Da da da...
DADA.....
DADAH!!!!
Hi everybody!
This is the second video that we're going to do, involving...
MODELING!
Last week, you learned how Maya works from a basic standpoint and now we're going to
learn how to take the tools you have been working with in Maya and build complex objects!
The objects that we're going to build first are not going to be the most complex, but
will be the "simple" side of complex.
As an example, we will take this cube and turn it into this object (a chair.)
The interesting thing to note about this is that last week, you learned how to stack objects
together to create more detail.
The big difference here is that we're actually cutting into this object (the cube) to build
this one here (the chair.)
If you look at the green lines around it, you notice it has a "WIREFRAME!"
That's what we call the green lines around it.
That wireframe actually dictates what the outside shape looks like!
You can actually see along these objects here that they have a similar wireframe.
Using the text generator in Maya, you can see they are made up of smaller pieces too.
Now that we know how to do this: the big question is, "What to do?
How do I use these tools?"
First and foremost, I'm going to put these objects in a layer by selecting everything,
and then right-clicking layer 1, and then clicking "add selected objects."
I name the layer, and there we go.
Now we should be able to turn it off.
cool!
The first thing that we need to focus on is "Understanding what we have at our disposal
when creating an object."
We should pick up a basic polygon cube, make it bigger, and hit the F KEY to focus in on
it.
This is what we call an "object" because it is an object, it has different modes we can
use to select different parts of the object.
Right now we're in object mode.
Object mode is indicated by a green wireframe around your object.
As long as you see the green line, you are inside object mode.
In addition to that, if you RIGHT CLICK with your mouse button, you will notice you have
a few different modes that pop up.
An EDGE MODE, VERTEX MODE, FACE MODE, and OBJECT MODE.
Each of these different modes make it so it is easier for you to figure out how to manipulate
your object!
When I say "Manipulate your object," I mean using the tools on the left side of the screen
to click and select different parts of this object's surface, and move them as you see
fit.
As an example, I will hold RIGHT CLICK mouse button down, and select FACE MODE. (release
the button after selection) Now that I am in face mode, I'm going to click one side
of this object.
As I move my cursor around, different parts of the cube highlight in RED.
These are areas of the cube I can select.
Once you start selecting different pieces of the object, you can edit the object using
tools you used last week -- MOVE, SCALE, ROTATE.
I can move things up.
I can move things down.
I can also rotate faces inward, and outward.
The important thing to pay attention to is that it is actually changing the shape of
the object as I modify it.
This is really useful.
We are in FACE MODE at the moment.
There is also EDGE MODE that lets us select parts of the wireframe.
Moving an edge changes the shape as well.
It is probably a good rule of thumb for yourself to always remember that you can manipulate
objects in three different ways: FACES, EDGES, and VERTICES(vertex mode)!
Now that you know how to use those, it is easy to build new objects by manipulating
each of the object's components.
If we go back into OBJECT MODE, our wireframe will disappear and we're able to look at our
object from different angles, just like this!
I'm going to delete this object, and make a new POLYGON PRIMITIVES --> CUBE.
There are a few tools that we can use for modeling that we are going to add to a CUSTOM
SHELF.
If you look at your shelf up there, you see a bunch of different settings.
We're going to make some custom items here.
The way to make custom items is to go to you menu, and hold control and shift when you
select new items.
The ones you will need most is EXTRUDE, CENTER PIVOT, and CREATE CUBE.
If we can make those three, it will be easy to make the other ones.
I'm going to select create Polygon Primatives and select CUBE.
Hold down the CONTROL and SHIFT keys, then click the LEFT MOUSE BUTTON.
When you do this, you have now create an easily clickable shortcut.
So, in addition to the shelf options you had before, you are able to make your own custom
options and use those as well!
I will go to MODIFY --> CENTER PIVOT.
Control, shift, click.
Center Pivot shows up on the shelf!
Next, EDIT MESH ---> EXTRUDE.
Now we have some basic tools in our custom shelf we can use!
If you want to, you could have the merge tool and a few others, but since we're working
with basics, I think the other one that will be useful for us is MESH TOOLS ---> MULTI
CUT, which is right here.
Now that we have these particular tools, we're good!
If you want to be able to clean up easier, add EDIT ---> DELETE by TYPE ---> HISTORY
as well!
((Now you have a nice set of tools that you can click very quickly.))
POLYGON CUBE, CENTER PIVOT, EXTRUDE, MULTI CUT TOOL, AND DELETE HISTORY.
I told you last week that your CHANNEL BOX allows you to modify the history of your object.
