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Creating 3D Modeling model on computer is more than just sculpting a model with clay. The book ‘3D
Modeling’ is designed to give solid foundation on modeling using a renowned 3D application called 3D
Modeling. This book is designed to learn basic and intermediate level understanding of 3D Modeling.
In this book you will learn different ways to create a model.
Each session of this book is followed by hands-on-projects, which enables you to use the tools
explained. The ARENA Design team has designed this course keeping in mind that motivation
coupled with relevant training and methodology can bring out the best. The team will be glad to
receive your feedback, suggestions, and recommendations for improvement of the book.
Please feel free to send your feedback to the ARENA Design team at the Head Office, Mumbai.
NURBS Modeling
Introduction to NURBS Modeling
Creating NURBS Primitives
Edit NURBS Primitive Using Sculpt Geometry Tool
NURBS Curves and Surfaces
Trimming
Stitching
Sculpting Surface Meshes
Summary
Exercise
Polygon Modeling
Introduction to Polygon
Polygon Modeling
Polygon Primitives
Components of Polygon
Polygon Nodes
Polygon Workflow
Maintaining Line-Flow and Ngon’s in Modeling
Choosing Triangles Over Quads
Summary
Exercise
Subdivision Modeling
Introduction to Subdivision Modeling
Subdivision Surface Conversion
Editing Subdivision Surface
Summary
Exercise
Answer Key
Iconography
: Note
: System Requirements
: Exercise Answers
Se ssi on 1
Introduction to 3D Modeling
Learning Outcomes
In this session, you will learn to:
System Requirements
The system requirements for 32-bit 3D Modeling 2012 software is given in Table 1.1.
The user can use different kinds of modeling based on preference. Each kind of modeling has its own
special features. Following are the three kinds of modeling that the user uses while working on 3D
Modeling:
Polygon modeling: This modeling type allows the user to build and reshape a simple surface
with certain polygon features. It is a more advanced modeling than Non-Uniform Rational Basic
Splines (NURBS) or Subdivision (SUB-D) modeling.
NURBS modeling: This modeling type allows the user to create smooth, curving surfaces with
high-end controls.
SUB-D modeling: This kind of modeling is not high-end modeling, but it allows the user to edit
the high-end surfaces which are more like a polygon. It also allows the user to see smoother
versions of the model done in Polygon. It gives the control of both NURBS and Polygon.
Texturing or texture mapping in 3D Modeling is to add surface details to define the material of an
object or a character. Texturing can be done in various methods inside 3D Modeling.
Good texturing is important since it defines the material of an object, whether it is a stone, a cotton
ball, or a human skin.
Texturing includes various other channels apart from color, which are bump, specular, reflective, and
so on to give a more realistic look and life to an object or a character.
Before rigging, the character or model is unwrapped and textured. Texturing can be done either after
rigging or animation, but before lighting.
Rigging is a feature where the user can apply skeletons on a model, character, object, or anything
that needs to be animated. Generally, for a realistic human muscle, rigging is used and at times the
muscles are also used for animated cartoon characters. To deform the character, model, or object,
rigging is very important.
Most of the characters (such as animals, humans, or anything that moves) created by animation
involve certain features such as expressions and movements of the characters that need to be
worked on. 3D Modeling allows the user to give a realistic look to the characters with the help of the
rigging feature.
1.2.4 Animation
3D Modeling enables the user to animate anything from characters to models using the Animation
feature. Users can control the time and space of the character and object by keyframe animation.
1.2.5 Lighting, Shading, and Rendering
When the user needs to render or sharpen any still image or a movie of animation, it can be created
with the help of the rendering feature in 3D Modeling. With a quadro graphic card, the images inside
the newly added viewport are sharp and give a close approximation of rendered image. The user
does not waste time in rendering, every time the changes are made.
Shading is covered in texturing, though it directly compliments lighting. Lighting and rendering is a
process for creating visuals appealing in a stylish way or in a photo-realistic Computer Graphic (CG)
imageries, which are physically accurate.
Lighting is a color of the object that is seen based on the way the objects interact with light. A shot or
single scene in 3D Modeling is made to give more appeal to the other work and create a pleasing and
acceptable image for more visual interest to a CG work.
Inside a 3D Modeling application like 3D Modeling, results can be achieved which would be
impossible to create in a real world.
Rendering is the process of producing the modeled, textured, rigged, animated, and lit shot as one
final image or video. Rendering is the calculation done to create the final image from 3D Modeling or
any 3D Modeling application.
1.3 3D Modeling User Interface
The user can show or hide the User Interface (UI) elements of 3D Modeling based on the preference.
3D Modeling UI enables the user to use various features efficiently and effortlessly. Figure 1.1
displays the UI of 3D Modeling.
The main menu is a horizontal display of commands comprising a drop-down menu under each
command.
The status line or toolbar allows the user to change the menu set, access common functions, control
the selection mask, set various options, and also change the content of the side bar.
1.3.3 Shelves
Shelves comprise the commonly used functions by the user. The user can edit, add, or delete the
functions based on the preference. Figure 1.2 displays the shelves option.
The user can store the commonly used tools on the shelf which are easy to access. 3D Modeling has
some of the shelf items that are pre-configured for use.
Figure 1.3: Perspective (Persp) View
When the user starts working on 3D Modeling, the workspace is displayed by default in a perspective
window (persp). Figure 1.3 displays the perspective (persp) view viewed by the user from a
perspective camera. The panel is labelled as perspective and is located at the bottom of workspace.
1.3.5 Toolbox
The toolbox is located vertically on the left-side of the window. It allows the user to access the icons
that are used for the transformation of the created models such as rotate, select, move, and scale.
Figure 1.4 displays the view of the toolbox which comprises some common icons used.
The panel toolbar resets the panel menu in each view panel. The toolbar allows the user to access
the frequently used items that exist within the panel. Figure 1.5 displays the panel toolbar.
The workspace is an area where the user does most of the work in 3D Modeling. It is a window that
is located in the center of the screen. Figure 1.6 displays the area of the workspace where the user
works on his models. The Viewcube is located on the top-right side of the Workspace screen which
allows the user to view the different views of the models created (top, bottom, left, and right).
The time slider and range slider are the main tools used for animation of the 3D Modeling models
created. They allow the user to control the time and the playback range of animation. Time and range
slider is a tool similar to ruler and is placed under the workspace area. Figure 1.7 illustrates the time
and range slider. Range slider is controlled by the time slider. It also comprises the playback controls
which allow the user to run the animation set on the time and range slider.
The user can also use the Preferences icon located below the Playback Controls or on the menu
bar, select WindowsSetting/PreferencesPreferences. This option is used not only for editing
the animation settings of the created models but also for the entire 3D Modeling workflow, such as the
grid settings, default projects, autoSaves, rigging, rendering, and UI. Figure 1.8 displays the
Preferences windows for \ Time Slider and Playback settings.
Figure 1.8: Preferences Window for Time Slider
The text entry field that is located under the time and range slider is called Command Line. It is used
to execute programs or single line codes. Figure 1.9 displays the Command Line field. The command
line field on the bottom-left side after 3D Modeling Embedded Language (MEL) is used to write the
code. The area on the left displays the command feedback of the entered command codes or displays
the warnings or errors from the scripts. The Script Editor displays the window where the user can
enter the commands to execute the code.
The Selecting Object feature allows the user to select the objects in the view panel on the left-hand
side of the window. Figure 1.10 displays the Select Tool feature.
Inverting a Selection
The invert selection under edit menu inverts any selection to the current selected polygonal
geometry or NURBS geometry object. To invert an object, choose the section that needs to be
inverted and then select EditInvert Selection.
The basic transform tools allow the user to use all the functions such as move, rotate, or scale. There
is a Universal Manipulator tool also which allows the user to perform all the editing features with the
help of a single tool. Figure 1.11 displays the Transformation tools. The position manipulator allows
the user to use the various features based on the position.
Figure 1.11: Transformation Tool
Move Tool
The Move Tool allows the user to move the object from one location to another. Figure 1.12
displays the Move Tool. The Move tool comprises the Y Handle which moves the object
upwards, X Handle which moves the object to the right side and the Z Handle which moves the
object to the left side. Centre moves the whole object wherever required.
