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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