Creating 3D models in computer graphics is an art form and a discipline unto itself. It takes years to master and requires an understanding of form, composition, anatomy, mechanics, and gestures. It’s an addictive art that never stops evolving. With a firm understanding of how the tools work, you can master the art of creating 3D models.
The Autodesk® Maya® software supports three types of surfaces: polygon, NURBS, and subdivisions. Each is quite different and has its strengths and weaknesses. There are few restrictions when working with polygons, and for this reason they are more popular than NURBS and subdivisions as a modeling tool. Ultimately, NURBS and subdivision surfaces can be converted to polygons, allowing you to take advantage of the strengths of both. This chapter walks you through the different components of each surface type. Once you have a solid understanding of the surfaces, we’ll demonstrate various techniques for building hard-surface models. We’ll use all three surface types to create a bicycle.
In this chapter, you will learn to
Polygon geometry refers to a surface made up of polygon faces that share edges and vertices. A polygon face is a geometric shape consisting of three or more edges. Vertices are points along the edges of polygon faces, usually at the intersection of two or more edges.
Many tools are available that allow you to make arbitrary changes (such as splitting, removing, and extruding) to polygon faces. Polygons are versatile. They can be used to create hard-surface models, such as vehicles, armor, and other mechanical objects, as well as organic surfaces, such as characters, creatures, and other natural objects. Before you get started working on the bicycle, it’s a good idea to gain an understanding of the basic components of a polygon surface.
A polygon is a surface constructed using three or more points known as vertices. The surface between these vertices is a face. A mesh is a series of faces that share two or more vertices. The most common way to create a polygon surface is to start with a primitive (such as a plane, sphere, or cube) and then use the numerous editing tools to shape the primitive gradually into the object that you want to create.
When all of the vertices of a polygon are along a single plane, the surface is referred to as planar. When the vertices are moved to create a fold in the surface, the surface is referred to as nonplanar (see Figure 3.1). It’s usually best to keep your polygon surfaces as planar as possible. This strategy helps you to avoid possible rendering problems, especially if the model is to be used in a video game. As you’ll see in this chapter, you can use a number of tools to cut and slice the polygon to reduce nonplanar surfaces.
The line between two polygon vertices is an edge. You can select one or more edges and use the Move, Rotate, and Scale tools to edit a polygon surface. Edges can also be flipped, deleted, or extruded. Having this much flexibility can lead to problematic geometry. For instance, you can extrude a single edge so that three polygons share the same edge (see Figure 3.2).
This configuration is known as a nonmanifold surface, and it’s a situation to avoid. Some polygon-editing tools in Maya do not work well with nonmanifold surfaces, and they can lead to rendering and animation problems. Another example of a nonmanifold surface is a situation where two polygons share a single vertex but not a complete edge, creating a bow-tie shape (see Figure 3.3).
The actual surface of a polygon is known as a face. Faces are what appear in the final render of a model or animation. There are numerous tools for editing and shaping faces, which are explored throughout this chapter and the next one.
Take a look at Figure 3.4. You’ll see a green line poking out of the center of each polygon face. This line indicates the direction of the face normal; essentially, it’s where the face is pointing.
The direction of the face normal affects how the surface is rendered; how effects such as dynamics, hair, and fur are calculated; and other polygon functions. Many times, if you are experiencing strange behavior when working with a polygon model, it’s because there is a problem with the normals (see Figure 3.5). You can usually fix this issue by softening or reversing the normals.
Two adjacent polygons with their normals pointing in opposite directions is a third type of nonmanifold surface. Try to avoid this configuration.
There are two ways to smooth a polygon surface: you can use the Smooth operation (from the Modeling menu set, choose Mesh ➣ Smooth), or you can use the Smooth Mesh Preview command (select a polygon object, and press the 3
key).
When you select a polygon object and use the Smooth operation in the Mesh menu, the geometry is subdivided. Each level of subdivision quadruples the number of polygon faces in the geometry and rounds the edges of the geometry. This also increases the number of polygon vertices available for manipulation when shaping the geometry (see Figure 3.6).
When you use the smooth mesh preview, the polygon object is actually converted to a subdivision surface, or subD. Maya uses the OpenSubdiv Catmull-Clark method for subdividing the surface. You can read more about subdivision surfaces later in this chapter in the section “Using Subdivision Surfaces.”
