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Preparing the mesh for remodeling


Modeling Vehicles in Maya

with Ryan Kittleson

Video: Preparing the mesh for remodeling

Preparing the mesh for remodeling provides you with in-depth training on 3D + Animation. Taught by Ryan Kittleson as part of the Modeling Vehicles in Maya
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  1. 3m 22s
    1. Welcome
    2. Using the exercise files
      2m 28s
  2. 6m 29s
    1. Setting up Maya for modeling
      2m 22s
    2. Using Blinn materials for modeling
      1m 39s
    3. Understanding surface normal direction
      2m 28s
  3. 13m 48s
    1. Importing a scanned or sculpted model
      2m 0s
    2. Preparing the mesh for remodeling
      4m 21s
    3. Snapping polygon vertices to the concept car
      3m 26s
    4. Extruding polygons
      4m 1s
  4. 36m 31s
    1. Gathering reference images
      3m 21s
    2. Setting up image planes
      5m 10s
    3. Modeling with image planes
      5m 34s
    4. Blocking out the basic shape
      4m 26s
    5. Using a photo reference to complement blueprints
      4m 19s
    6. Adding a back image plane
      3m 53s
    7. Blocking out the back end
      5m 12s
    8. Finishing the front-end blockout
      4m 36s
  5. 16m 37s
    1. Tweaking the model
      4m 52s
    2. Using Smooth Mesh Preview
      5m 48s
    3. Making sharp creases
      5m 57s
  6. 27m 26s
    1. Cutting out the hood, door, and trunk
      6m 34s
    2. Adjusting the separate panels
      4m 55s
    3. Forming the hood air intake
      4m 49s
    4. Mirroring a model
      4m 46s
    5. Making vent holes
      6m 22s
  7. 43m 47s
    1. Making one section of tire tread
      5m 24s
    2. Duplicating the tire tread
      3m 6s
    3. Bending the tread into a circle
      4m 41s
    4. Beveling the edges of tread detail
      4m 3s
    5. Making the rims
      4m 59s
    6. Blocking out the rims
      3m 10s
    7. Detailing the rims
      4m 28s
    8. Finishing the rims
      3m 7s
    9. Modeling the hub
      6m 18s
    10. Referencing the wheel in the car scene
      4m 31s
  8. 57m 25s
    1. Modeling the seats
      5m 3s
    2. Creating curves for the piping
      5m 11s
    3. Extruding the piping
      4m 0s
    4. Editing the NURBS curves
      5m 22s
    5. Creating the dashboard
      5m 48s
    6. Blocking out the steering wheel
      4m 6s
    7. Duplicating steering wheel parts
      3m 10s
    8. Combining the steering wheel parts
      3m 25s
    9. Finishing the steering wheel
      5m 4s
    10. Modeling the shifter
      6m 2s
    11. Making the flexible shifter guard
      4m 57s
    12. Modeling the screw head
      5m 17s
  9. 58m 20s
    1. Making the roll bars
      4m 20s
    2. Using bump maps to create headlight detail
      6m 19s
    3. Starting the exhaust pipes
      5m 12s
    4. Making the curved exhaust pipes
      5m 1s
    5. Modeling the windshield
      4m 30s
    6. Making the windshield frame
      5m 23s
    7. Cutting out the gas cap indentation
      5m 47s
    8. Making the gas cap
      5m 50s
    9. Making rivets
      2m 50s
    10. Duplicating rivets along a path
      4m 36s
    11. Mirroring models: Advanced tips
      3m 24s
    12. Examining the finished Shelby Cobra
      5m 8s
  10. 1m 13s
    1. Next steps
      1m 13s

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Preparing the mesh for remodeling
Video Duration: 4m 21s4h 24m Intermediate Mar 12, 2013

Viewers: in countries Watching now:

Preparing the mesh for remodeling provides you with in-depth training on 3D + Animation. Taught by Ryan Kittleson as part of the Modeling Vehicles in Maya

View Course Description

In this course, Ryan Kittleson models a fully detailed Shelby Cobra automobile using both polygon and NURBS modeling techniques. The body, wheels, and interior are all modeled from scratch using blueprints and reference photos. The course covers aspects of modeling useful for many types of objects that go beyond automobiles, such as modeling complex shapes, editing NURBs objects, and creating clean models from scan data.

