Basic Modeling

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    Basic Modeling

    modeling t ools: Spline curve, revolved sur face, lof t ed sur faces, Planar Srufaces, andatt aching curves and nurbs.

    My name is Larry Neuberger and I am a professor at Alfred State College in Alfred NY. I createdthese handouts to use in my classes and most of my students found them to be helpful. I nowdecided to submit them to be published on the web hoping they can help others as well.

    This handout will go over some advanced modeling tools. It will show you ways to build morecomplex models without using primitive shapes.

    Spline Curve Tool:

    The spline curve tool is used to create an outline of the shape you wish to create. Afteryou have created the curve or curves, you have the option of various tools to use to create the

    geometry. I will briefly demonstrate a few of these tools in association with the spline curve tool.To create a spline curve you would want to use the CV curve tool (Fig 1.).

    Fig 1.

    After selecting the CV curve tool, you just go to one of the windows (it is best not to use theperspective window for this) and click to create dots that will form your curve. Once your curveis complete, press enter on the keyboard to finalize it (Fig 2 3.).

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    Fig 2. Fig 3.

    After you have created your curve, or curves, you are ready to use one of a few tools to create ysurface.

    Revolve t ool: To show you the use of the rotate tool, we will create a simple vase. First, use the CV curve toolcreate a line showing the profile of a vase (Fig 1.).

    Fig 1.

    Then if you want to adjust your curve, change to the component type mode and move the CVsthe way you would like (Fig 2 3.).

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    Fig 2. Fig 3.

    Once you have your curve sculpted, you are ready to create the surface. Simply click on the curvhighlighted, then go to surfaces >revolve . (Fig 4.)

    Fig 4.

    This will open the option box for the revolve tool. In there you have a handful of options to playThe main one we are concerned with is the axis. For my model, Z is the up axis and that is whatto revolve this curve around. (NOTE: The curve will revolve around the center point, so make surwhere you want it to be.) I select Z for the axis, click revolve, and see my results (Fig 5 6.).

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    Fig 5. Fig 6.

    So now we have our vase, ready to texture and light.

    Now say you wanted an oblong shape for this vase. When using the revolve tool, everything depwhere the center point is. If I take the curve, move it off to one side (Fig 7.), then move my cent

    (Fig 8.) and revolve it (Fig 9.), I will get an oblong shape (Fig -10.).

    Fig 7. Fig 8.

    Fig 9. Fig 10.

    Now the vase is fatter and wider. So this is a quick example of how you can use the revolve tool

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    create surfaces. Also, once your surface is created, you can still select it, change to componentand sculpt it more by editing the CVs. Remember, whenever you create a surface, it is a good iddelete the history so it does not get too bulky. To delete the history, just select your object/s andedit > delete by type > history.

    Att ach Curve, Loft ed Sur faces, Planar Sur faces, Att ach Nurbs, and Rebuild Sur faces:

    The loft and plane are two tools you can use to create somewhat simple shapes. The attach toolin helpful when you are creating a complex shape to loft. To demonstrate these tools, I am goingmodel a TV.

    First, create a curve for the shape of the TV. I created four curves for the top and sides, then foconnecting all of them for the corners. I used grid snapping to keep the top and sides straight, a

    snapping to make sure the corners connected properly (Fig 1.).

    Fig 1.

    Once the shape was created, I attached all the curves to make one curve. When attaching curvehave two options; connect, or blend. Blend will make a smooth blend connection, whereas connesimply connects them. For this I chose connect. To do this, select the first two curves you want tattach. Then go to edit curves > attach curves . Then make sure connect is selected, and unckeep originals. Then click attach (Fig 2.). Then, simply shift click on another curve and choose edcurves > attach. Keep doing this until all the curves are connected and are one curve. (Fig 3.)

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    Fig 2. Fig 3.

    Now that all the curves are connected, duplicate, and move the curve to create the shape of the4.)

    Fig 4.

    Notice how some parts are spaced out more than others and how the part where the screen wouhas much more curves that the rest. This is needed because of the amount of detail in the one parea.

    Next we will loft the TV section by section. Select the first two curves, then choose surfaces > lo5.). Then choose the next to curves and repeat. Keep repeating these steps until the TVs casingsurface and the front and back are open (Fig 6.).

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    Fig 5. Fig 6.

    Now we have the TV casing, but it is all in separate pieces. What we need to do is attach all theSo click on the first two surfaces and choose edit nurbs > attach surfaces.

    Then make sure connect is on and keep originals off. Then attach the two surfaces (Fig 7.). Thethe same for the rest of the surfaces so it is now one surface Fig 8.).

    Fig 7. Fig 8.

    Now we want to finish of the shape of the TV. Basically we need to add the back panel and a scrdo this we will use the planar tool. The planar tool creates a surface from a closed curve (I.E. yoplane a square created from 4 curves to create a flast square surface.).

    Select the back curve of the TV, then select surfaces > planar(Fig 9.). Then do the same for the

    (Fig 10.)

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    Fig 9. Fig 10.

    One last thing we need to do to finish the TV. We need to fix the screen. Right now it is totally fl

    TV screens have a curve to it. Simply select the screen, go to component mode and pull some ceCVs out. (Fig 11 12.)

    Fig 11. Fig 12.

    Lastly, we just need to attach all the surfaces. Follow the steps shown earlier and attach the screback panel to the case of the TV.

    Thats it. The TV is modeled. All we need to do is add textures and lights.

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