When a polygon surface is in smooth mesh preview mode, the number of vertices available for manipulation remains the same as in the original unsmoothed geometry; this simplifies the modeling process.
3
key.1
key.2
key.The terms smooth mesh preview and smooth mesh polygons are interchangeable; both are used in this book and in the Maya interface.
When you render polygon geometry as a smooth mesh preview using mental ray®, the geometry appears smoothed in the render without the need to convert the smooth mesh to standard polygons or change it in any way. This makes modeling and rendering smooth and organic geometry with polygons much easier.
NURBS is an acronym that stands for Non-Uniform Rational B-Spline. As a modeler, you need to understand a few concepts when working with NURBS, but the software takes care of most of the advanced mathematics so that you can concentrate on the process of modeling.
Early in the history of 3D computer graphics, NURBS were used to create organic surfaces and even characters. However, as computers have become more powerful and the software has developed more advanced tools, most character modeling is accomplished using polygons and subdivision surfaces. NURBS are more ideally suited to hard-surface modeling; objects such as vehicles, equipment, and commercial product designs benefit from the types of smooth surfacing produced by NURBS models.
All NURBS objects are automatically converted to triangles at render time by the software. You can determine how the surfaces will be tessellated (converted into triangles) before rendering, and you can change these settings at any time to optimize rendering. This gives NURBS the advantage that their resolution can be changed when rendering. Models that appear close to the camera can have higher tessellation settings than those farther away from the camera.
One of the downsides of NURBS is that the surfaces themselves are made of four-sided patches. You cannot create a three- or five-sided NURBS patch, which can sometimes limit the kinds of shapes that you can make with NURBS. If you create a NURBS sphere and use the Move tool to pull apart the control vertices at the top of the sphere, you’ll see that even the patches of the sphere that appear as triangles are actually four-sided panels (see Figure 3.8).
All NURBS surfaces are created based on a network of NURBS curves. Even the basic primitives, such as the sphere, are made up of circular curves with a surface stretched across them. The curves themselves can be created several ways. A curve is a line defined by points. The points along the curve are referred to as curve points. Movement along the curve in either direction is defined by its U-coordinates. When you right-click a curve, you can choose to select a curve point. The curve point can be moved along the U-direction of the curve, and the position of the point is defined by its U-parameter.
Curves also have edit points that define the number of spans along a curve. A span is the section of the curve between two edit points. Changing the position of the edit points changes the shape of the curve; however, this can lead to unpredictable results. It is a much better idea to use a curve’s control vertices to edit the curve’s shape.
Control vertices (CVs) are handles used to edit the curve’s shapes. Most of the time, you’ll want to use the control vertices to manipulate the curve. When you create a curve and display its CVs, you’ll see them represented as small dots. A small box indicates the first CV on a curve; the letter U indicates the second CV.
Hulls are straight lines that connect the CVs; they act as a visual guide. Figure 3.9 displays the various components.
The number of CVs per span minus one determines the degree of a curve. In other words, a three-degree (or cubic) curve has four CVs per span. A one-degree (or linear) curve has two CVs per span (see Figure 3.10). Linear curves have sharp corners where the curve changes directions; curves with two or more degrees are smooth and rounded where the curve changes direction. Most of the time, you’ll use either linear (one-degree) or cubic (three-degree) curves.
You can add or remove a curve’s CVs and edit points, and you can also use curve points to define a location where a curve is split into two curves or joined to another curve.
The parameterization of a curve refers to the way in which the points along the curve are numbered. There are two types of parameterization:
Uniform Parameterization A curve with uniform parameterization has its points evenly spaced along the curve. The parameter of the last edit point along the curve is equal to the number of spans in the curve. You also have the option of specifying the parameterization range between 0 and 1. This method is available to make Maya more compatible with other NURBS modeling programs.
Chord Length Parameterization Chord length parameterization is a proportional numbering system that causes the length between edit points to be irregular. The type of parameterization you use depends on what you are trying to model. Curves can be rebuilt at any time to change their parameterization; however, this will sometimes change the shape of the curve.
You can rebuild a curve to change its parameterization (using the Modeling menu set under Curves ➣ Rebuild). It’s often a good idea to do this after splitting a curve or joining two curves together, or when matching the parameterization of one curve to another. By rebuilding the curve, you ensure that the resulting parameterization (Min and Max Value attributes in the curve’s Attribute Editor) is based on whole-number values, which leads to more predictable results when the curve is used as a basis for a surface. When rebuilding a curve, you have the option of changing the degree of the curve so that a linear curve can be converted to a cubic curve and vice versa.