Rotate Tool
The Rotate Tool allows the user to rotate the object in 360 degrees. Figure 1.13 displays Rotate
Tool feature.
Figure 1.13: Rotate Tool
Scale Tool
The Scale Tool allows the user to drag the object as per the preference. Figure 1.14 displays
Scale Tool feature.
The user can undo and redo the features to go back to the original feature. To undo a feature select
EditUndo or press Z key. The user can redo by selecting EditRedo or press Shift+Z key.
The user can duplicate the objects to save time from recreating them. To duplicate objects select
EditDuplicate or press Ctrl+D key.
1.4.5 Snapping
Snapping means, points on two objects are picked together to snap. A particular point on one object
and a particular point on the other object are linked together in order to snap.
Snap to Grids
Snap to grid simply means when the user wants to snap the object on the grid or the workspace
where the object is placed. The Snap to grids option is located on the Status Line of the 3D
Modeling UI. Figure 1.18 displays the Snap to grids feature on the status line.
Snap to Curves
Curve snapping allows the user to snap to NURBS curves, to polygonal edges, and anything that
comprises curves in 3D Modeling. Figure 1.19 displays the Snap to curves feature on the status
line.
When the user needs to snap two points in two objects to align them, it is known as Snapping to
points. Figure 1.20 displays the Snap to points feature on the status line.
Snapping hotkeys are the shortcut keys that are used for snapping features. Table 1.2 displays the
snapping hotkeys.
Command Shortcut Keys
Snap to Curve c
Snap to grids x x
Snap to points v
1.4.7 Outliner
The Outliner displays a list of objects created by user, which are and are not visible on the screen.
These objects can be retrieved with the help of the Outliner option.
The user can open the Outliner in the window by selecting WindowOutliner option. The list of
objects includes the shape nodes, connections, and attributes. Figure 1.21 displays the list of objects
created in the Outliner option.
Grouping
There are certain objects in the screen that are related to each other but not grouped or made as
a single entry. Any collection of objects can be grouped or made into a single entry by selecting
EditGroup. It will by default be displayed in the Outliner window. Figure 1.22 displays the
grouped object in the Outliner window.
There is a parent node to which all the other nodes are attached. The other nodes which are
attached act as children. Thus, grouping of such nodes in which the link between them is shown
is known as Parenting and Grouping. Select EditParent to parent and group the nodes.
1.4.9 Channel Box
The Channel Box / Layer Editor are important features of 3D Modeling which allow the user to
change the attributes of the model created. On the menu bar, select DisplayUI Elements and tick
Channel Box / Layer Editor. Both these options are displayed on the right-hand side of the window.
Figure 1.23 displays the Channel Box / Layer Editor feature.
In the Channel Box / Layer Editor, the attribute measures can only be displayed if the object is
selected or else shows blank.
1.5 Summary
In this session, Introduction to 3D Modeling, you learned that:
User interface in 3D Modeling consists of various menus, sub-menus, and features of modeling in
3D.
Different editing features help the user to create and edit the objects efficiently.
Importance and understanding in depth helps in using transforms in 3D.
Snapping hotkeys are the shortcut keys that are used for snapping features.
The Channel Box / Layer Editor features of 3D Modeling that allows the user to change the
attributes of the model created.
1.6 Exercise
1. The time slider and range slider allows the user to control the time and the playback range of
animation.
True
False
2. __________ comprise the commonly used functions by the user. This is located below the Status
Line.
Toolbox
Shelves
Transformation Tool
3. The area where the user does most of his work is called ___________.
Channel Box
Layer Editor
Workspace
Command Line
4. The tool that allows the user to carry out all the functions of the transformer tools is called Universal
Manipulator.
True
False
Se ssi on 2
NURBS Modeling
Learning Outcomes
In this session, you will learn to:
Depending upon the settings of the option Interactive Creation the dimension of the primitive will be
manipulated while placing it. If the Interactive Creation check box is checked NURBS Primitives will
ask to define the dimensions of the shape by clicking and dragging it on the grid. If the Interactive
Creation check box is unchecked NURBS Primitives will create the model of unit dimension.
(Depending upon the setting for Interactive Creation define the diameter of Sphere.)
Figure 2.1 displays how to create a sphere using NURBS primitive.
2. Click and drag the grid to define the dimension of the sphere as shown in Figure 2.2.
3. If required the parameters of the sphere can be changed using the Channel Box.
Note
If you wish to create multiple number of same shapes one after other; uncheck the Exit on
Completion check box.
2.2.1 Using Revolve Tool
The Revolve tool functionality provided under the Surfaces tab empowers the user to create surface
for the circular shaped body. This command rotates the curve around the specified axis to create a
circular shape. For instance to create a model of Ball, a semi-circle curve is drawn and rotated around
the axis. Depending upon the requirement the profile curve can be rotated around 3600 or at the
desired angle. This tool will be explained using the example of an Ice-Cream Bowl as shown in
Figure 2.3.
Note
Ensure that the Construction History icon located below the pull down menu is turned
ON. This is essential to edit the NURBS surface.
2. Select CreateCV Curve Tool. CV in CV Curve Tool stands for Control Vertices. CVs are
the control points that can be used to manipulate a curve (or surface). These control points
often lie away from the curve.
4. The first CV is represented by empty box. The second CV is represented by the alphabet ‘U’
and the rest are represented by a square shaped point.
5. First three CVs placed are connected by a straight line. After the third CV each CV placed is
smoothly connected to create the shape of the curve. Thus, it is essential to place minimum
four points in order to create a CV Curve.
8. To create a point or corner, click three times in the same spot. The point clicked after this will
be connected by a straight line.
9. Press the Enter button to finish the curve.
10. To specify the exact locations of the CVs, right-click till the time the component mode options
appear. Select the option Control Vertex and edit the position of CVs by individually selecting
them and changing the values in the Channel box.
11. To use this curve to create a revolve surface it is recommended that the complete profile curve
should be on the either side of the spinning axis (indicated by Dark thick line).
12. Select the curve and rename to Ice-Cream Bowl Profile from the channel box. Renaming of the
entities is helpful for identification when the scene is crowded.
To make use of the advanced editing and manipulating options in 3D Modeling, it is essential
to know the starting point of the curve and also the direction in which the curve flows. While
using CV Curve Tool the first CV is the start point of the curve. It is represented by a small
empty box. The CV curve direction is indicated by the second CV represented by the alphabet
‘U’.
2.2.3 Creating a Revolve Surface from Profile Curve
1. Select the profile curve in the object selection mode. When the curve is selected it will be
highlighted in Cyan color.
2. Click the Surface tab below the menu buttons and select the Revolve button . On
selecting the Revolve tool surface is created by spinning the Ice-Cream Bowl profile around
the axis on which its start and end points lie. The profile curve from which the surface is
generated is shown in blue color in Figure 2.5.
3. The spinning axis and the other input parameters can be changed from the Attribute Editor
box. Select the surface and rename it to Ice-Cream Bowl. If the Revolve tool is double-clicked
after selecting the profile curve it will open the Revolve Option box, wherein the inputs for
creating the surface can be changed. To understand the working of the revolve tool see the
results by changing the Axis preset. To create a section of the Ice-Cream Bowl change the
value of the Start sweep angle and End sweep angle. In the following topics edit the profile
curve to manipulate the revolve surface as shown in Figure 2.6.
Maya gives the flexibility to modify the NURBS surfaces using the editing tools. Using the editing tool
modify the original profile curve from which the surface is created. To modify the original profile curve,
select the profile curve. If the working model has number of profile curves selecting the curve can be
challenging. (This is a reason you renamed the curve and surface after creating it). To facilitate the
selection Maya provides a history tree of the model called as Outliner.
This tool can be accessed from WindowOutliner. The Outliner lists the features in the order
they are used to create the model. It assists in quickly pointing and selecting the feature to be
edited.
1. Select WindowOutliner. This will open the Outliner box on the screen as shown in Figure
2.7. To edit the surface modify the profile curve from which it is created.
2. Select the curve Ice_Cream_Bowl_Profile from the Outliner. The selected curve gets
highlighted and is displayed in cyan color.
3. With the curve selected, right-click the scene till the time options appears on the screen.
Select the Control Vertex option by pointing the curser on it. The CVs for the curve are
shown in pink color.