As an example with this, I am able to go to INPUTS and change the size of the object,
as well as the number of EDGES on each side of the object.
For this object, SUBDIVISIONS WIDTH will generate more faces along the width of the object.
Typing 2 will make two faces connected by an edge.
Subdivisions width means "How many divisions do you want in your object?"
Height refers to it going from top to bottom.
I can type 3, and it will cut this face around this object, one -- two--- three, and make
three separate sections.
Hitting ENTER makes those three sections appear.
This is really useful for starting out an object exactly how you want.
At the end I'm going to show you how to make a basic chair with this method.
Now that we know how to make an object, let's edit this object.
Sometimes you want to cut into an object a certain way.
That is what your MULTI CUT TOOL is for!
Your MULTI CUT TOOL is actually three tools in one, that lets you cut your object in different
ways.
As an example, the first object you have is a laser cutter.
As long as you are looking at your object, CLICK with the Mouse, drag it across that
object.
It is going to make a cut that is similar to you cutting the object with a sword or
a really sharp knife.
The next one is our INSERT EDGE LOOP tool, which is a consolidation
of MESH TOOLS ---> INSERT EDGE LOOP.
They tool the insert edge loop tool and put it inside the MULTI CUT TOOL so you are able
to use it very quickly!
If you hold down the CONTROL key, you will notice a yellow window of edges that appears
around your object.
This creates a brand new edge around your entire object that fits the shape wherever
you click it.
This is useful for when you want to build even edges and have them wrap around and connect
naturally.
If you are ever modeling characters, or trying to model something symmetrical, this tool
helps a lot.
I'm going to make a couple extra cuts just to show you.
The interesting thing (about this tool) is that it will fit the shape of whatever you
cut before.
Please notice that I had that original diagonal cut that wraps around the cube.
Because of it's slanted shape, new edge loops will form around it with a diagonal shape
as well.
We call this "working inside the edge loop."
The last tool you have is simple.
If you click on a point, you can cut by clicking from one area to the next.
This isn't as useful unless you're trying to cut something specific out.
This tool is used primarily for precise cuts.
Now that we have all of these different cuts, there are some things that are important to
consider.
One of them is seeing and choosing objects that match things you want to make.
If I want to select the inside of this object and make the inside smaller, remember that
you are allowed to operate between any polygons.
If all the polygons and edges of those polygons connect in a single loop, you are able to
select what is called an EDGE RING.
As an example, I am going to right click my object and go into EDGE MODE.
I will DOUBLE CLICK this edge.
Notice this edge is now highlighted around the entire object.
This is what we call an EDGE LOOP.
I can select both edge loops and manipulate my object.
Notice that it will pull both edge loops at the same time!
This makes it easier for me to move this object in any way I see fit!
If you ever want to select the space between two edge loops, go to face mode, click off
the object, click once on a face, hold shift, and then DOUBLE CLICK the face next to it
(what we call the adjacent face) and maya will select every other face around that object
in a straight line.
This is called an EDGE RING.
This is incredibly useful for specific shapes.
But notice it moves the same area as the two edge loops.
This is because there is more than one way to click objects.
When you're working, your time modeling is spent figuring out a method that works best
for you!
If that method is pretty efficient, you are able to model things very quickly!
Now... the next tool is incredibly useful.
We will use this edge ring as a nice example for it.
Again, I will click one face, then hold shift and double click the adjacent face so the
edge ring pops up.
I will select the EXTRUDE TOOL.
I have shown you where these tools are, but as a refresher, the multi cut tool is under
MESH TOOLS, and the extrude tool is under EDIT MESH, because we're actually working
with the mesh itself.
The big difference between MESH TOOLS and EDIT MESH is that MESH TOOLS selects tools
that manipulates the surface, and EDIT MESH changes the surface directly.
If I select Extrude, you notice the manipulator has changed!
You can move your object on the X, Y or Z axis.
Remember that the extrusion tool is working based on the orientation of the object itself.
It's the same thing as having something that is growing directly from the surface of the
object itself.
If you want to extrude something, you will want to use this dark blue "Z axis tool."
Notice that pulling that arrow pulls out all of the faces directly outward.
If I push the opposite way, the faces push inward as well.
We adding complexity to objects by using extrude and multi-cut multiple times in different
ways so we can get exactly the object we want, just like this!
Extrude is extremely useful.
You can use it for something like this, where I can go into face mode, click this face,
(remember I made this extrude button by holding control and shift, and clicking the menu option),
clicking extrude, and use the tool to pull out a little appendage.
Or push in an appendage as well!
Note: If you look down on the keyboard and hit the "G KEY," you can repeat the last menu
action!