NURBS surfaces follow many of the same rules as NURBS curves since a network of curves defines them. A primitive, such as a sphere or a cylinder, is simply a NURBS surface lofted across circular curves. You can edit a NURBS surface by moving the position of the surface’s CVs (see Figure 3.11). You can also select the hulls of a surface, which are groups of CVs that follow one of the curves that define a surface (see Figure 3.12).
NURBS curves use the U-coordinates to specify the location of a point along the length of the curve. NURBS surfaces add the V-coordinate to specify the location of a point on the surface. Thus a given point on a NURBS surface has a U-coordinate and a V-coordinate. The U-coordinates of a surface are always perpendicular to the V-coordinates of a surface. The UV coordinate grid on a NURBS surface is just like the lines of longitude and latitude drawn on a globe.
Just like NURBS curves, surfaces have a degree setting. Linear surfaces have sharp corners (see Figure 3.13), and cubic surfaces (or any surface with a degree higher than 1) are rounded and smooth. Often a modeler will begin a model as a linear NURBS surface and then rebuild it as a cubic surface later (Surfaces ➣ Rebuild ➣ ❒).
You can start a NURBS model using a primitive, such as a sphere, cone, torus, or cylinder, or you can build a network of curves and loft surfaces between the curves or any combination of the two. When you select a NURBS surface, the wireframe display shows the curves that define the surface. These curves are referred to as isoparms, which is short for “isoparametric curve.”
A single NURBS model may be made up of numerous NURBS patches that have been stitched together. This technique was used for years to create CG characters, but now most artists favor polygons or subdivision surfaces. When you stitch two patches together, the tangency must be consistent between the two surfaces to avoid visible seams. It’s a process that often takes some practice to master (see Figure 3.14).
Many NURBS primitives have a seam where the end of the surface meets the beginning. Imagine a piece of paper rolled into a cylinder. At the point where one end of the paper meets the other end, there is a seam. The same is true for many NURBS surfaces that define a shape. When you select a NURBS surface, the wireframe display on the surface shows the seam as a bold line. You can also find the seam by selecting the surface and choosing Display ➣ NURBS ➣ Surface Origins (see Figure 3.15).
The seam can occasionally cause problems when you’re working on a model. In many cases, you can change the position of the seam by selecting one of the isoparms on the surface (right-click the surface and choose Isoparm) and choosing Surfaces ➣ Move Seam.
You can change the quality of the surface display in the viewport by selecting the surface and pressing 1, 2,
or 3
on the keyboard:
1
key displays the surface at the lowest quality, which makes the angles of the surface appear as corners.2
key gives a medium-quality display.3
key displays the surface as smooth curves.None of these display modes affects how the surface will look when rendered, but choosing a lower display quality can help improve performance in heavy scenes. The same display settings apply for NURBS curves as well. If you create a cubic curve that has sharp corners, remember to press the 3
key to make the curve appear smooth.
The Maya subdivision surfaces are very similar to the polygon smooth mesh preview. The primary distinction between smooth mesh preview and subdivision surfaces (subDs) is that subdivision surfaces allow you to subdivide a mesh to add detail only where you need it. For instance, if you want to sculpt a fingernail at the end of a finger, using subDs you can select just the tip of the finger and increase the subdivisions. Then you have more vertices to work with just at the fingertip, and you can sculpt the fingernail.
Most subD models start out as polygons and are converted to subDs only toward the end of the modeling process. You should create UV texture coordinates while the model is still made of polygons. They are carried over to the subDs when the model is converted.
So why are subDs and smooth mesh preview polygons so similar, and which should you use? SubDs have been part of Maya for many versions. Smooth mesh preview polygons have only recently been added to Maya, and thus the polygon tools have evolved to become very similar to subDs. You can use either type of geometry for many of the same tasks; it’s up to you to decide when to use one rather than another.
When you convert a polygon mesh to a subdivision surface, you should keep in mind the following:
Image planes refer to implicit surfaces that display an image or play a movie. They can be attached to a Maya camera or free floating. The images themselves can be used as a guide for modeling or as a rendered backdrop. You can alter the size of the planes, distorting the image, or use Maintain Pic Aspect Ratio to prevent distortion while scaling. Image planes can be rendered using Maya software or mental ray. In this section, you’ll learn how to create image planes for Maya cameras and how to import custom images to use as guides for modeling a bicycle.