4. Select ModifyTransformation ToolMove. Depending upon the section of the surface
to be modified, select the closest CV. When the CV is selected a Manipulator appears.
This manipulator has three handles (representing the three axes) for manipulating the
position of the CV in the scene as shown in Figure 2.8.
The shapes created using the NURBS Primitives can be edited and sculpted using the Sculpt
Geometry Tool. Using the Sculpt Geometry Tool the user can manipulate the locations of the CVs
to get the shape of choice as shown in Figure 2.9.
The sculpting tools will be demonstrated with the example of face. To create the base surface for
sculpting, use the NURBS Primitive studied earlier. Here a Sphere is created as the base of the face
model.
2. As the face is not exactly of the sphere shape, scale the sphere along a particular axis to
make it appear like Oval shape. To do so set the view in front view, select the sphere
surface, and scale it to 1.3 using the Attribute Editor in Y axis as shown in Figure 2.11.
With the Sculpt Geometry Tool the surface can be manipulated without making use of the CVs.
Using the Sculpt Geometry Tool five different operations are performed: push, pull, smooth, relax,
pinch, and erase. These operations manipulate the position of the surface’s components to sculpt the
surface shape.
Note
After getting familiar to these tools, the features used will be deleted to restore the oval
shape and you will begin the sculpting the face features.
1. With the Base_Sphere surface selected, Select Edit NURBSSculpt Geometry Tool .
As mentioned, the Sculpt Geometry Tool can be used to perform the operations: push, pull,
smooth, relax, pinch, and erase. All these six options can be seen under the Sculpt
Parameters Section. Refer to Figure 2.13.
2. The Push operation creates depression in the surface at the region where stroke is
applied as shown in Figure 2.14.
Figure 2.14: Stroke Surface
3. The Pull operation raises the surface in the region of the stroke as shown in Figure 2.15.
4. The Smooth operation reduces the uneven drag regions as shown in Figure 2.16.
6. The difference between the Smooth and the Relax is that the Smooth tool averages all the
features which come within the brush radius, whereas the Relax tool identifies the largest
surface within the brush radius and manipulates the same in order to maintain the overall
shape.
8. The Erase operation deletes the modifications done using the previous five operations.
While using the Sculpt Geometry Tool when the brush is brought closer to the selected
surface, it changes to a red sculpt icon. This icon also shows an abbreviation for the name of
the operation being performed. The radius of the red circle can be changed by modifying the
value of Radius (U) in the Tool Setting of Sculpt Geometry Tool.
2.3.4 Additional Sculpting Techniques
Opacity and Max Displacement parameters are located in the Sculpt Parameter section of the
Sculpt Geometry Tool.
The Max Displacement specifies the maximum distance that the sculpt sphere can push or pull a
deformable object’s points from the sphere’s surface. The Max Displacement values ranges from 0 to
5. The Maya default for Max Displacement is set to 1.
The Opacity value affects the Max Displacement by scaling its deformation effect. This means that
if the value of Max Displacement is set to 2 and the Opacity value is set to 0.5, the stroke created
using this setting will have only 0.5% effect of the Max Displacement setting. The Opacity values
ranges from 0 to 1. The Maya default for Opacity is set to 1.
To study the effect of the Sculpt Parameters Opacity and Max Displacement:
1. Select Pull operation and draw a vertical pull stroke on the surface as shown in Figure
2.18. Note that the default Max Displacement value is to 1.
2. In the Tool setting box for the Sculpt Geometry Tool, under the Sculpt Parameter section
set the Max Displacement value to 2. To set the value either enter it or drag the scroll bar to
right side.
3. Select Pull operation and draw a vertical pull stroke nearby to the previously created
stroke.
Observe when the value of Max Displacement is set to 2, the displacement of the surface is
more as compared to the displacement when the value of Max Displacement is set to 1 as
shown in Figure 2.19.
5. Select Pull operation and draw a vertical pull stroke on the surface. Note that the default
Opacity value is to 1.
6. In the Tool setting box for the Sculpt Geometry Tool, under the Brush section set the
Opacity value to 0.1. To set the value you can either enter it or you can drag the scroll bar
to right side as shown in Figure 2.20.
7. Select Pull operation and draw a vertical pull stroke nearby to the previously created
stroke as shown in Figure 2.21.
Observe that when the value of Max Displacement is set to 2 and the Opacity value is set to 1,
the displacement of the surface is more as compared to the displacement when the value of
Max Displacement is set to 2 and the Opacity is set to 0.1.
8. Select the Erase operation delete the modifications done to restore the original shape.
9. Press the Reset Tool button on the Tool setting box for the Sculpt Geometry Tool. This
action reset the default values for Max Displacement and Opacity.
2.3.5 Sculpting the Face Features
4. To create the nose use vertical and horizontal Pull strokes. Draw the vertical stroke to create
the nose feature between the eyebrows and the nose tip. To do so gradually decrease the
stroke length so that a perfect nose tip is generated.
5. To create the nostrils draw the horizontal stroke near the tip of nose. To create a feature in
small area, locate the brush in the desired area and left click the mouse button instead of
dragging it to create the feature as shown in Figure 2.22.
6. To make the nostril feature realistic slightly depress the surface below the nose tip using the
Push operation.
The density of the isoparms plays a key role in creating the finer details of the features. Maya
gives the flexibility to locally increase the density of isoparms.
Note
To sculpt
The Pullthe eye socket
operation feature:
used to create the vertical and horizontal features of the nose can be
assisted by the Smooth operation for better results.
1. Retain the radius and opacity setting of the Pull operation. Select the Push operation.
4. To create the depression of the eye socket, click the left button of mouse repeatedly at the
desired location as shown in Figure 2.23.
2. Adjust the location of brush and draw horizon strokes above the eye sockets to create a pair
of identical eye brows as shown in Figure 2.24.
3. Select the horizontal Isoparm below the nose. The selected Isoparm is shown in yellow color
as shown in Figure 2.25. For multiple selections hold the shift button and select two more
Isoparms.
4. Select Edit NURBSInsert Isoparms, this will open the Insert Isoparms options window as
shown in Figure 2.26. Click the Between Selections check box. In this case add two
isoparms between each pair selected. To do so enter value 2 in the # Isoparms to Insert and
click the Insert button.
5. Select Edit NURBSInsert Isoparms, this will open the Insert Isoparms options window.
Click in the Between Selections check box. In this case add two isoparms between each pair
selected. To do so enter value 2 in the # Isoparms to Insert and click the Insert button.
6. To create the lips first create the depression between upper and lower lip. With the
preparations completed for the creating the lip feature, select the Push operation from the
Sculpt Geometry Tool. Set the Radius (U) value at 0.2. Ensure that the Reflection check box
in the Stroke section is selected.
7. Position the brush on the freshly created horizontal isoparm such that there are three
isoparms above and below it as shown in Figure 2.27. Adjust the location of the brush so that
two icons of the brush overlap each other. Create the depression by drawing the outward
stroke from the selected point.
8. To create the upper and lower lip, select the Pull operation from the sculpt geometry tool
and set the Radius (U) value at 0.3. To create the lips by drawing the outward strokes. Use
the Smooth/Relax tool to give the fine touch to the lips as shown in Figure 2.28.
Note
The default Reference Vector setting is Normal i.e. in the perpendicular direction of the
surface. If you observe some undesirable results, change the Reference Vector setting to
Z axis. The default Reference Vector setting is Normal i.e. in the perpendicular direction of
the surface. If you observe some undesirable results, change the Reference Vector setting
to Z axis.
A rectangle that covers the drawing page can be drawn by double-clicking the Rectangle tool.
2.4 NURBS Curves and Surfaces
2.4.1 How to Reshape a Curve
The shapes created using the NURBS modeling can be edited manually.
To Move Control Vertex (CVs) on a Curve or Surface
1. Click the curve or surface, and select Control Vertex as shown in Figure 2.29.
3. Select the CVs, which is to be edited and move them by using the manipulator as shown in
Figure 2.30.
2. Right-click the curve and select Curve Point from the Marking Menu as shown in Figure
2.31.
6. Select Insert locationAt selection option to insert the knot exactly at the selected curve
point.
7. Select Insert locationBetween selection option to insert the knot halfway between a pair
of selected curve points.
8. Select MultiplicitySet to option to insert an absolute number of knots according to the
multiplicity value.
