3D Modeling: Difference between revisions
Karljahnke (talk | contribs) |
Karljahnke (talk | contribs) |
||
| (18 intermediate revisions by the same user not shown) | |||
| Line 3: | Line 3: | ||
[[File:CharacterCreationCopBotDrawing.jpg|alt=Character Creation Cop Bot Image Plane|thumb|none]] | [[File:CharacterCreationCopBotDrawing.jpg|alt=Character Creation Cop Bot Image Plane|thumb|none]] | ||
[[https://sillydragon.com/USA_Demo/Maya_CharacterSheet_Creation.mp4 Character sheet creation ]] | [[https://sillydragon.com/USA_Demo/Maya_CharacterSheet_Creation.mp4 Character sheet creation ]] | ||
[[https://sillydragon.com/USA_Demo/maya_ImagePlanes_CopBot.mp4 Maya – Image Planes]] | [[https://sillydragon.com/USA_Demo/maya_ImagePlanes_CopBot.mp4 Maya – Image Planes]] | ||
| Line 8: | Line 9: | ||
== Components == | == Components == | ||
[[https://sillydragon.com/USA_Demo/Maya_2_5_geoPolyComponents.mp4 Geometric Objects, Components]] | [[https://sillydragon.com/USA_Demo/Maya_2_5_geoPolyComponents.mp4 Geometric Objects, Components]] | ||
== Edge Loops and Edge Rings == | |||
[[https://sillydragon.com/USA_Demo/Maya_edge_loops_edge_rings_explainer.mp4 Description of edge loops and edge rings]] | |||
== Boolean == | |||
[[https://sillydragon.com/USA_Demo/Maya_Boolean_Overview.mp4 Boolean Overview]] | |||
== Geometric Primitives == | |||
Videos demonstrating geometry to begin box modeling or ribbon modeling. | |||
[[https://sillydragon.com/USA_Demo/Maya_Box_Modeling_Primatives_Box_Cylinder.mp4 Box and Cylinder Starters]] | |||
[[https://sillydragon.com/USA_Demo/Maya_Box_Modeling_Primatives_Cylinder_Cap.mp4 Cylinder Cap]] | |||
= Curves = | = Curves = | ||
| Line 34: | Line 48: | ||
== Merge == | == Merge == | ||
[[https://sillydragon.com/USA_Demo/Maya_2_10_Modeling_Merge.mp4 Maya – Mesh Tools – Merge]] | [[https://sillydragon.com/USA_Demo/Maya_2_10_Modeling_Merge.mp4 Maya – Mesh Tools – Merge]] | ||
== Convert NURBs to Polygons == | |||
[[https://sillydragon.com/USA_Demo/Maya_Convert_NURBs_to_Polygons.mp4 Converting NURBs to Polygons]] | |||
==Retopology Maya's Quad Draw== | |||
Keyboard shortcuts | |||
LMB : Create Vertex | |||
Shift + LMB : Create quad | |||
Ctrl + Shift + LMB : Delete components (vertex, edge, face, edge loop) | |||
Ctrl + LMB : Insert and edge loop | |||
MMB : Move component across live surface | |||
Tab + LMB : Extrude edges | |||
Tab + MMB : Move edge loop | |||
Shift + LMB (drag) : Relax vertices and faces | |||
Moving ''like'' components close together merges them. | |||
Ctrl + Shift + RMB (hold) : Open the Quad Draw radial settings | |||
[[File:Maya Quad Draw Radial Menu Hold Right MB Ctrl Shift.jpg]] | |||
= Deformers = | = Deformers = | ||
| Line 46: | Line 89: | ||
= Methods = | = Methods = | ||
== Smoothing == | |||
Below is a link to what is really happening when you apply a smooth in Maya or a Turbosmooth modifer in 3DSMax. | |||
The major points to grasp here is that normals (faces) averaged center and the edges averaged centers are what controls the location of the new edge being created. | |||
[[https://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface Wikipedia Link to Catmull-Clark]] | |||
== Resolution Reduction == | == Resolution Reduction == | ||
[[https://sillydragon.com/USA_Demo/Maya_Modeling_Edge_Reduction.mp4 Resolution Reduction – 3 to 1 edge reduction]] | [[https://sillydragon.com/USA_Demo/Maya_Modeling_Edge_Reduction.mp4 Resolution Reduction – 3 to 1 edge reduction]] | ||
| Line 52: | Line 103: | ||