It’s not unusual in the fast-paced world of production to be faced with building a model based on a single view of the subject. You’re also just as likely to be instructed to blend together several different designs. You can safely assume that the director has approved the concept drawing that you have been given. It’s your responsibility to follow the spirit of that design as closely as possible with an understanding that the technical aspects of animating and rendering the model may force you to make some adjustments. Some design aspects that work well in a two-dimensional drawing don’t always work as well when translated into a three-dimensional model. Building a hard-surface model from real-world photos, as we’ll do with the bicycle, can be easier if you know that all of the pieces and parts have been designed to fit together.
Image planes are often used as a modeling guide. They can be attached to a camera or be free floating and have a number of settings that you can adjust to fit your own preferred style. The following exercise walks you through the steps of adding multiple image planes:
bicycleFront.jpg
image from the chapter3sourceimages
directory at the book’s web page at www.sybex.com/go/masteringmaya2016
.In the Image Plane Attributes section, you’ll find controls that change the appearance of the plane in the camera view. Make sure that the Display option is set to In All Views. This way, when you switch to the perspective view, the plane will still be visible.
You can set the Display mode to RGB if you want just color or to RGBA to see color and alpha. The RGBA option is more useful when the image plane has an alpha channel, and it is intended for use as a backdrop in a rendered image as opposed to a modeling guide. There are other options, such as Luminance, Outline, and None.
The Color Gain and Color Offset sliders can be used to change the brightness and contrast. By lowering the Color Gain and raising the Color Offset, you can get a dimmer image with less contrast.
The Color Space drop-down menu controls Color Management. The image plane’s color space is important only if you plan to include the image in your render. Our purpose here is to use the image for modeling reference. The image itself is already sRGB anyway, so you can leave the settings as is.
The Alpha Gain slider adds some transparency to the image display. Drag this slider left to reduce the opacity of the plane.
Other options include using a texture or an image sequence. An image sequence may be useful when you are matching animated models to footage.
t
). Translate the image plane in the y-axis to place the bike’s tires on top of the XZ plane (see Figure 3.18).frontImage
.bicycleBack.jpg
image.backImage
.0.5
.Prior to Maya 2016, Maya’s NURBS tools were located under the Surfaces menu set. In Maya 2016, all of the surface tools have been combined with the polygon tools under the Modeling menu set. Having all of the modeling tools in the same location greatly improves the modeling workflow.
To start the model of the bike, we will begin by creating the bicycle frame from extruded curves:
bicycle_v01.ma
scene from the chapter3scenes
folder at the book’s web page. Make sure that the images are visible on the image planes. You can find the source files for these images in the chapter3sourceimages
folder.Select the NURBS circle. Hold C on the keyboard to activate Snap To Curve, and MMB-drag on the uppermost curve. Drag the circle to the start of the curve. Select the Rotate tool (hot key = e
). Rotate the circle to make it perpendicular to the frame curve (see Figure 3.20).
Open the options for Surfaces ➣ Extrude. The goal is to extrude the circle into a tube along the chosen path, in this case the frame curve. By default, Style is already set to Tube. The rest of the options should match those shown in Figure 3.21. Click Extrude to apply the settings and close the window.
The resulting NURBS surface is a direct product of the curves used to create it. The number of control vertices in the curves is the same number of control points in the respective direction on the NURBS surface. Figure 3.22 shows the CVs of the NURBS circle. Notice how they align perfectly with the isoparms of the NURBS tube.
The resulting tube is probably not the right diameter. Select the original NURBS circle. Select the Scale tool (hot key = r
). Scale the circle to the correct size of the bike frame. Notice that the size of the tube updates simultaneously through its history connection to the creation curves.
The original curve created for the frame can also be adjusted. Modifying its control vertices can help in shaping the tube to match the reference material. You can also move the components to change the length of the surface.
Not all of the bars in the frame reside in the same plane. The fork that holds the front tire extends out from the frame in order to compensate for the width of the tire. You can modify the curve before or after you extrude the surface.
Create a NURBS circle and snap it to the start of the fork. Rotate the circle perpendicular to the fork’s curve. Figure 3.24 shows the positioning.
chapter3sourceimages
folder as needed.Moving CVs on the curve yields predictable results on the extruded surface, except when you move the U CV. Altering the U changes the direction of the curve, causing the NURBS circle no longer to be perpendicular to the fork’s curve. Figure 3.26 shows the resulting malformation in the extrusion.