Topics include:
  • Setting up Maya for modeling
  • Using Blinn materials for modeling
  • Importing a scanned or sculpted model
  • Extruding polygons
  • Modeling with image planes
  • Dealing with body panels like the hood and doors
  • Creating detailed tire tread
  • Making the wheel rims
  • Modeling the seats, steering wheel, and shifter
  • Making rivets
  • Working symmetrically
3D + Animation
Ryan Kittleson

Preparing the mesh for remodeling

Now that we have a rough model of the car to work with, we could just start modeling. However, there are some things that we can do to help make the process easier. First, we can make the rough model semitransparent, so that as we work, we can see through it to the new model that we are making. Second, we can make it so that the new model snaps to the surface of the rough model. And third, we can place the rough model's parts on display layers for easy organization. Let's see how it's done. So first, I want to make this car semitransparent, so that it won't get in the way of the new model that we're trying to make.

Let's open up our Hypershade. Go to Window>Rendering Editors>Hypershade. Okay. So in here, we can see the original Lambert Material, and then the Blinn that we made before. Now, let's make another Blinn. Let's go ahead and click on Blinn here, and let's edit some of its attributes. I'm just going to scoot this out of the way, so we can see our Attribute Editor over here; scoot it a little bit more. All right, let's change its name to semitransparent, just so we can keep better track of it. And now, let's go to Transparency, and just slide this up, oh, I don't know, about three- fourths of the way. All right, now, let's apply it to the model.

But, let's do it a different way than we did before. I'm going to scoot this, so that we can see the model and the material, and I'm just going to middle-click and drag from the material over to the car. All right, great! Now, let's get our Hypershade out of the way. I'm just going to close this. And let's rotate around a little bit, just to see what that looks like. So, Maya has a feature that lets you take one model and stick other models to its surface. To do this, let's select the car, and then go up to the Modify Menu, and click Make Live. Now, let's make a new polygon plane. I'm just gong to click on that. And then, let's click on the car.

So, what this did is it built that new polygon plane on our car, rather than on the grid. This is great, except for one problem. In this mode, the object that's made live has all of its edges turned green. This can be a little distracting. So, I'm going to do a little trick with display layers to fix this. So, let's make the car not live anymore. I'm going to go ahead and hit Delete, because we don't need that polygon plane anymore. Let's go up to Modify, and click Make Not Live. So now, it's a regular object again. So, let's make a display layer, so that we can easily hide this car.

Go ahead and select it. And let's go into our Channel box. Now, let's go into the Layers Menu, go ahead and click on this, and then click Create Layer from Selected. And now, let's change the name to something that makes more sense. So, I'm going to double-click on Layer 1, and let's type in something like carLive, and then click Save. So now that the car is on a display layer, we can turn it on and off by hitting this little box here with the V on it. All right, let's make another version of the car. I'm going to hit Ctrl+D to duplicate it. Now, what we're doing right now might not make a lot of sense, but it will make sense a little bit later on, so just stick with me.

Let's make a layer out of this duplicate. Again, Create Layer from Selected, and let's double-click on Layer 1, and change this name to carVisible, and click Save. So, what I have is two identical cars on two separate layers. Let's hide the carVisible for now, and let's select this carLive Layer, and select the car, and let's go up to Modify, and make it live again. All right. Now, let's switch the visibility. So, we're going to make carLive invisible, and then carVisible, well, visible. Now, we've got a live object that's hidden, and a regular object that's visible.

One more thing I want to do here is change this to Reference Mode. So, go ahead and click on the second box. And we're going to click it twice until there's an R in this box. That means it's Reference Mode. So, what this means is that the object looks regular, but you can't click on it; you can't select it. The other modes here, if you just click it one more time, that's back to normal, if the box is empty. And then, click it one more time; that is T Mode. That means it displays in wireframe only. This is also non-selectable. Let's just go back into Reference Mode. All right. Now, let's make another polygon plane.

And I'm just going to click and drag on the car. All right, let's rotate around just to see what it looks like. Great! So, it's snapping to the car that's live, but the car that's live is invisible, so its green lines don't get in the way. This is just what we want for easy modeling. Now, there is one little quirk to remember. If you save a scene with an object that's made live, then you close that scene, and load it back up again, the object will not be live anymore. You'll have to make the object live manually to continue snapping to its surface.

There are currently no FAQs about Modeling Vehicles in Maya.

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