down so they are flat and then scale them together. Now I have got the sort of detail that I want.

So sometimes when you extrude, it's not going to be exactly what you want but you always can model it back in later. So now I am just going to hit E for rotate and rotate this around and move it so it's pretty much in how I want it, maybe even scale it just a little bit. So there is my basic arm. Now if I want I can also bevel those edges again, so let's just go in my edge here, select that one, hit the up arrow to get my Edge loop, Edit Mesh > Bevel and then again just Offset. So I can bevel that edge just a little bit, same for this one, Bevel and again fix my Offset. So now I have got my top version of that, in fact, let's go ahead and see this in non X-Ray mode.

So that's my top part of my arm. Now I just need to do the same for the lower part of the arm. I already have the basic structure that I need, so all I have to do is just take this and duplicate it. So I am just going to go ahead and do Ctrl+D, duplicate this part of the arm and use it to make the lower part. Now this is a little bit bigger but what I can do is I can certainly scale this down just a little bit. And then rotate it, so that I have my second arm and then select these vertices and again move them over and maybe rotate them and so on and so forth.

Now the only other issue that we have here. In fact, let's go in Object mode here. Now I can certainly move this over, now the one thing is I do want to create kind of like a little notch for this top arm to fit into the bottom arm and I can do that by just selecting some faces. So for example, these faces along here and I can do another Extrude, just extrude those down. If I hit the blue one, I can extrude them down and then I could scale them in just a little bit. So now I have kind of a notch for that other one to fit into. Go back to Object mode and move that into place.

Now there is still a little bit of fitting to go here. In fact, I can just make that a little bit wider, just like that and there we go. So now pretty much fits. So now I have got the arms and I have got the legs. Now all I have to do to create the other arm is select both of these and then just duplicate them and move them over. So let's go ahead and do some more robot modeling in the next lesson.