To fix the shape of the extrusion after modifying the U CV, rotate the circle so that it is perpendicular to the fork’s curve again. Figure 3.27 shows the corrected fork geometry.
Once the surface is shaped, you might notice that the isoparms are not evenly spaced. You may even have a pinching around the area bend in the fork geometry (see Figure 3.28).
You can fix these issues by rebuilding the original fork curve. With the history still intact, the changes to the original curve will affect the NURBS surface.
Select the fork curve and open its Attribute Editor. Choose the curveShape node. Make note of the number of spans. In this example, there are six.
Choose Curves ➣ Rebuild ➣ ❒. Change the number of spans to a value higher than the number of spans in the curve itself. In this example, the spans are set to 8. Click Apply to test the settings. If needed, change the number of spans and apply the settings again.
Two things happen to the surface. First, the number of spans is increased. Second, the CVs are redistributed so that they are uniformly spaced. Figure 3.29 shows the corrected surface.
bicycle_v02.ma
.To see a version of the scene to this point, open the bicycle_v02.ma
scene from the chapter3scenes
directory at the book’s web page.
A loft creates a surface across two or more selected curves. It’s a great tool for filling gaps between surfaces or developing a new surface from a series of curves. In this section, you’ll create the bicycle seat from a series of curves.
bicycle_v02.ma
scene from the chapter3scenes
directory at the book’s web page.seat.jpg
file from the chapter3sourceimages
directory at the book’s web page. Transform the image plane roughly to match the scale and position of the seat in the front image plane. Use Figure 3.30 as a guide.Starting a lofted surface from scratch can be daunting at first. The trick is not to worry about matching the shape. Instead, create a series of curves, loft the surface, and, through construction history, match the shape.
Looking at the shape of the seat, you can estimate that you will need about eight control vertices to define the seat’s contours. Choose Create ➣ Curve Tools ➣ CV Curve Tool. Make sure that you are using a curve degree of 3. From the front viewport, draw a curve with eight CVs around the thickest part of the seat. Starting at the thickest point ensures that you will have enough CVs to define the surface accurately (see Figure 3.31).
Ctrl/Cmd+d
) to make a standard duplicate of the curve.Scaling the curve is a quick way to match the contour of the seat shape. The most effective way to scale the curve and maintain its position along the center line is to move the curve’s pivot point to its start.
Hold D
on the keyboard to enter pivot mode, and hold C
to activate Snap To Curve. MMB-click the curve, and drag the pivot point to the start of the curve. Translate the curve to the top of the seat. Scale the curve in the y- and z-axes to match the height and width of the bicycle seat.
Repeat steps 5 through 7 to get a total of eight curves (see Figure 3.33).
Leave the back of the seat open. It will be easier to close at a later time. Rotate the curve for the front of the seat 90 degrees.
seat
. When you’re happy with the result, save the model as bicycle_v03.ma
.To see a version of the scene to this point, open the bicycle_v03.ma
scene from the chapter3scenes
directory at the book’s web page.
Once half of the model is shaped, you can mirror it to the other side and attach the surfaces together. The following steps take you through the process:
bicycle_v03.ma
scene from the chapter3scenes
folder at the book’s web page.−1.0
in the z-axis (see Figure 3.36). Make sure that the seat’s pivot point is located along the XY plane; you’ll scale from the pivot. Choose Duplicate Special to apply the settings and close the window.
bicycle_v04.ma
.To see a version of the scene to this point, open the bicycle_v04.ma
scene from the chapter3scenes
directory at the book’s web page.
Today’s production pipelines demand a high degree of flexibility. NURBS excel at creating smooth contours but are not easily combined into complex objects. You can use a NURBS surface to start a polygon model combining the strengths of both NURBS and polygon-modeling tools. You have built multiple pieces of the bike using NURBS surfaces. To take the models to the next level, we’ll convert from NURBS to polygons.
bicycle_v04.ma
scene from the chapter3scenes
folder at the book’s web page.Maya provides numerous tessellation methods for converting NURBS to polygons. For the bike, the best method is going to be control points. Control points work well since we controlled the number of points through the curves used to create the surfaces. Figure 3.38 shows the selected options.