9. Select MultiplicityIncreased by option to add extra knots to the point according to
the multiplicity value.
10. Select keep Original option to keeping the original curve in addition to creating the curve with
new knots.
To remove an anchor:
Add/Remove Tangents
2. Right-click the curve and select Control Vertex from the Marking Menu as shown in
Figure 2.38.
4. The tangent moves but only in the direction that preserves the tangent angle. Refer to
Figure 2.40.
2. Right-click the curve and select Control vertex from the Marking Menu.
Open/Close a Curve
2. Press the Shift key and right-click, the Marking Menu appears.
3. Select the Open/Close Curves option from the Marking Menu as shown in Figure 2.42.
4. The start and end anchor are connected or disconnected on its current state as shown in
Figure 2.43.
Figure 2.43: Close Curve Anchor
Note
The user can choose to close a curve from the Bezier Curve Tool .
Break/Smooth Tangents
3. Press the Shift key and right-click, the Marking Menu will appear.
4. Select Break Anchor Tangents from the Marking Menu as shown in Figure 2.44.
Note
Tangent can also be broken in the Bezier Curve Tool with the Ctrl key by dragging
a tangent.
To smooth a tangent:
3. To align the selected tangent, select Smooth Anchor Tangents from the Marking Menu
as shown in Figure 2.45.
4. Maya straightens the tangents based on what is selected. If one tangent is moved, the other
moves with it to preserve their alignment.
Weight/Even Tangents
5. Select either of the tangents and move it away from the anchor using the Manipulator.
6. When one tangent is moved away from the anchor, the opposite tangent is unaffected.
To even tangents:
3. Select Even Anchor Tangents from the Marking Menu as shown in Figure 2.47.
2. Press the Shift key and right-click, the Marking Menu appears.
3. Select Convert Bezier to NURBS from the Marking Menu as shown in Figure 2.48.
Note
To convert a NURBS Curve to Bezier Curve, repeat the procedure and select NURBS to
Bezier.
2.5 Trimming
2.5.1 Trimming of NURBS Surfaces
Trimming allows visually cutting or dividing a surface by using a special type of curve called curve on
surface. A curve on surface can be created using a variety of techniques.
NURBS surfaces are intrinsically four-sided patches that do not allow the creation of holes in the same
fashion as polygon surface types.
2.5.2 NURBS Booleans
Boolean provide a faster workflow by trimming multiple surfaces at once versus having to intersect
each surface separately. They are a feature that can be used to trim multiple NURBS surfaces in one
operation.
Boolean operations are actions that trim surfaces to create the appearance of a union, intersection, or
subtraction between two objects.
6. All the images are displayed. Refer to Figures 2.50 and 2.51.
Change Boolean operation from the history as shown in Figure 2.53. Figures 2.54 to 2.56 shows
the steps involved and final result of Boolean operation.
Curves on Surface are special curves that are primarily used to define the region on a NURBS
surface for trimming. Curves on Surface reside in the UV space of a surface, rather than in the XYZ
space of the scene.
To create a curve on a NURBS surface, make the NURBS surface a ’LIVE OBJECT’ by going into
’LIVE MODE’ inside Maya and then draw curve on the Surface.
There are two ways to go to LIVE MODE to make your object a LIVE OBJECT:
3. The second way to making live the surface is by using the shortcut key on the status menu
bar and on the Snap menu icon there is a red colored magnet shaped icon.
4. Once the surface to make live is selected, click the icon as shown in Figure 2.58.
Note
Select the objects in a view pointing in the direction you want to project. For example, if
you want to project along Y, select the objects in the top view.
To project a curve into a surface along the view direction:
2. Select the Edit NURBSProject curve on surface . Set Project Along to Active
View as shown in Figure 2.61.
2. Select the Edit NURBSProject Curve on Surface , and set Project Along to Active
View.
To trim a surface:
1. Select the Edit NURBSTrim Tool.
To untrim a surface:
2.6 Stitching
2.6.1 Stitching Multiple Surfaces Together
1. Model the surfaces so that adjacent surface edges and corners are touching. Avoid
overlapping corners with other surfaces. Refer to Figure 2.64.
Figure 2.64: Surfaces to Stitch
2. Select the surface as shown in Figure 2.65.
Note
Select Max Separation value, high value might stitch more points than required.
Select Modification Resistance value.
Select Sampling Density value.
Keep Original option allows re-stitching of a new surface with different option settings, when
you are not satisfied with the result.
Click the Global Stitch button to stitch the surface. Refer to Figure 2.67.
Figure 2.67: Global Stitch Surfaces
Keep original option allows to move the resulting surface if not satisfied with the result, so
that a new surface can be re-stitched with different option setting.
Select Assign equal weights option to weighted average of the selected points is
performed both in position and normal using an average NURBS surface point node.
Select Cascade stitch node option to stitch operation, it ignores any prior stitch operation on
the surface.
Click the Stitch button.
2.7 Sculpting Surface Meshes
2.7.1 Soft Selection
Soft Selection works on both NURBS surfaces and NURBS curves. This option allows sculpting
geometry in an organic way. It’s useful for sculpting a smooth object without having to transform each
CV manually.
Soft Selection works by maintaining a falloff from the selected components to the components around
your selection to create smooth transitions.
The sculpt geometry tool is based on the Maya Artisan tools. This option allows to manually sculpt
NURBS polygons, or subdivision surfaces quickly with the stroke of a brush. Paint the surface mesh
using the sculpt geometry tool to push or pull CV’s or Vertices to achieve the required shape.
Let us study about the tools available in the Streamline Retopology Toolset in detail.
Relax Brush
The Relax Brush tool is used to smoothen the poly-mesh flow. It helps to maintain an even and
smooth mesh flow across the model. The relax brush can be used for the complete model or the
selected mesh. Refer to figure 2.71.
Note
Relax brush is primarily useful for uneven surfaces such as rock, skin, ground, and so on.
Extend Option
The Extend tool option can be used to extend the poly-mesh. The Edges, Borders, Edge loop, or
vertices can be extended using extend option from the toolbox. Refer to figure 2.72.
Note
The Extend option can be used as replacement for the Extrude Edge tool.
Auto-weld Option
The edges, vertices can be welded using the Auto-weld option from the toolbox. Auto-weld
option welds the vertices and edges that are in close proximity. Refer to figure 2.73.
Note
The Auto-weld option can be used as replacement for the Merge Edge, and Merge Vertices
tool.
Or
Select the object.
Press the magnet sign (as shown in Figure 2.75).
Figure 2.75: Make Live Option 2
The name of live object is displayed in the box (as shown in Figure 2.76).
After making the object live, the vertices on the object can be snapped through
Mesh Tools Quad Draw tool.
Note
The Make Live option proves to be useful while working on Low poly models and
Retopology work.
2.8 Summary
In this session, NURBS Modeling, you learned that:
Subdivision of the surface in to too many isoparms can create difficulty in smoothly
changing the shape spread across broad region.
More number of isoparms means more number of CVs which leads to slower processing
time when you work with the surface. Thus, it is recommended to establish a proper
balance between the CVs and the area across which it is spread.
The Erase operation in the Sculpt Geometry Tool can clear the effect of the other option only
up to the last time it saved the scene or till the time it clicked the Update button to the right of
Erase Surface.
The Radius (U) of the Sculpt Geometry Tool can also be changed using the Hot key. When
using the Sculpt Geometry Tool if you select the tool without selecting the surface, right-click
the surface to be selected and select the Select option from the marking option.
2.9 Exercise
1. NURBS stands for Non-Uniform Relational Basic Splines.
True
False
2. The tool functionality provided under the Surfaces tab empowers the user to
create surface for the circular shaped body.
Sculpt Tool
Revolve Tool
CV Curve Tool
Transformation Tool
3. The tool creates a surface by spinning the profile curve around the axis. Hence,
the first step to create the revolve surface is to create a profile curve in 2D view.
CV Curve Tool
Transformation Tool
Sculpt Tool
Revolve Tool
Outliner
Revolve Tool
Layer Editor
Se ssi on 3
Polygon Modeling
Learning Outcomes
In this session, you will learn to:
Explain what is polygon
Explain polygon modeling
Explain polygon primitives
Explain components of polygon
Explain polygon shape nodes
Explain attributes manipulating polygons to make desired shapes
Explain good polygon workflow
Explain maintaining line-flow
Explain how to avoid n-gon’s in modeling
When a polygon mesh is reduced, its edges can be set to appear hard or smooth. Thus,
polygons can easily represent both flat as well as curved 3D forms.