Let's say I want to extrude a bunch of stuff on an object.
I can hit the G key after extruding once to extrude again, click another surface, hit
G key again, extrude, hit G, extrude a different way, G key, extrude, g key, extrude just like
so!
You can also select multiple components and extrude them all together!
This makes it easy to make complex objects quickly.
I don't know what this contraption is, but I'm proud of it.
(sarcasm) The next thing that's really important for you to consider is our CENTER PIVOT tool.
I'm going to duplicate this object to demonstrate.
Let's say I made this object and am really proud of it: I will duplicate the object by
clicking on it and hitting COMMAND + D and then move it over here.
I'll duplicate again, and rotate it over here.
Now I have a bunch of objects.
We talked about "Grouping (objects)" in class, but I want to remind you that there is a tool
that lets you adjust the cursor in the middle of this object.
We call this cursor a "MANIPULATOR" clicking it manipulates the object.
(hence the name.)
What I want to do is select all three objects in object mode and then hit "COMMAND + G."
Command + G will make it so these objects become a single group.
The same tool can be found under EDIT ------> GROUP.
So, when I hit Command +G, these objects become grouped.
The problem, however is that the manipulator is no longer in the center of this grouped
object!
If I go in my outliner, I can look at my group and select the objects individually.
The best way for us to modify this, is to adjust the location of the manipulator (pivot
point).
If we go to MODIFY and click CENTER PIVOT, it will move the manipulator to the center
of whatever objects we click.
If I shift-select these and hit "UP" to select the group instead, I click the center pivot
button, and now that pivot point/manipulator is in the center of the GROUPED object!
Now, if we want to rotate these objects, we can rotate them from the actual center of
the object.
How does Maya know where the center is?
Math and art working together.
SCIENCE! *laughs* So we've made these different objects.
For the sake of this tutorial, I haven't named everything, but I'm going to go ahead and
name these objects now.
I'm going to mouse over here so you can see...
"Object1."
Okay, let's go back over here.
"Object 2."
And.....
"Object 3!"
So we have three different objects and they are all named differently.
If you notice in the channel box, on the right side of the screen, only "Object 1" has a
collection of experiences (called inputs) that is defined in the history.
If you remember correctly, I told you these inputs basically work like time travel.
It tells you the history of the object, how it's been made, everything that's been done
to it, and you see there have been some modifications to the object like "polyTweak2" and a bunch
of "extrudeFace" selections we have done.
At some point, you will mess with an object so much that you will not need this history
anymore.
There are two ways to get rid of the history.
The first one is to duplicate the object, move it to the side, and just use that newly
created object.
The problem with that is that sometimes, you want to work from the CENTER orientation (of
Maya's grid.)
Maybe it would be better to go to EDIT --> DELETE BY TYPE --> HISTORY.
This will clear all of the information down there (in the inputs window.)
I will show you real quick: Let me move this over so you can see better: Alright!
So.
I'm going to zoom in, and we're down here where we were.
I'll go up to Edit ---> Delete by Type ---> History... and
it's gone!
I promise there was no little person that removed it.
We just clicked a button and it disappeared.
This object is nice and clean, but we also can't go back!
We can not do this unless we hit UNDO(COMMAND + Z) and bring this object back.
Now this object believes that this is the way it looked when it was born!
Now you know how to edit things; move things; you know how these basic tools work.
Something important to remember is that these tools you are using will always create new
faces.
All these faces are completely different and selectable.
We have created new edges, which are here.
We've also created new vertices, which are all here!
All those can be edited and manipulated however you see fit.
They always light up when you select them, and always light up in different ways.
Okay.
So, how do you use this in an actual practical setting to build new objects?
I'm going to delete these(objects) and we're going to build a chair!
I'm going to use this as an example of basic modeling.
And as I told you in class, we are going to have on Wednesday a little moment where we
take a few minutes and I see how quickly everyone can build a simple object.
A chair is always a nice benchmark to test your modeling skills because it can be build
a hundred thousand different ways and is one of the most simple, efficient techniques(to
learn).
It's like learning how to draw basic shapes in 2-D artwork.
I'm going to create a Polygon Primitive (CUBE) to start.
When you're building something, if we're talking modeling philosophy, one of the things you
want to think about is where the different parts of the object come from.
If I turn this(title card layer) back on, we will look at the model that's already here.We
know that a chair has four legs, a "backing" so we can rest our back (and spine) on it.
A chair is built for the sake of function.
So we are trying to find a functional way to design this object.
We know we will need legs.
And those legs are going to need edges!
And those edges are going to create faces!