3
on the keyboard.seat
. Save the model as bicycle_v05.ma
.To see a version of the scene to this point, open the bicycle_v05.ma
scene from the chapter3scenes
directory at the book’s web page.
The Modeling Toolkit is the heart of Autodesk Maya’s polygon modeling workflow. For Maya 2016, the toolkit has been integrated to support all of the functionality from within the Move, Rotate, and Scale tools. In addition, the toolkit’s Target Weld Tool is now the default method for merging components. As a result, the Merge Edge and Merge Vertex Tools have been removed. Furthermore, the toolkit has been restructured for better organization.
The polygon tools in general have received a bit of a facelift:
When dealing with hard-surface objects, you want to stay away from pushing and pulling vertices manually. This generates uneven and inaccurate contours. In general, hard-surface objects are made in factories, where precision is essential to the completion of a product. Modeling can be a numbers game. Aligning parts with the same number of edges/faces makes the modeling process a lot easier. With that, it is beneficial to start a model using primitive objects as opposed to building polygon geometry from scratch. Primitive surfaces provide consistent geometry and can be easily modified through their construction history.
A Boolean operation in the context of polygon modeling creates a new surface by adding two surfaces together (union), subtracting one surface from the other (difference), or creating a surface from the overlapping parts of two surfaces (intersection). Figure 3.40 shows the results of the three types of Boolean operations applied to a polygon torus and cube.
Maya 2015 introduced a new carve library for its Boolean operations. The workflow is the same, but the results are improved. Regardless, Booleans are complex operations. The geometry created using Booleans can sometimes produce artifacts in the completed model, so it’s best to keep the geometry as simple as possible. It’s also beneficial to align the edges of one surface with that of another in order to reduce the number of extra divisions that may result.
In this section, you’ll use Boolean operations to weld the different parts of the bike frame together:
bicycle_v05.ma
scene from the chapter3scenes
folder at the book’s web page.1.0
. The Scale tool will now snap to a value of 1.bicycle_v06.ma
.To see a version of the scene to this point, open the bicycle_v06.ma
scene from the chapter3scenes
directory at the book’s web page.
Topology refers to the arrangement of polygon edges on a surface. The versatility of polygons allows you to alter components freely, which can result in bad topology. As a result, the polygons often require a bit of work to maintain their integrity. In this section, we’ll look at multiple tools for adding and removing polygon components.
bicycle_v06.ma
scene from the chapter3scenes
folder at the book’s web page.The difference between a stray vertex and a vertex with good topology is that a stray vertex does not conform to the existing structure of the geometry. LMB-click a stray vertex, and drag to a vertex with good topology. A line is displayed between the two vertices.
Notice how the good edges define the structure. Eliminating the vertices surrounding them will have little impact on the surface shape.
You can also eliminate the edges that are creating triangles on the surface. Having them gone will make modifying the surface easier and make the surface smoother, especially with smooth mesh preview (see Figure 3.51).
There are two ways that you can delete an edge. The first is simply to select the edge and press Delete on the keyboard. The second is to select the edge and choose Edit Mesh ➣ Delete Edge/Vertex or press Ctrl+Delete. The difference between the two methods is that the latter will delete any non-winged vertices associated to the edge. Go through the area that you cleaned and remove the triangle edges. It should only be necessary to press Delete on the keyboard.
To see a version of the scene to this point, open the bicycle_v07.ma
scene from the chapter3scenes
directory at the book’s web page.
Primitives are a great place to start modeling, but some shapes are too irregular to make with primitives. You can build your own polygon shapes to begin a model. The following section walks you through the process of building the odd-shaped tire hanger of the rear tire.
bicycle_v07.ma
scene from the chapter3scenes
folder at the book’s web page. Half of the bike frame has been removed for simplicity.x
to snap to grid.1.0
to make the edges coplanar. Figure 3.57 shows the result.To see a version of the scene to this point, open the bicycle_v08.ma
scene from the chapter3scenes
directory at the book’s web page.
The Multi-Cut tool allows you to divide polygon faces. You can use it to make simple divisions, from one vertex to another, or to cut through multiple edges all at once. You are also allowed to draw divisions inside existing faces as long as you end up on an adjacent edge. The Multi-Cut tool effectively replaces the Interactive Split Polygon tool and the Cut Faces tool, and with the use of Ctrl and the Modeling Toolkit, you can also eliminate the Insert Edge Loop tool. To see the Multi-Cut tool’s fullest potential, watch MultiCut.mov
in the chapter3movies
folder at the book’s web page. Figure 3.58 shows an example of the Multi-Cut tool in action.
