Tutorials Maya : Modeling Tutorials
| Animation
| Fx & Dynamics
| Lighting and
Rendering | MEL | Misc
| Modeling | Textures
and Shaders |
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Modeling a Ship in Alias' Maya 2.0
After studying the images of the cruise ships carefully, I roughly sketched
the basic shape of the ship in Maya using curves. These curves will then
serve as a guideline when modeling the ship. I also applied all the curves
to their own layer, so I can turn them all off at once when evaluating
the model...
Modeling an SGI O2 chassis.
We start by drawing 2 curves, the first for the frontal section ant
the second for the top section. When creating the curves we must pay particular
attention to draw the minimal number of CVs
Organic Modeling and Animation
In this segment, I will be concentrating on animation set-up and workflow
for my character Lanker. The tools we will be using Bindskin, Clusters,
Lattices, Sculpts, Flexors, Blendshape, SetDriven Key and Layers, all
of which are features found in the base module of Maya.
PointOnSurfaceInfo
Using pointOnSurfaceInfo, it's easy to attach one object to the surface
of another. The attached object will stick to the surface, even if it
is deformed. (Or you could animate the object over the surface, using
the pointOnSurfaceInfo u and v parameters.) You can also use a normal
constraint to orient the object to the surface normal.
Pseudo-Fix for Maya Subdivision Surface Slowness
,I've been recently very frustrated with how hard SubDs are to interact
with. I've searched and searched for an answer to my woes, especially
when it comes to modeling and animating.
Finally, I found the answer through a combination of the Mastering Maya
3 book, and information on this forum concerning Blind Data nodes. I've
only tested this for, like, 3 seconds. But the interactivity with the
Poly Proxy is barely slower than working with a straight polygon model
StarWars Walker
The feet
Let's start modeling from the ground up. the toes
We choose Create Polygon Tool and draw the central toe profile in the
side view. Enter when we've finished the shape. Now LMB and select Face
from the pop up menu. The profile becomes active as a polygonal face..
TUTORIAL: NURBS Head Modeling
This tutorial shows how to build a head out of one continuous NURBS component
for the whole head, rather than using multiple components blended together.
Using Wrap deformers, Blendshapes and SubD's to control joint deformations
I started experimenting with this in -99, when Subdivided surfaces became
available in Maya. I was looking for a better way to control those
horrible joint deformations, without resorting to weight-painting,
or dozens of high-res copies of the whole model for Blendshapes.
I was also not happy about how 'un-smooth' the result was, when
Smooth-Binding a high-res model straight to a skeleton.
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