Introducing Autodesk Maya 2015 Chapter 4: Beginning Polygonal - - PowerPoint PPT Presentation

introducing autodesk maya 2015
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Introducing Autodesk Maya 2015 Chapter 4: Beginning Polygonal - - PowerPoint PPT Presentation

Introducing Autodesk Maya 2015 Chapter 4: Beginning Polygonal Modeling Maya topics covered in this chapter include the following: Planning Polys vs. NURBS Polygon Basics Modeling Toolkit Polygon Editing A Poly


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SLIDE 1

Introducing Autodesk Maya 2015

Chapter 4: Beginning Polygonal Modeling

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SLIDE 2

Maya topics covered in this chapter include the following:

  • Planning
  • Polys vs. NURBS
  • Polygon Basics
  • Modeling Toolkit
  • Polygon Editing
  • A Poly model: Cartoon Hand
  • Creating Areas of Detail
  • Modeling the Catapult

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SLIDE 3

Planning a Model

  • Knowing a models use in the

scene is key

  • Built the detail of a model to

what is needed for the scene, economize

  • Polygon vs. NURBS

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SLIDE 4

Polys vs. NURBS

  • Polygons are

made of faces that join together at Edges, with points called Vertices

  • NURBS are

based on smooth curves drawn between Control Vertices

  • NURBS surfaces

are created between isoparms and have spans

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SLIDE 5

Polygons

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SLIDE 6

Primitives

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  • Interactive Creation v. Traditional Creation
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SLIDE 7

Polygon Modeling

  • Box modeling
  • Use the same curves that NURBS

surfaces use

  • Create poly surfaces directly

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SLIDE 8

Polygon Editing

  • Poly Extrusions

and Bevels are popular tools

  • Poly extrusion

tools allow you to pull faces or edges out to form new poly faces, to expand upon your model

  • Modeling Toolkit’s

Bevel vs. Maya Bevel – they can help round corners to help better catch light

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SLIDE 9

Modeling Toolkit

  • Formerly known

as the plugin NEX

  • Combines

workflows to make editing and creation easier

  • Raycast selection

rocks!

  • Symmetry

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SLIDE 10

Creating a Cartoon Hand

  • You start with

a simple Poly cube that is subdivided to allow for the proper extrusions

  • Extrude faces

to form the fingers and thumb

  • Smooth the

model to add subdivisions to manually edit points to sculpt a more detailed hand

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SLIDE 11

Adding Areas of Detail

  • Adding detail usually

involves adding faces and edges to create more vertices

  • Subdivide Tool

increases detail to the selection

  • Interactive Split (a.k.a.

Poly Split) tool is good for precisely adding edges where you need them

  • Insert Edge Loop

adds edges around the entire model

  • Adding detail to the

right areas is key to a well defined model

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SLIDE 12

Modeling the Catapult!

  • Complex objects are

a colleciton of simple

  • nes
  • You can always

increase the level of detail for a model by adding smaller elements and finer particulars.

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SLIDE 13

Modeling the Catapult!

  • Use Booleans to

create screws

– Be careful with Booleans!

  • Insert Edge Loop is

an awesome tool!

  • Extruding is an

extremely powerful tool

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