I will set this (layer) to reference so we can continue to look at it.
I'm going to grab this object and go inside the INPUTS.
We will add a couple (sub)divisions of width, and depth!
If you notice now, there are two edges (edge loops) going across every side and intersecting
at the top!
I will grab my scale tool, and scale it down.
This will become the "base" for us to build our chair!
If I want to, I can do some "fancy" things here and grab my edge tool, double clicking
each parallel edge to select the entire edge loop.
I an select my edge loops, and use the scale tool to scale them both at the same time.
Since my pivot is in the center, I am able to pull them out!
Same thing for these: double click here, and double click here.
There we go.
I can pull these out to the edge.
As I am pulling things out, it becomes a lot easier for me to select faces.
I will select these faces, click on them, and hit EXTRUDE.
I will pull them down just like this.
So now we have legs for our chair!The other thing we will do is go to the top (of our
object) and grab these two or three faces, and extrude these faces upward just like this.
We have, very easily, built a chair!
Look at it!
Isn't it pretty?
Now that we have made a chair -- Part of art is not just designing something simple.
It is also adding personality, adding function, form, whatever you need.
For me, I think the artistry in a chair is in making it look comfortable.
I think the easiest way to make a chair look comfortable is to make a very simple cushion!
This brings me to your "RENDER MODES!"
These (modes) are different ways you can view objects by clicking certain buttons on the
keyboard.
The ones in question I will show for this are "KEY 1, 2, 3, 4 and 5."
If I create a new cube, and click on this and hit the 1 key, 1 key is your "Basic (low
poly) Mode."
This is how all of your polygons really look.
KEY 2 is "wireframe on and smooth mode.
It shows you the object in wireframe mode, but also shows you what it looks like when
it is smooth.
The object inside the wireframe is KEY 3, which is smooth mode.
This is called "Smooth Preview."
It will take your object and create a preview of what it would look like if you made the
object more smooth.
This is really useful if you have a situation, like this chair, where you want certain edges
to look more smooth than others.
KEY 4 is "Wireframe Display Mode."
It will take whatever mode you have selected and show you ONLY the
edges and vertices.
You can see the wireframe of whatever object you're working with.
KEY 5 is shaded display!
Shaded display turns everything back to normal.
If you are in wireframe display, it turns the objects solid again.
Those five keys are incredibly useful for what we are going to do.
To make cushions, we can take this cube, scale it down by hitting the R KEY, small like this,
we can hit the 3 KEY.
Notice it turns it into a disc.
But maybe we don't want a disc.
Maybe we don't want it to be completely round.
I can grab my multi-cut tool, hold down control, grab a couple edges like "so."
The next time it smooths that object, it's going to always try to simplify the edges
that are there.
If I hit the 3 KEY now, we have this nice, rounded, padded surface!
I can actually show you, if I go to my edge mode and double click this, the closer the
edges are to this object, the sharper that object will be!
It can be rounder, or sharper!
Now we have something we can use as a cushion!
We will take this, and move it down onto our chair just like so.
I will make sure I scale it down so it fits.
And there you have it!
A basic chair complete with wonderful, comfy, butt cushion!
Good to go!
From here, you can do whatever you want.
Make it look however you want.
Very soon we will talk about shading objects and other elements of modeling.
One last thing that will help you is holding down the D KEY on your keyboard.
As long as you hold down the D KEY, you are able to pick up the pivot point and move it
from place to place.
This is useful for your future of making objects, because we are able to rotate things off their
normal center, like this.
Let me group this object together, hold down the D key, and there we go!
This makes it very easy to change the position of objects or, in this case, rotate objects,
duplicate them, hold down the D key, hit the duplicate button again, rotate, hit command
D again, rotate, command D again, rotate, command D again, rotate, and now we have made
a ring of chairs!
Maybe, just for fun, you want to work in relation to this beautiful grid we have and line things
up to it.
I'm going to go over to the left side of the screen right here and click on my ORTHOGRAPHIC
VIEW button.
If you notice me looking on the top view here, the top view is set up in such a way that
we are able to see where this object is located (on the grid).
Maybe I want to snap my pivot point to certain places.
If i hold down the X key, it will change the header and cursor tool to a Circle.
Then I can click and grab the arrows.
Notice that the center point where you see the blue dot and circle (the pivot) SNAPS
to a line on the grid.
This is useful if you're building a bunch of chairs (or other objects) and want them
to be equally spaced apart from each other.
I can duplicate this object (Command +D), make another 2 units away from it, and another
2 units away.
Okay!
That should about do it!
If you have any other questions, contact me at mshaw@mca.edu.
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