Polygonal surfaces have a variety of applications and are the preferred surface type for many 3D
applications including interactive games and Web development applications.
Advantages Disadvantages
Polygon models have UV co-ordinates In other kind of meshes, like NURBS the
build into them for easier texture geometry is calculated through the
placement. polylines themselves.
Advantages Disadvantages
To get a final smooth output from The use of complex models has a cost in
polygon the user needs to add divisions lowered speed.
to make hard edged polygon smoother.
After modeling is done, the character Each polygon must be converted and
needs to be unwrapped which is a tedious displayed, regardless of size, and there
process, to get the right textures. are a large number of models on the
screen at any given time displayed.
Polygon surfaces are most commonly used surfaced types for 3D applications such as games,
movies, and other animation applications.
2. The Maya user preferences window appears. Figure 3.3 illustrates the Polygons preferences
option.
3. In the Categories section of the Preferences window, select Polygons. Figure 3.4 illustrates
the Polygon Display settings.
Figure 3.4: Polygon Display
Border Edges: On
Edge width: 5
5. Click Save.
10. The Whole face setting is changed to Polygon setting if the user clicks anywhere on the model
face. Figure 3.6 illustrates the Interactive Creative option which needs to be unchecked by
the user.
2. Right-click the polygon. Figure 3.8 illustrates the Polygon components menu.
The user can use and create polygon models using the Interactive Creation feature option as
displayed in Figure 3.6. The primitive option are set by selecting CreatePolygon
PrimitivesPrimitive ShapeOption box .
The Exit on Completion option automatically exits the primitive option tool once the primitive is
created. The user can uncheck the option if multiple primitives are to be created.
Creating primitives from the Create menu allows the user to specify the primitive’s attributes before
it is created. Using this creates a primitive at the X, Y, and Z origin. Following are the step-by-step
instructions to create Polygon primitive from the Create menu:
5. The primitive object appears at the X, Y, and Z origin of the scene view.
Note
The user can modify a primitive’s attributes after it is created using either the Channel Box
or Attribute Editor.
Shelf is located directly below the Status Line. Shelf is used for storing various tools and items
that are used frequently or are customized as per the user’s need. Refer to Figure 3.10 for Shelf.
3. Based on the user’s settings, the primitives will either appear at the origin, or the user will be
prompted to click and drag to create the own primitive on the screen.
Polygon vertices are the regions that are manually created by the user using Create Polygon Tool
option. Following are the steps to create Polygon vertices using Create Polygon Tool:
1. To use polygon vertices select MeshCreate Polygon Tool. Figure 3.11 illustrates the
vertices of the polygon tool.
Figure 3.11: Path to Create Polygon Vertices
2. On the object, place the cursor where the vertex is to be created. Figure 3.12 illustrates the
location of the model where the user wants the vertex or vertices to be created.
3. The user can set the following options in the tool setting editor. If the Tool Settings box
is not visible on the screen, select WindowsSettings/PreferenceTool Settings.
4. The Tool Settings box will be displayed. Figure 3.13 illustrates the Tool Settings box.
7. This will specify that the closed polygon model will be created once six vertices are created in
the scene.
8. Press q to quit the Create the Polygon option, when the model is complete.
The user can crease or harden the edges on the polygon meshes. Hardening or creasing the edges
allows the user to enhance the models and give it a realistic look.
To Display Hard/Soft Edges of the Mesh
5. The 3rd hammer has been sub-divided to create 2nd hammer smooth model, it’s done
by going into Mesh smooth option under polygon module.
6. The wireframe mesh on the model is updated to display both dashed and solid lines.
The dashed lines indicate edges that are set to display as hard shaded. The reason
some of the edges are hard and some are soft are due to some settings set for the
polygon tools.
To Soften Edges on the Mesh
2. All of the edges on the model mesh are set to be shaded in a softened fashion. The
wireframe mesh updates to display as dashed lines indicating that all of the edges are
set to be soft shaded. The user may not notice any immediate effect on the
smoothed high resolution version, but it is important that this step is performed before
proceeding to harden specific edges on this model. Figure 3.16 illustrates the
Softened Edges option.
3. The low resolution version of the image displays only a dashed wireframe when the
softened edge command is set.
A face is a closed set of edges, in which a triangle face has three edges, and a quad face has four
edges. A polygon is a set of faces. In Maya, polygons and faces are equivalent. Most rendering
hardware support only 3-sided or 4-sided faces, so polygons are represented as multiple faces.
Mathematically a polygonal mesh may be considered an unstructured grid, or undirected graph, with
additional properties of geometry, shape, and topology. Figure 3.17 illustrates the Polygon face
feature.
In polygon, a vertex (plural vertices) is the point that describes the corners or intersections of two edges.
Figure 3.18 illustrates the feature of Polygon vertices.
The polygons are plane geometrical shapes that are bounded by a closed path, contain finite
sequence of straight or segments. These segments are called its edges. Figure 3.19 illustrates the
feature of Polygon edges.
A face or a polygon is a close three sided or four sided geometry. A polygon is a set of faces.
The process of describing the 3D process in model space with letters X, Y, and Z is called UV mapping. U
and V letters are normally used to denote 2D mesh. UV texturing allows the polygons to make up a
3D image to be painted with a color from an image. The image is called a UV Texture Map. Figure
3.20 illustrates the image of the UV Texture Map.
The Enhanced UV toolset facilitates unwrapping of the UVs of complex mesh. Perform the following
steps to use the toolset:
Select the object and apply any projection to the object.
Define the edges that will be used as a seem for the object.
Select the new unfold option from the option box.
As shown in Figure 3.23, the UV distortion shader can be used to select the UVs that are
compressed or stretched. Blue color represents compressed UVs, Red color represents stretched
UVs, and white color represents optimal or evenly spread UVs, as shown in Figure 3.24.
As shown in Figure 3.25, the shader Display checkered tiles enables the user to check if the UVs are
spread evenly along the surface. The user can nudge the UV shells into new UV tile while working
with multiple UV shells using the new nudge control, as shown in Figure 3.26. The user can also use
the Alt+arrow key as a hotkey for nudge control.
The Toggle Border Edge tool can be used to identify the shared border edges. The toggle shell
border edge tool can be accessed using the hotkey Shift+RMB and then selecting the toggle shell
border, as shown in Figure 3.28.
When two or more color sets are blended together a blendColorSets node is created. This node can
be accessed from Channel Box or Attribute Editor.
The tangent space can be set and controlled by the user on how it is to be created. Its attributes are
set within the tangent space section on the PolyShape node for the mesh.
The display of polygon mesh on the screen is controlled by the smooth mesh feature. The mesh
can be either displayed smoothed, unsmoothed or in both modes simultaneously.
It is very important that the modeler understands the topics that would come before getting a perfect
model. Following are the steps followed to get a perfect polygon model:
Maintaining a good line-flow is the most important part while modeling in Maya using Polygon. This
is important because later when the model reaches the texturing or rigging stage, it causes
undesired effects. Figure 3.29 illustrates an example of good and bad line-flow.
N-gon is a polygon with more than four sides. This should be avoided as it can create many problems
while creating a 3D model. Avoiding n-gon comes under the line-flow maintenance. Figure 3.30
illustrates an example of n-gon and without an n-gon polygon.
Figure 3.30: With and without an N-gon Polygon
3D provides an improved and advanced polygonal modeling workflow for the users. Significant
enhancements have been made in 3D Modeling. There are some general enhancements that such as
sophisticated manipulators through which specific axis planes can be accessed. The manipulator can
be used to move, scale and manipulate the objects in specific planes in 3D.
All the menu sets are rearranged depending on the components and the operation type. Users can
find all their tools in one place. Different reflections and soft selections can be made in 3D. Reflection
supports all the common polygonal tasks. The users can use reflection with selection, and can also
extrude by reflection in 3D. Reflection supports topological symmetry.