[[https://sillydragon.com/USA_Demo/Maya_Subdivsion_Corner_Roundess.mp4 Subdivsion Corner Control]] | [[https://sillydragon.com/USA_Demo/Maya_Subdivsion_Corner_Roundess.mp4 Subdivsion Corner Control]] | ||
= Directed Follow Along = | == Modeling for Deformation == | ||
== Cop Bot Modeling == | [[https://sillydragon.com/USA_Demo/Maya_Modeling_for_Deformation.mp4 Maya – Modeling for Deformation]] | ||
=Directed Follow Along = | |||
==Cop Bot Modeling == | |||
[[https://sillydragon.com/USA_Demo/maya_ImagePlanes_CopBot.mp4 Maya – Image Planes]] | |||
[[https://sillydragon.com/USA_Demo/Maya_2_9_Modeling_CopBot_Part_01.mp4 Maya – Cop Bot Modeling Part 1]] | |||
[[https://sillydragon.com/USA_Demo/Maya_2_9_Modeling_CopBot_Part_02.mp4 Maya – Cop Bot Modeling Part 2]] | |||
[[https://sillydragon.com/USA_Demo/Maya_2_9_Modeling_CopBot_Part_03.mp4 Maya – Cop Bot Modeling Part 3]] | |||
[[https://sillydragon.com/USA_Demo/Maya_2_9_Modeling_CopBot_Part_04.mp4 Maya – Cop Bot Modeling Part 4]] | |||
[[https://sillydragon.com/USA_Demo/Maya_2_9_Modeling_CopBot_Part_05.mp4 Maya – Cop Bot Modeling Part 5]] | |||
[[https://sillydragon.com/USA_Demo/Maya_2_9_Modeling_CopBot_Part_06.mp4 Maya – Cop Bot Modeling Part 6]] | |||
==Teapot Modeling == | |||
[[https://sillydragon.com/USA_Demo/Maya_Demo_Teapot_Modeling.mp4 Teapot Modeling Demonstration]] | |||
==Motorcycle Modeling Project== | |||
[[https://sillydragon.com/USA_Demo/AssignmentStarters/Motorcycle_Modeling_Project.zip Reference Images for project]] | |||
==Self Portrait Modeling Project== | |||
[[https://sillydragon.com/USA_Demo/Creating_Refrence_Images_Self_Portrait_Modeling_Project.mp4 How to Align and Create Image Plane Reference Images for the Project]] | |||
Latest revision as of 16:18, 17 February 2026
Concept
Character Sheet Creation

Geometric
Components
[Geometric Objects, Components]
Edge Loops and Edge Rings
[Description of edge loops and edge rings]
Boolean
Geometric Primitives
Videos demonstrating geometry to begin box modeling or ribbon modeling.
Curves
Curves
Revolve
Extrude
Loft
Tools
Extrude
Connect
Bridge
Merge
Convert NURBs to Polygons
[Converting NURBs to Polygons]
Retopology Maya's Quad Draw
Keyboard shortcuts
LMB : Create Vertex
Shift + LMB : Create quad
Ctrl + Shift + LMB : Delete components (vertex, edge, face, edge loop)
Ctrl + LMB : Insert and edge loop
MMB : Move component across live surface
Tab + LMB : Extrude edges
Tab + MMB : Move edge loop
Shift + LMB (drag) : Relax vertices and faces
Moving like components close together merges them.
Ctrl + Shift + RMB (hold) : Open the Quad Draw radial settings
Deformers
Nonlinear Bend
[Maya – Nonlinear Deformer Bend]
Lattice
ShrinkWrap
[Maya - Defomer - ShrinkWrap A Bad Student Example]
Methods
Smoothing
Below is a link to what is really happening when you apply a smooth in Maya or a Turbosmooth modifer in 3DSMax.
The major points to grasp here is that normals (faces) averaged center and the edges averaged centers are what controls the location of the new edge being created.
[Wikipedia Link to Catmull-Clark]
Resolution Reduction
[Resolution Reduction – 3 to 1 edge reduction]
Subdivsion Corner Control
Modeling for Deformation
[Maya – Modeling for Deformation]
Directed Follow Along
Cop Bot Modeling
[Maya – Cop Bot Modeling Part 1]
[Maya – Cop Bot Modeling Part 2]
[Maya – Cop Bot Modeling Part 3]
[Maya – Cop Bot Modeling Part 4]
[Maya – Cop Bot Modeling Part 5]
[Maya – Cop Bot Modeling Part 6]
Teapot Modeling
[Teapot Modeling Demonstration]
Motorcycle Modeling Project
[Reference Images for project]
Self Portrait Modeling Project
[How to Align and Create Image Plane Reference Images for the Project]
