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Modeling a robot pt. 4: The chest

From: Maya 2009 Essential Training

Video: Modeling a robot pt. 4: The chest

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.

Modeling a robot pt. 4: The chest

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.

Show transcript

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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