User can add subdivisions to the object using multi cut tool, multi cut tool helps the user add points on
a surface without any restriction such as mesh and supporting edges. All the menu and tools related
to multi cut tool can be accessed through the marking menu by pressing Ctrl+Shift+RMB.
3D offers improved and enhanced multi cut preview which facilitates exact cutting preview-line and
tweaking of multi cut points that will be drawn on the surface. Users can customize their modeling
tools, with customizable hotkeys and also the display color options used during modeling.
Users can convert their current selection into their perimeter, using new convert selection option. Go
to SelectConvert Selection To UV perimeter OR To Edge perimeter.
3D is equipped with a sophisticated bevel algorithm. The user can use the powerful and fast Bevel
tool to bevel the edges. Select the edges and press Shift+RMB. Select bevel to use all the bevel
options. New Boolean option displays the progress bar for better Boolean operation. It also has the
Intersection classification option that enables the user to select the different types of Boolean
available for use.
Users can select normal from outliner to create holes even after completion of the Boolean operation.
They can also edit the shapes of source Boolean mesh to modify the Boolean output. Users can
blend the edges after completion of the Boolean operation by selecting edges over normal to create
holes. Users can apply reverse effect of the source Boolean object on the target Boolean object by
inverting the normals of source Boolean object. The resultant Boolean mesh has a centered pivoted
by default.
3.8 Choosing Triangles Over Quads
Triangles are generally created over a mesh flow where solving an n-gon with quads is not
possible. And some programs like real flow requires a triangle object imported from 3D application
such as Maya to be worked on. Figure 3.31 displays a Triangle model.
Games use triangles as it is much easier to translate and read by a game engine. However, they
are initially modeled on quads and converted to triangles before getting an output of a game because
it calculates faster than quads. Figure 3.32 displays the Quads model.
Quads are important to have, to get a decent deformation during animation. Quads is good to have
as it is much neater to look at in wireframe, however, mechanical parts such as a car piston or engine
need to have a lot of quads because they do not deform like an organic model. Quads sub-divide
better than triangles do. However, there are very rare instances the user might need to go with a
triangle to get a proper deformation than quads.
3.9 Summary
In this session, Polygon Modeling, you learned that:
Polygon surfaces are a connection of three-or-more sided flat surfaces called faces that
get connected together to create a poly mesh. Polygon meshes are comprised of vertices,
faces, and edges.
The user can create 3D geometric shapes called primitives in Maya. Primitives can be used
as a starting point for 3D modeling. The primitive create option are located in the Create
menu.
Polygon primitives are the pre-defined shapes and objects that are created in Maya. Primitives
and that can be used as a starting point in Maya.
A face is a closed set of edges, in which a triangle face has three edges, and a quad face has
four edges. A polygon is a set of faces.
In polygon a vertex (plural vertices) is the point that describes the corners or intersections of
two edges.
3.10 Exercise
1. Identify the steps followed to get a perfect polygon model.
Choosing triangles
3. Maintaining a good is the most important part while modeling in Maya using
Polygon.
N-gon
Line-flow
Polygon
Workflow
Polygon
Line flow
N-gon
5. The process of describing the 3D process in model space with letters X, Y, and Z is called UV
mapping.
True
False
Se ssi on 4
Subdivision Modeling
Learning Outcomes
In this session, you will learn to:
There are two forms of modes in which the subdivision surfaces can be edited:
Standard Mode
Polygon Proxy Mode
Standard Mode
The subdivision surfaces are displayed in the native form in the standard mode. The user
can increase on more details in the model in the standard mode. The user can rotate, revolve,
and scale the components and also crease the edges and vertices.
The refined components are segregated in different levels when a selected region is refined.
When the subdivision surface is first created it is displayed at the first level 0. Level 0 is the
base of the surface also known as base mesh. The higher level 1 are the finer levels where
finer details are added to the surface.
A polygon mesh is created by the polygon proxy mode around a subdivision surface that
corresponds to the base mesh (level 0) of the subdivision surface. This mesh is a temporary
one and is used for editing the surfaces. It is automatically deleted when the user switches
back to standard mode. The polygon tools and features are used by the polygon proxy mode
to modify the base mesh of the subdivision surface.
The user can switch between standard mode and polygon proxy mode anytime while
modeling.
This is the Open Source Subdivison method that enables the user work with reconstructed
geometry representation of their highpoly model.
It is a suitable alternative method recommended over legacy Maya catmull-clark subdivision method.
The digital settings related to Open Subdivison method is found in Shape NodeSmooth
MeshOpen Subdivison Controls (as shown in Figure 4.4).
Open Subdivison method uses the CPU and GPU structures. It improves the viewport
performance for the meshes with higher subdivision levels.
Note
Open Subdivison method is used primarily while working with heavy polymesh.
2. Right-click the cube and hold. Figure 4.5 displays the Edit feature of polygon cube.
Figure 4.5: Edit Feature of Polygon Cube
3. Select pCube1 tab. The Attribute Editor window is displayed. Figure 4.6 displays the
Attribute Editor window.
Width: 8
Height: 2.5
Depth: 8
6. Select Load Attributes. Figure 4.7 displays the edited polygon cube.
There are certain NURBS surfaces that are not allowed to be created:
4. Subdivision surfaces converted from NURBS surface will have incorrect surface normal at the
poles.
2. Select DisplaySubdiv SurfacesFine. Figure 4.9 displays the modify feature of the
subdiv surface.
3. In the Panel Menu, select ShadingSmooth Shade All. Figure 4.10 displays the Shading
option on the Panel menu.
Figure 4.10: Shading Subdiv Surface
4. With the shading set to smooth, the user can see the surface displaying the smoothness as
shown in Figure 4.10.
Though subdivision surfaces can be used for modeling till the completion of the project, it is
however, advised to convert it to polygon after modeling is completed. Following are the process to
convert subdivision to polygon:
1. Select the subdivision surface to convert and choose ModifyConvertSubdivision to
Polygons.
2. Click Vertices and choose the level from which the vertices are needed.
3. Click Convert.
Selected edges of the vertices can be chosen to apply a full or a partial crease to the shape of a
subdivision surface. A full crease is a hard or sharp edge created at the selected edges or a sharp
point created at the selected vertex.
In addition to working on a subdivision surface, the user can also modify it like a polygon mesh. While
working with the subdivision surface, the polygon proxy mode allows the user to use many editing
tools to modify and edit the subdivision surface. The user can easily switch the modes while working
on the surface.
Note
Soft modification tool is an attribute that allows the user to operate a 3D geometry that would push or
pull on a piece of clay to change its form. This allows to smoothly form the surface meshes without
having to adjust each vertex manually. The Soft Modification tool is located on the Toolbox as
shown in Figure 4.11.
Figure 4.11: Soft Modification Tool
The object can also be transformed by selecting the Transformation Tools option as shown in
Figure 4.12.
A display mode can be set for a particular subdivision surface to display only the vertices that need
to be edited.
This allows the user to perform easily the modifications on those regions that have been previously
performed.
The existing component selection can be converted to another type of component. This allows to
save time from the existing selection and then selecting the other component type. The user can
convert the selection from faces, edges, vertices, and other UVs. This way the selection can be
expanded to select additional components that surround the existing component. Figure 4.13 shows
the location where the subdivision surfaces can be converted to faces, edges, vertices, or UVs.
The edges of the subdivision surface will attach only if each surface has the same number of polygon
mesh at the same level. If the surface does not have the same number of edges the objects are
grouped and the vertices and edges do not merge. To attach the subdivision surface select Subdiv
SurfacesStandard Mode in order to first convert the subdivision surface to standard mode. Once
the subdivision surface is converted to standard mode select Subdiv SurfaceAttach. The
subdivision surface gets attached.
4.3.6 How to Use Transformation Tools with Subdivision Surface
Components
In order to use the transformation tools feature to subdivision surface components select
ModifyTransformation ToolsNormal Tool on the individual vertices.
The user should edit the subdivision surfaces in a standard mode rather than the polygon proxy mode. To
improve the interactive performance while editing the subdivision surfaces, select
WindowSetting/PreferencePerformance Settings. The Performance Settings window is
opened. Make the required changes accordingly and the performance of the subdivision surface is
improved accordingly.
