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Maya 2009 Essential Training is designed to provide a strong foundation in this 3D modeling, rendering, and animation tool. George Maestri covers everything from the basics of the interface to bringing models to life with complex animation. He explores object manipulation, NURBS, UV editing, paint effects, and mental ray rendering. George demonstrates Maya's full functionality by building a robot from scratch. Exercise files accompany the course.
So now we have our Robot pretty much sketched out. I have got this saved Robot_02.mb, and then I just added in two additional cylinders for the hand. Now let's work on the face of the Robot. Let's take a look at what his face looks like, I am going to go into the front viewport and let's take a quick glance of that, and we have three things that we need to build. One is these eyes and the other one is this kind of nose brow shape, and then we also have this grill for the mouth. Well, the eyes are basically just spheres, so we can knock those out very quickly, all I have to do is just create a sphere, and that's it, just make sure it's the same size, and then just go ahead, and move that, so it's right at the front of that, of that body, and then just duplicate it, and there we have got my eyes.
Now let's work on this mouth, which is kind of a grill shape. We can start by creating a box, and then we need to have enough detail in here to create each one of these little details, now these are divots or indentations in this grill. So we can start with a box, so I am going to draw a box that's pretty much the same width, go into my side viewport and drag out that box, so I have a little bit of depth, and then just move that up to the front of his face. Now with this box, I still need enough detail to be able to extrude in each one of these divots. So I need a series of edge loops on either side of these. Now I can do this in a number of ways. One is, I can do insert edge loops, but that's going to get little tedious, and I might not be as accurate as I want to be.
Probably the easier way is to just use my Subdivisions. So for example, for my Subdivisions in Depth, if I put that at 3, I know I'll have enough detail for the top, the middle, and the bottom. Then I also need to change my Subdivisions Width to a number that allows me to create six of these. Now I know from experience that that number is actually going to be 13. So I have one, two, three, four, five, six places to create those divots. Now all I have to do is position my top and bottom vertices right here, and here, to border that, and again, this is just a little rough, this drawing isn't exactly accurate, and now that I have that, I can just do an Extrude.
So I am going to go into my prospective viewport, in fact, I am going to turn off my templates here, so that way I can see this a little bit better, and then I am going to go into face mode, I am going to select this face, every alternate face, right like that, and then just do an extrude. I am going to extrude just a little bit, and then extrude again a little bit more, because what I really want to do is create an edge, remember how smoothing works. I am actually going to smooth this, so we are going to create a little bit of an edge. In fact, if you want you can see how this works just by hitting the number 3, and that gives us a good idea as to how this will smooth.
And if I want, I can also position this, its looks like its a little high. There we go. Now the next one is going to be his little nose, his little brow, so I am going to turn on my Template again, and what I need here is these again are divots, but these are hemispherical divots, they are made out of spheres. So I am actually going to have to use a Boolean to create these, but first I need the rough shape, well, this is going to be done using a box, so I am just going to go ahead and create a simple box, and again, just the same procedure.
I am going to drag this out, move this out to the front here, and I also need this T shape, so I can do that by just adding 2 Subdivisions in Width, scaling these in, and then selecting this face on the bottom and Extruding it out. I may probably have to do this in prospective view to select that little face there, and then just do Recent Command, Extrude, and Extrude that out, and turn on my Template, and its pretty close.
Okay, so I need to create a number of spheres to cut out my Booleans. Because I have got the Template here, I've got the thing I am going to cut. Now I need the things that will actually cut this. So I am going to create some polygonal spheres. I am actually going to create one, and move that out. Now what I need to do is figure out how deep this needs to go in order to create that sort of hemispherical divot. So I kind of need to position this in front of it, so that it makes the divot, but the divot is just big enough. Now once I get one, I need to duplicate these. Now I can do that in the number of ways. I can just hit Ctrl+D, and move it. That might be the easiest way to do it. I could also use Duplicate Special, which would allow me to position them precisely, because what Duplicate Special does, it allows me to do a Number of copies within Translation per a copy. But this is small enough, so I can just copy all of these, and I should be pretty close here.
So now that I have all of these cutters. We essentially got to cut out the little holes for this nose bridge. These are 11 of these. Now I don't have to do 11 Booleans, so the easiest thing to do is just select them all, select all the spheres, go Mesh > Combine, and that combines them into one sphere. In fact, I can do Modify > Center Pivot, and now I can basically move those in and out as one. So now I select my T shape, then I select my spheres, and I do Mesh > Booleans > Difference, and there we go, just cut the little holes there, and that looks pretty cool. Okay, so that's the basics of his face. So let's go ahead and move on to some other cool stuff.
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