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This video is part of

Image for Maya 2009 Essential Training
Maya 2009 Essential Training

127 video lessons · 13518 viewers

George Maestri
Author

 
Expand all | Collapse all
  1. 5m 16s
    1. Welcome
      1m 25s
    2. Using the exercise files
      37s
    3. Starting Maya 2009
      38s
    4. Working on a Mac
      1m 4s
    5. The importance of a three-button mouse
      26s
    6. Graphics card recommendation
      1m 6s
  2. 30m 11s
    1. Understanding the Maya interface
      6m 34s
    2. Working with files and Maya projects
      3m 35s
    3. Navigating viewports
      12m 24s
    4. Using the Hotbox
      3m 15s
    5. Working with marking menus
      4m 23s
  3. 1h 9m
    1. Selecting objects
      4m 59s
    2. Using the Move tool
      7m 25s
    3. Rotating and scaling
      3m 31s
    4. Manipulating pivots
      3m 24s
    5. Understanding the Channel Box
      8m 18s
    6. Working with the Attribute editor
      3m 51s
    7. Understanding the Outliner
      5m 21s
    8. Creating hierarchies
      6m 29s
    9. Understanding the Hypergraph
      6m 12s
    10. Grouping objects
      7m 55s
    11. Hiding and showing objects
      3m 39s
    12. Creating layers
      4m 34s
    13. Working with selection masks
      4m 9s
  4. 1h 17m
    1. Polygonal primitives
      10m 10s
    2. Polygonal components
      4m 39s
    3. Using Soft Select and Paint Select
      5m 47s
    4. Subdivision surface workflow using subdiv proxy
      5m 12s
    5. Subdivision surface workflow using mental ray
      3m 46s
    6. Using the Extrude tool
      3m 52s
    7. Keeping faces together
      4m 13s
    8. Working with edge loops
      4m 22s
    9. Inserting and offseting edge loops
      3m 53s
    10. Using the Slide Edge tool
      1m 40s
    11. Cutting faces and splitting polygons
      2m 58s
    12. Poking and wedging faces
      2m 54s
    13. Using the Polygon Bevel tool
      3m 6s
    14. Using the Polygon Chamfer tool
      1m 8s
    15. Using the Polygon Bridge tool
      2m 43s
    16. Working with polygon booleans
      3m 25s
    17. Combining objects
      2m 42s
    18. Merging vertices and edges
      4m 28s
    19. Using the Crease tool
      2m 8s
    20. Working with object history
      4m 29s
  5. 1h 1m
    1. Introducing NURBS modeling
      1m 32s
    2. NURBS primitives
      6m 41s
    3. Using the NURBS curve tools
      4m 45s
    4. Creating text curves
      3m 14s
    5. Manipulating NURBS curves
      3m 52s
    6. Refining NURBS curves
      3m 47s
    7. Using cut curves and fillets
      1m 27s
    8. Offsetting and extending curves
      2m 29s
    9. Manipulating NURBS surfaces
      3m 36s
    10. Using NURBS Revolve
      5m 32s
    11. Using NURBS Loft
      4m 6s
    12. Using NURBS Extrude
      4m 57s
    13. Using NURBS Planar
      4m 11s
    14. Editing and refining NURBS surfaces
      3m 31s
    15. Extracting NURBS curves from surfaces
      4m 35s
    16. Opening and closing surfaces
      3m 36s
  6. 1h 19m
    1. Creating curves on a surface
      2m 54s
    2. Projecting curves on surfaces
      2m 48s
    3. Trimming NURBS surfaces
      4m 24s
    4. Using the NURBS Fillet tool
      4m 28s
    5. Stitching NURBS surfaces
      5m 38s
    6. Sculpting on NURBS and polygonal surfaces
      5m 22s
    7. Modeling with nonlinear deformers
      3m 36s
    8. Modeling with lattices
      3m 0s
    9. Converting NURBS to polygons
      4m 36s
    10. Modeling templates with image planes and NURBS planes
      7m 19s
    11. Modeling a robot pt. 1: The body
      4m 51s
    12. Modeling a robot pt. 2: Arms, legs, and feet
      7m 41s
    13. Modeling a robot pt. 3: The face
      6m 37s
    14. Modeling a robot pt. 4: The chest
      9m 3s
    15. Modeling a robot pt. 5: The final details
      7m 27s
  7. 1h 0m
    1. Understand the basics of materials
      8m 19s
    2. Creating and applying maps
      4m 3s
    3. Using bitmaps as texture
      4m 31s
    4. Working with the Hypershade window
      5m 15s
    5. Working with the Multilister
      2m 8s
    6. Texture-mapping NURBS surfaces
      4m 38s
    7. Projecting textures
      3m 23s
    8. Texture-mapping polygonal surfaces
      4m 59s
    9. Applying UV mapping
      5m 10s
    10. Live action integration with Use Background
      3m 2s
    11. Using displacement and bump mapping
      5m 16s
    12. Using the Ramp Shader
      4m 49s
    13. Using the 3D paint tools
      4m 41s
  8. 1h 10m
    1. Understanding render settings
      5m 47s
    2. Understanding the basics of lights and lighting types
      9m 24s
    3. Adding depth map shadows
      6m 7s
    4. Using Raytrace shadows
      4m 5s
    5. Understanding the basics of cameras
      6m 53s
    6. Adding depth of field
      4m 38s
    7. Using Motion Blur
      4m 44s
    8. Raytracing reflections and refractions
      6m 36s
    9. Interactive rendering with IPR
      3m 59s
    10. Batch rendering
      5m 1s
    11. Lighting a scene: The robot
      13m 33s
  9. 43m 38s
    1. Introducing mental ray
      3m 47s
    2. Creating mental ray materials
      5m 42s
    3. Working with mental ray lights
      6m 1s
    4. Depth of field in mental ray
      4m 54s
    5. Motion blur in mental ray
      3m 39s
    6. Creating global illumination in mental ray
      7m 10s
    7. Using Final Gather to enhance global illumination
      7m 31s
    8. Rendering transparent materials with caustics
      4m 54s
  10. 39m 32s
    1. Introducing Paint Effects
      5m 31s
    2. Creating brushes
      9m 24s
    3. Applying brushes to existing strokes
      2m 48s
    4. Sharing brushes
      3m 19s
    5. Saving brushes
      4m 21s
    6. Painting in the Paint Effects window
      6m 31s
    7. Paint Effects in practice
      7m 38s
  11. 1h 1m
    1. The basics of animation
      4m 20s
    2. Creating and adjusting keys (keyframes)
      6m 31s
    3. Modifying keys in the Graph editor
      6m 41s
    4. Modifying keys in the Dope Sheet
      3m 17s
    5. Creating breakdown keys
      2m 11s
    6. Animating objects along paths
      8m 2s
    7. Ghosting and motion paths
      3m 35s
    8. Animation playback using Playblast
      3m 3s
    9. Animating with constraints
      6m 40s
    10. Creating animation cycles
      7m 1s
    11. Using set-driven keys
      6m 54s
    12. Adding sound to animations
      3m 2s
  12. 51s
    1. Goodbye
      51s

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