There are two ways in which the user can clean up or make changes to improvize on the subdivision
surfaces. They are as follows:
The first way is to reduce the number of levels using the Collapse Hierarchy which
maintains the original shape of the surface but moves the edits of the subdivision surface from
fine to coarse levels making the coarse levels more thick. To collapse the subdivision level
choose Subdiv SurfacesCollapse HierarchyOption box . The Subdivision
Collapse Options window is displayed. Edit the Number of levels field and click Collapse.
The number of levels of the subdivision surfaces is reduced.
Remove Unused Vertices from a Subdivision Surface
The user can use Clean Topology option to use any vertices that were created but not used
in the subdivision surface. Removal of the extra vertices that are not used allows to improve
the performance and also reduces the size of the file. To remove the unused vertices select
Subdiv SurfacesClean Topology.
4.4 Summary
In this session, Subdivision Modeling, you learned that:
Subdivision modeling is a combination of NURBS and polygon surface modeling.
Like in polygon surfaces, the subdivision surface allows the user to create specific details to
the models.
Subdivision modeling is edited in two mode, standard and polygon proxy mode.
The subdivision surfaces are displayed in the native form in the standard mode.
A polygon mesh is created by the polygon proxy mode around a subdivision surface that
corresponds to the base mesh (level 0) of the subdivision surface.
4.5 Exercise
1. A combination of NURBS modeling and Polygon modeling is called .
Shape tool
Smudge Brush tool
Knife tool
2. The subdivision surfaces are displayed in the native form in the standard mode.
True
False
True
False
Match topology
Clean topology
Se ssi on 5
Using Deformers for Modeling
Learning Outcomes
In this session, you will learn to:
Explain deformer
Explain types of deformers
Explain how deformer brings change to the shape of an object
Explain the deformation tools
Explain how to edit subdivision surfaces
Deformers are high-level tools that can be used to edit or manipulate while modeling or drive while
animating the low level components of a model. In various other software packages, the terms
modifiers and warps are referred to as deformers. Figure 5.1 displays where the deformer’s options
are located.
A deformer can create an effect of deformation to any object that is deformable. Any object
that is defined by certain control points is a deformable object. Control points can be
NURBS Control Vertices (CVs), polygonal vertices, and lattice points. Deformers are the
NURBS surfaces, polygon meshes, and lattices. Control points are known as points and the
control points of the deformable objects are called as deformable object points.
When a deformer is created, all the deformable objects that affect the deformer are put
into a set, called deformer set. This can be modified.
A Web of nodes is what Maya comprises. Each node has some information and there is some
action associated with that particular information. Each node holds, receives, and provides
information by means of certain attributes. An attribute of a particular node can connect to
the attribute of another node, thus creating a Web of nodes. Maya has a tendency of creating,
connecting, evaluating, and destroying nodes. Whatever work is done in the Maya workspace
is the work of the node based architecture.
■ Dependency Graph
The representation of relationship of the connected nodes is shown in the dependency graph.
The dependency graph is a chain of nodes, a series of instructions on how the user can get
the scene starting from scratch. Each node in the dependency graph shows an action to
build or change the scene, with the final result being the scene in the current state.
The connection between creation and the editing nodes is called construction history,
because it records the history of how the scene was constructed.
■ Deformation Order
It is important to keep a track of nodes that the users use. The deformation effect provided
by a particular deformer can depend on where it is placed based on the history. The
deformation effect can depend on the order in which the deformers are created. Users
can apply any number deformers. A variety of effects can be given to an object with the help
of a deformer. The object’s original shape is the order in which the deformers were created.
Figure 5.2 displays the deformation order.
5.1.3 Modifying
The user can edit the deformer by setting the membership with the Relationship Editor. Select Edit
DeformersEdit Membership Tool. This lists all the deformer sets and the list of all the points in the
set. The user can easily edit the deformer set membership by taking the deformable object points with
the Edit Membership Tool. The user can also paint the deformer set membership by selecting Edit
DeformersPaint Set Membership Tool.
Moving or setting keys on the individual points of an object are Point Tweaking Objects.
The objects are edited for which deformers are already created. The unexpected effects
can occur when deformers used on these objects are automatically prevented. When a
deformer is created a tweak node and a deformation node is created.
When more than one object is used to deform an object, the final effect of the deformation can
vary depending on the order in which the deformations occur. The deformers occur on the
object based on the order in which they are created. The deformer created first deforms the
object first and the last created deformer deforms the object last.
The user can change the dependency graph node evaluation performance so that the
scene refreshes after dragging it. If there are many complex objects to be deformed,
changing the evaluation performance can improve scene display.
Deformers can be used as modeling tools for shaping NURBS or polygon objects. Make
sure the deformer and the object history is deleted when modeling is finished. An object
history is also known as construction history.
■ Setup and Animation with Deformers
Keys can be set on any of the deformer’s key attributes. Keys can be set in the Channel Box,
the Time Slider or the Graph Editor by using the Maya Embedded Language (MEL)
commands. The user can add a new attribute by selecting ModifyAdd Attribute.
The nodes are evaluated and displayed if any changes are made in the node or any nodes
history. There are more nodes in the deformed object history than an un-deformed object
history.
Blend shape deformers allow the user to change the shape of an object into the shape of
another object. Blend shape deformers allow the user to deform a shape of a surface into
the shape of another surface. A blend shape deformer is used to create facial setup of any
object or model.
Unlike the other deformers a blend shape deformer comprises an editor that allows controlling
the blend shapes of the object. While creating, the user can identify one or more objects whose
shape is to be blended with other object. The objects whose shapes are to be blended with
other objects are called as target objects and the objects which are to be deformed are called
base objects.
■ Lattice Deformer
Objects that are deformed with lattices are known as lattice deformers. A lattice deformer can
be edited to change the shape of the object. A structure of carrying free form deformation of
any deformable object is known as lattice. The lattice can be edited by rotating, moving,
scaling the lattice structure to create a deformation effect.
■ Cluster Deformer
A set of object points like the vertices, lattice points, which are controlled, are known as
cluster deformers. Each point can be controlled by assigning a percentage on the selected
points by rotation, movement or scaling of the cluster set. When a cluster is transformed,
the points are transformed based on the percentage specified by the user.
■ Non-Linear Deformers
Bend Deformers
Bend deformers allow bending the deformable object in the shape of an arc. These
deformers are normally used for setting up characters as well as other models. These
kind of deformers include handles, which are controlled on their curvature and their
effects of bending. Figure 5.3 displays an example of bend deformers.
Flare Deformers
Flare deformers allow the user to flare or taper any deformable object along the two
axes. These deformers are used for both character setup and other types of modeling.
Flare deformers allows to control the curvature and tapering effects of any object like the
handle in an instinctive manner. Figure 5.4 displays an example of bend deformers.
Sine Deformers
Any deformable object that allows the user to edit the object in a sine wave form is a sine
deformer. This kind of deformer can be used to control the extent, wavelength and the
curvature of the sine effects in an effective manner. Figure 5.5 displays an example of
sine deformers.
Squash Deformers
Any deformable objects that can be squashed and stretched along an axis are called
squash deformers. These deformers can squash and stretch the object. These
deformers are used for character as well as modeling for any object. Figure 5.6 displays
an example of squash deformers.
Twist Deformers
Twist deformers allows the user to twist any deformable object about an axis. These
deformers allow the user to twist any object for character setup and modeling other
objects. Figure 5.7 displays an example of twist deformers.
The wave deformer is similar to the sine deformer. These deformers create a ripple effect
and enable to control the extent, wavelength, and the wave effects as per the user’s
preference. Figure 5.8 displays an example of wave deformer.
■ Sculpt Deformers
Creation of any form of rounded deformation effect is normally done in sculpt deformation.
This kind of deformation is done for facial animation for characters such as chin, cheeks,
brow, and so on. In sculpt deformation the user can deform objects with a spherical influence
called a sculpt sphere or any NURBS object. Figure 5.9 displays an example of sculpt
deformer.
In sculpt deformers the user can also use the flip mode feature where the object is flipped to
the other side of the sculpt tool. The stretch mode feature is used to stretch a feature of the
object from the points of the location.
The soft modification deformer is an adjustable fall attribute where it allows the user to use
it like a form where it is pushed or pulled like a cloth falling off or on an object. The amount of
deformation is highest or greatest at the center of the object where the effect falls off away
from the center to the sides.
