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Tutorials

Maya : Modeling Tutorials


| Animation | Fx & Dynamics | Lighting and Rendering | MEL | Misc | Modeling | Textures and Shaders |


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Basics: Learn all about the shelf

Video Tutorial

Basics: Learn how to move your objects

Video Tutorial

Basics: Use the Revolve & Paint FX Tools

Video Tutorial

Bone Setup for a Dragon

Before you start, you will need to plan for the bone's direction to get it into correct hierarchy. In this case, pelvis of the dragon should at the top of the hierarchy, that's mean pelvis is the parent of all bones.

Creating a cord attached to something on each end

Start off by drawing the curve (Create -> CV curve tool), snapping the cv's to the grid one unit at a time along the Z axis starting at 0,0 and placing them in -Z...

Creating Clothing Wrinkles in Maya using BlendShape Deformers

Maya Cloth is great for getting many cool, dynamic effects, but it adds complexity to your scene. You must spend time tweaking a bunch of variables and previewing your scene until you get things to look the way you want, and in some situations you may never get what you are looking for. If you are creating clothes for a character, you are additionally limited by the type of clothing you can create. For detailed and consistant results, cloth simulations may not be the best way to go.

Faked polygonal MetaBalls / Objects

Create two polygon primitives of your choice with low poly count.
Select them, make a polygonal boolean operation; Polygons - Booleans - Union, you can change the operation type afterwards...

Female Modeling

This tutorial is an extention off of my previous character modeling tutorial. It is more visual and less writing. This is a little less than two megs of images so be patient for all the images to download.

Head Surfacing Tutorial

This page shows the step by step process for creating a complex human face from digitized data. This tutorial uses NURBS curves and surfaces that will have isoparms that align

How To Create A Pumpkin Face

Start with a new scene and create a NURBS sphere; rename it Pumpkin. In the Channel Box, open its inputs and set the sections number to 20. Since pumpkins aren´t exactly spheric, you´ll need to scale it a little bit. Set the X and the Z scale to 5.03, and the Y scale to 3.97.

how to create mechanical stairs

This tutorial is about creating a set of mechanical stairs, like the ones in shopping centres, undergrounds, and so on.

How to split a polyset into individual polys

1) Go into component mode and pick all of the poly facets that you want to split off of the original polyset.
2) Polygons > Facets > Extract
3) Polygons > Separate

This will create a group node that contains each individual poly. You can then select all of those polys as objects and make them active rigid bodies and then throw some forces on them. There is a problem though : Each poly is touching the one next to it, and you therefore get alot of interpenetration errors. Here's a couple of ways to get arround this...

Make text out of polygons

A common problem is building 3D text: should you use NURBS or polys? I think the answer is polys. The chief reason is that the front faces of NURBS text is made by trimming a plane, while bevels or sides are lofted surfaces. In order to close any gaps between these two different surfaces, it is neccessary to turn their tesselation way up. This results in much more geometry for the render, and thus slower performance

Model a Chicken

Character Modeling Using Nurbs Primitives and Sub-Divisions Surfaces Or How to Make a Chicken From Scratch

Modeling a Bottle

All righty, a modelling tutorial. A shampoo bottle.

modeling a FLEXO with Maya

This is a tutorial to create and make fully operative, with Maya, a flexo-type arm like those used to hold lights. It is quite interesting, because you get to work with expressions, driven keys, pivot position, constraints, adding attributes and working with the Graph Editor.

Modeling a Head in Maya

There is a million ways to model a head and there is no right or wrong way, only different approaches. This is one way to do it and it's just the basic steps involved, but I hope You'll find this little tutorial useful.
Before you start You should be aware that modeling a head is a long and time demanding process. There is a lot of CV manipulation moving, stretching and rotating. The process could easily take several hours, perhaps days. I can only encourage You to keep up the good spirit and continue. - Good Luck.

MODELING A HEAD IN MAYA WITH SUBDIVISION EMULATION

Although I have enjoyed the benefits of NURBS modeling and have had a fair amount of success with NURBS-based character design, I would argue that modeling with subdivision emulation (or even better, actual subdivision surfaces) can offer all of the benefits of NURBS modeling along with a dramatically simpler production process. In this tutorial, I will explore the process of modeling a 3D character head through the use of subdivision emulation in Maya 3.0 Complete. In subsequent tutorials (to be posted soon), I will address the issues associated with texturing the resulting smooth surface, animating the facial expressions through the use of blend shapes, and adding eyebrows and hair using Maya's Paint Effects tools.

Modeling a NURBS Head

There are many approaches to modeling the human head. Most of these methods were designed to accomplish specific goals such as easier sculpting of facial features, better facial animation, easier texturing, and so on. Few of these modeling techniques have the scope to accomplish all the necessary goals that are necessary for a realistic head and its subsequent facial expressions.

Modeling a POLYGON Head

Although polygons have some disadvantages, they also have some compelling advantages. One of the main ones is that extra polys can be inserted into areas that require more detail. NURBS and splines, on the other hand, run throughout the mesh. When one inserts extra isoparms, these will appear from the beginning to the end of the mesh. In other words, if an isoparm is inserted at the eyelid, then this extra curve will flow all the way down to the base of the neck. If your software is capable of modeling with hierarchical b-splines (h-splines), then this will not be a problem. H-splines allow you to have one mesh with varying levels of detail in it


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