The following steps walk you through adding divisions with the Multi-Cut tool:
bicycle_v08.ma
scene from the chapter3scenes
folder at the book’s web page.To see a version of the scene to this point, open the bicycle_v09.ma
scene from the chapter3scenes
directory at the book’s web page.
Typically it’s best to build complex parts as individual pieces and then bring them all together to form a single object. The tire hanger is made up of two separate pieces. To join them into one, you will use a combination of tools. The following steps take you through the process:
bicycle_v09.ma
scene from the chapter3scenes
folder at the book’s web page.Delete the node’s history, and rename the node to tireHanger
.
bicycle_v10.ma.
To see a version of the scene to this point, open the bicycle_v10.ma
scene from the chapter3scenes
directory at the book’s web page.
The Bridge tool appends a series of polygons between border edges. The border edges must reside on the same node before the Bridge tool will work. The Bridge tool can make quick work of connecting the tire hanger to the frame of the bike. To use the Bridge tool, follow these steps:
bicycle_v10.ma
scene from the chapter3scenes
folder at the book’s web page.Select the four faces next to the lowest bar on the bike frame and delete them. This creates a border edge. Use Figure 3.66 for reference.
1
(see Figure 3.68).bicycle_v11.ma
.To see a version of the scene to this point, open the bicycle_v11.ma
scene from the chapter3scenes
directory at the book’s web page.
The Mirror Cut tool creates symmetry in a model across a specified axis. The tool creates a cutting plane. Any geometry on one side of the plane is duplicated onto the other side and simultaneously merged with the original geometry.
In the options for Mirror Cut, you can raise the Tolerance, which will help prevent extra vertices from being created along the center line of the model. If you raise it too high, the vertices near the center may collapse. You may have to experiment to find the right setting.
bicycle_v11.ma
scene from the chapter3scenes
directory at the book’s web page.Set the Translate Z channel of mirrorCutPlane1 to 0.0
. The mirrored geometry is extended.
In the Outliner, several new nodes have been created. These include the mirrorCutPlane1 and the mirroredCutMesh1 group. The frame has been renamed to polySurface18 (see Figure 3.70).
frame
.To see a version of the scene to this point, open the bicycle_v12.ma
scene from the chapter3scenes
directory at the book’s web page.
The rest of the bike can be modeled using the methods and techniques outlined in this chapter. When approaching a new piece, ask yourself if there is a primitive object that closely matches the surface shape or even a portion of the surface shape. For instance, the bike tire can be created quickly using a primitive polygon torus. You can use the following settings for the torus’s construction history.
6.21
0.52
30
8
Figure 3.71 shows the finished version of the bike. You can also open the bicycle_final.ma
scene from the chapter3scenes
directory at the book’s web page.
Understand polygon geometry. Polygon geometry consists of flat faces connected and shaped to form three-dimensional objects. You can edit the geometry by transforming the vertices, edges, and faces that make up the surface of the model.
Master It Examine the polygon primitives in the Create ➣ Polygon Primitives menu.
Understand NURBS surfaces. NURBS surfaces can be created by lofting a surface across a series of curves. The curve and surface degree and parameterization affect the shape of the resulting surface.
Master It What is the difference between a one-degree (linear) surface, a three-degree (cubic) surface, and a five-degree surface?
Understand subdivision surfaces. Any polygon object can be converted to a subdivision surface directly from its Attribute Editor. Maya offers three different methods for subdivision.
Master It Convert a polygon model to a subdivision surface model. Examine how the polygon object changes in shape.
Employ image planes. Image planes can be used to position images for use as a modeling guide.
Master It Create image planes for side, front, and top views for use as a model guide.
Model with NURBS surfaces. A variety of tools and techniques can be used to model surfaces with NURBS. Hard-surface/mechanical objects are well-suited subjects for NURBS surfaces.
Master It Create the spokes of the bike.
Model with polygons. Booleans can be a great way to cut holes quickly into polygon surfaces. It is important, however, to establish a clean surface for the Boolean to cut into or intersect with. When you’re using multiple objects, doing so becomes even more important.
Master It Create the hub to which all of the bicycle spokes will attach. Each spoke should have its own hole.