■ Jiggle Deformers
Jiggle deformer allows the user to deform the object in a form of jiggle where the points on
the surface are caused to move, shake with a high speed or slow speed. For instance
effects like a fat man’s stomach or a cockroach’s antenna moving. Normally these effects are
used for movements that lie under the skin.
■ Wire Deformers
Wire deformers are normally used for deformable objects with one or more NURBS curves.
These deformers are used for showing wire-like effects which can be either of a character like
the eyebrows or hair or lips. They are used for NURBS or polygon curves.
■ Wrinkle Deformers
■ Wrap Deformers
Wrap deformers allow the user to deform objects with NURBS surfaces, curves or polygon
surfaces. With wrap deformers the user can shape deformable objects with NURBS or
polygonal objects.
Cluster deformers allow the user to control the object’s points such as CVs, vertices, or lattice points.
The user can add or reduce the percentage of the points of the objects based on how dense or thin
the thickness of the object, the movement or the scaling of the object is needed. When a cluster is
transformed the percentage selected by the user is transformed accordingly. Figure 5.10 displays
an example of cluster deformers.
While creating a cluster deformer the user first needs to create a deformer with the current creation
actions. If the user is not sure of the options, checking before creating the deformer saves time
adjusting the attributes later.
Note
Avoid changing the deformer points after the deformer is created in order to avoid the
unexpected deformer effects.
5.3.2 Lattice
Lattice is a set of points that carry out free form deformation on any deformable object. The user can
edit the lattice by moving, scaling, and rotating the structure or lattice points. The lattice’s deformers’
features can be edited and effects can be created on the object by the same.
In order to create deformers select Create DeformersLattice . Figure 5.11 displays the
Lattice Options. As per the user’s preference select the Basic or Advanced tabs to set the
creation options.
In order to move or rotate the deformer handle node use the Insert key. The user can also
use the compound mode by selecting Select By Compound Type option on the toolbar. The
other way to edit the lattice deformer node is to select the object that needs to be deformed
and then select the node history in the Channel Box under Inputs. The user can also use
the Attribute Editor by selecting WindowAttribute Editor and edit the attributes
accordingly.
5.4 Summary
In this session, Using Deformers for Modeling, you learned that:
Deformers are high-level tools that can be used to edit or manipulate while modeling or drive
while animating the low level components of a model.
A deformer can create an effect of deformation to any object that is deformable. Any object
that is defined by certain control points is a deformable object.
A Web of nodes is what Maya comprises.
The representation of relationship of the connected nodes is shown in the dependency graph.
Blend shape deformers allows the user to change the shape of an object into the
shape of another objects.
Objects that are deformed with lattices are known as lattice deformers.
A set of object points like the vertices, lattice points, which are controlled, are known as cluster
deformers.
5.5 Exercise
1. Which of the following is not a non-linear deformer?
Bend Deformer
Wave Deformer
Wire Deformer
Twist Deformer
True
False
3. A set of object points like the vertices, lattice points, which are controlled, are known as .
Lattice
Cluster Deformers
Jiggle Deformers
Wire Deformer
Deformation tool
Deformable object
Sculpt deformers
Wave deformers
Se ssi on 6
Organic and Inorganic Modeling
Learning Outcomes
In this session, you will learn to:
Modeling of any organic or living structure is called organic modeling. It includes a detailed structure
of the form, shape, size and the minute details that are important in the structure. For instance,
modeling of the human face would include not only the structure and shape of the face but would
also involve modeling of the veins, wrinkles, and any additional areas that need to be taken care of.
Figure 6.1 displays an example of organic modeling.
There are certain features which are important while doing organic modeling, which are explained as
follow:
■ Base Mesh
Base mesh is an important feature which is a must while doing organic modeling. The model
should be modeled on the base mesh in order to carry out and work on detailed features of
the model.
■ Living and Existent Models
Modeling for organic models comprises only living creatures. It is very important to
understand and know the anatomy of the creatures that is to be modeled in order to give a
realistic feel and look to the model.
■ Reference Models
Reference model is essential while modeling organic models. This is to maintain consistency
from the beginning to the end of the modeling process to give a natural feel and look to the
model. Having a reference model should be a practice and must be implemented while
creating/designing any model.
While modeling organic characters the line flow should be kept under check all the time to avoid
undesirable effect. Organic modeling should be approached with proper reference and guides to get a
good result. Detailing must be done on a base mesh and not directly unto a new model. Its crucial to
have proper shape before detailing as all the modeling details go in vain if the shape is not correct.
Figure 6.2 displays the concept of organic modeling.
Organic modeling can be dealt in many ways as there is no particular method or rule to
follow.
Studying anatomy is a long process. Anatomical study of humans and animals is crucial in getting a
complete and good model. Without anatomy it is very difficult to create proper shape and size of a
character or a creature. Without proper shape and size it is difficult to make the character look
conceivable and believable.
Proportion, of a human body or an animal can be achieved only with intense study of anatomy.
Anatomy is important when it comes to placement of character’s body parts. Even for a creature,
anatomy is necessary. Figure 6.3 displays examples of shapes of organic modelling.
Note
Organic modeling is dependent on the anatomy and proportion detail of the character.
The user should know the model that is going to be created. It is important that a thorough study and
understanding of the model is done before user starts to model. For instance, if the user wants
to model a cat, a thorough study of the creature, right from its shape, size, and the body movement
is done. In order to give it a realistic look even the movement of its legs to tentacles is done.
■ Model Sample
The user should always have a sample model of the creature that is being modeled. This
enables to highlight and not forget the minute details such as veins, leg movement, and body
color of the creature while modeling in order to give a realistic and natural look.
It is also important for the user to understand the anatomy of the model of the living being that
is been modeled. For instance, if the user is modeling a model of a human face, he should
know and understand on what and how the anatomical study of the human face works, such
as the facial expressions, veins, and face movements, internally and externally. This will help
in creating and giving a realistic look to the model.
In Inorganic modeling, models are created for non-living things. These can be anything from a
chair, table to a space ship. The study and the modeling of inorganic model is more as compared
to organic since it is non-existent and man created. Figure 6.5 displays an example of inorganic
modelling.
Note
The concept of inorganic modeling can be from any source as long it has enough
details for the user to finish it.
The user needs to spend a lot of time while modeling for the details to make it look appealing.
Inorganic modeling is generally considered easy but longer process compared to organic modeling.
6.4.2 Features
■ Base Mesh
Base mesh is very important feature which should be present while doing inorganic
modeling. The model should be modeled on the base mesh in order to carry out and work on
certain detailed features of the model.
■ Reference Models
It is very important to have a reference model while modeling for inorganic models, in order
to be consistent from the beginning to the end of the modeling process in order to give an
appealing look and feel to the model.
■ Wireframe
A wireframe is a detailed display of the object or model with a mesh around it.
The user can edit the features or get a clear picture of the object and understand the changes
that are required to be made. Figure 6.7 displays an example of how a model looks with
wireframe.
Figure 6.7: Wireframe
Maya has various tools and methods to be used in inorganic or hard surface modeling. There is
no particular method to be followed during inorganic modeling. However, there are few good practices
to keep in mind.
Model details separately rather than trying to fit in everything into one base model.
The model’s UV’s should be done on the fly to avoid later frustrations.
Keep geometry’s smoothness less wherever possible.
Giving required details to objects far way rather than filling it with details even though it is not
seen.
6.6 Reference Used for Inorganic Modeling
6.6.1 Collecting References and Implementing Them for Inorganic
Modelling
Organic Modeling
Inorganic Modeling
Polygon Modeling
NURBS Modeling
Inorganic Modeling
Organic Modeling
Polygon Modeling
Subdivision Modeling
3. In order to get a natural and real look of the model it is necessary that the user knows the
Reference
Anatomical
Workflow
Polygon
4. Having samples of model is not useful while creating organic and inorganic modeling.
True
False
Answer Key
Exercise Answers
Exercise 1.6
1. a 2. b
3. c 4. b
Exercise 2.9
1. b 2. b
3. c 4. b
Exercise 3.10
1. a 2. c
3. b 4. d
5. b
Exercise 4.5
1. b 2. b
3. a 4. a a n d b
Exercise 5.5
1. c 2. b
3. b 4. b
Exercise 6.8
1. a 2. a
3. b 4. b