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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 let's keep working on our robot. In this lesson we are going to build the front parts of this robot. So let me go ahead and turn on these templates and show you what we are going to work on. We are going to work on this little shield here and the dial. Now, I have done a few things with this robot. One is that I have organized stuff into layers. So, I have created a Templates layer, a Robot layer, which is all the geometry, and then a layer for Curves. Now, I have already pre-drawn some curves here and so we don't have to go through that process and we are going to use those curves to create this front shield. Okay, so we have got this shield here which has kind of a round button here with the center part and then another round button on the side and then the dial is pretty much self- explanatory. What I have done is I have just traced that outline as best I could with the curves.
Now, let me show how I created this shield. I am actually going to turn off the Templates right now and let's just take a look at these Curves. This first curve here that is just for that button. So it's just the outline of that and then these curves create the ridged shield. Okay, so in order to do this most effectively I like to start with one curve and in this case I drew this curve here and if I go on to ControlVertices, you can see that this is actually made up of a number of CVs.
I could have actually drawn this curve with probably just four CVs and it would be just fine. But the reason I drew it with multiple curves is so that I could do this sort of detail here. So I can take that one curve and just reshape it so if you can see it here from the top, let me turn on Hull here. So when you can see it from the top, you see I have got this sawtooth arrangement and that gives it kind of that rippling effect. So I have duplicated this curve here and here and then I also have one curve on each side of that base to kind of give it a nice flow.
So in order to create this it's very simple. All I have to do is just go from top to bottom and just select all of these curves and we have done before Surfaces, Loft. And now you can kind of see this, so you can see how we get that nice ripple effect here. Now, for the side one for this little button, we are going to do a Revolve. In fact let's take a look at this with the template behind it. We are actually going to do Revolve to make that detail.
So let's go back into our Perspective view and in order to do a Revolve, I do need to have that pivot centered at the center of the Revolve. So I am just going to hit the W key just to see where that pivot is set and it looks like its set in the right place. So let's go ahead and go Surfaces > Revolve, but before we do that we need to make sure we are revolving around the proper axis and in this case it's the blue axis, which is the Z-axis. So go ahead and do that Revolve. And there is that detail. Now, I still have to create a couple of more things. First of all I need to create the opposite button here. So I need to create this side. Well because I have created this surface from a Revolve, its center has actually had 000. I can use that to work with Duplicate special to actually create an exact mirror.
So all I have to do is go Duplicate Special, put -1 in the Scale. Watch what this does. There we go, so now I have got an exact opposite of that. Now all we need is a Fillet blend that connects these three surfaces. So let's go ahead and do that for one side and then the other. So I am going to go ahead and turn off my Templates and then I am going to select my lofted surface, right-click, Isoparm, select the Isoparm at the very end Duplicate Surface Curves.
If I go into my Outline, and you will see it all the way down here I have this duplicated curve. Now, I can also select my revolve surface and then just go into the side viewport. I don't have to maximize that, I just have to make sure that that's the active viewport and then just and then just go Edit NURB > Project Curve on Surface and so now that curve is on the surface there. And I can use these now to create the Fillet Blend. So I go Edit NURBS > Surface Fillet > Fillet Blend, select the end Isoparm of the loft, hit Enter. Select this curve on surface, hit Enter.
Now, this is actually flipped around, but I can change that by just keeping this Fillet Blend surface selected and going into my Attribute Editor. Now, I can basically reverse this, but actually I have to reverse two things. I have to turn off Auto Normal and then I have to flip and reverse one of these sides and then that just makes it perfect. So let's go ahead and do this for the other side as well. So let's go ahead and go Isoparm, select this, Duplicate Surface Curves, go into side view, make sure that's active. It has a little blue line around it when it's active, Project Curve on Surface and then go back in my perspective, Fillet Blend tool, select that, hit Enter, select that curve, hit Enter and this one actually didn't need to be reversed.
So there we go. So there is the shield. Now, let's very quickly do the dial. Now the dial is built from two curves that were actually how I drew this. Let me just go very quickly through how I drew it, because I wanted this to be symmetrical so I actually drew half of the curve, flipped it and then merged the two curves together to make sure they are exactly symmetrical. But for this all we really need to know is that these curves exist. So let's go ahead and select both of these. Now, these have to be exactly on the same plane. You cannot have this at any angle here and then just go Surfaces, Planar that makes the original phase.
And if I want, I can turn off selection for NURBS surfaces so I am not consistently this surface so I can select just the curves. So if I select both of these curves, duplicate them with Ctrl+D and move them back. In fact, I can turn on my Robot here so that I make sure that these are right on or just slightly behind the surface of that Robot and I can use that to make the size of this dial. So let's go ahead on the inside surface, so I will select the inside one on both of these and just do a Loft. Now, for the outside one I want a little bit of a bevel.
So actually what I am going to do is I am going to take this and one and I am going to scale it up just a little bit like that, so that's actually a little bit outside of that dial. Duplicate it again and move it here. So that way I am getting kind of almost like a little bit of a bevel. In fact I can just duplicate it one more time and then scale that third one down just a little bit. So now all I have to do is select all four of these and then just go Loft. You see I have got a little bit of a bump there so I all have to do is select that curve and just adjust it so that I have got something that's pretty close, there we go, beautiful. Now, this dial, I am going to move this forward here so we can just see it and that would be just a Planar. So all we have to do is go Surfaces, Planar and then what I do is I always Center the pivot there. In fact I am going to go ahead and move the pivot so it right down there. I am going to hit Insert or Home, Insert again and just move the surface itself in there.
So now when I turn on the Robot, move it down back a little bit. I have got my dial, I have got my shield and I am getting very close to where I need to be.
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