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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.
Now, we are going to make the rest of the stuff on the Robot. I am working with a file called Robot_04.mb and I just rearranged that file a little bit and just put everything in the proper place. But we still have a Templates and a Robot layer. Now, I am going to work first on this side basically his ear. The drawing really isn't exactly the shape that I want, so I am just going to freehand this and I will show you a really cool way to make like a knobby shape, which is basically what his ear is supposed to be.
So I am going to start with a cylinder and I am going to start in my side viewport and basically center that cylinder over his ear and then go ahead into a front viewport and drag that up. Then I need to position that, over where his head would be. In fact I should turn on the Robot layer here and then I am going to go into my Inputs here for my cylinder. First I am going to change the Height, so I will select the Height, right-click and drag and move that so that the Height is where I want it to be, somewhere around there.
And then I am going to give it one Subdivision in Height and then one Subdivision for the Caps. Now the most important thing here is the number of subdivisions around the axis, which is this number here. I am going to be changing this. Now, the way I am going to draw this knob is I am going to do every third vertex. I am going to smoosh it in so that it makes kind of a knob shape. So that means I have to have this in multiples of three. So in this case I am going to make it 18 Subdivisions in the Axis and you will see why this is important right now when I start modeling this.
I am going to right-click over this, select Vertex and then I am going to select the top one. I am going to skip two, one, two, Shift-Select the third one. Again, one two, three, every third axis here I am selecting. This is why I had it as 18, which is a multiple of 6. So that way I can get six of these selections. Now, when I hit R and scale this in, you can see how I can get a nice little knobby shape. So this is almost like a knurled type of knob. And when I scale these in, I am using the master scale here and what that does from the side, in fact let's take a look at this from the side, is it also scales it.
So it's basically I am scaling it this way. So I do what those indentations along the top, but the bottom I don't want it to be so knurled. So I can either move those in or the better way to do it is just to select these Vertices here, in fact we could probably do this better in Wireframe, if I just rubber band select, I can very nearly grab those and just move those back. So now I have this kind of knurled knob shape. Now, I also want to make a kind of divot in the center of this. This is why I put more than one Subdivision on the Caps as well.
So I am going to select Faces, in fact I am going to use Paint Select, right-click, make sure I am on Faces and I am just going to paint out those particular faces and then I am going to go to Extrude and I am going to Extrude those in a bit, then scale and then I am going to Extrude again and one more time scale it in a little bit more to kind of make more of a bump on the top.
And then if I want I can select this middle vertex here right in the center and pull that out just a little bit so I can get kind of almost a curve here. Now, when I go to Object Mode you can see this will work pretty well. In fact if I hit the number 3 to subdivide it, you can see exactly how this will subdivide. That's kind of nice. Now if I want to, I can force the subdivision on this and just bake it in by doing a Mesh > Smooth. In fact let's go ahead and do that. Let's just do Mesh > Smooth and that automatically smoothes that. And then I just need to move that in and then in order to make the other one, all I have to do is duplicate it and then flip it around and I flip it around by scaling.
In this case scaling over -1 and then just bringing it in. So there is his ears. Now, let's just make the top of his head and we will be done. So if we look at the Template, the top of his head is basically a dome with a ring or I like using a tube or a torus around that. So let's just go ahead and freehand this. I am going to actually go in this case into the top view. You can see here this is top of his head. In this case, I am actually going to create a torus. It's about the size of the top of his head and that would be like the rubber gasket that contains-- so we need to move that up.
And then I need to center that as much as I can and then make a sphere. In fact, in this case I am going to actually going to make a NURBS Sphere that is about the same diameter and again just move that up. Now, for the sphere, actually I want to cut that sphere in half and kind of squash it. I can do one of two ways. I can either just clip it with the Isoparm like we have done before or I can just unfold it. I think probably the easiest way to do this is under NURBS Sphere, just sweep it 180 degrees. But that sweeps in the wrong direction. So, all I have to do is just rotate that 90 degrees and then just scale that down a little bit. There we go, perfect.
Okay, so there is the basics of our Robot. Looks pretty cool, huh? So that's the basics of modeling the Robot. We are obviously going to texture and render the Robot in the subsequent lessons.
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