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Maya Term-01-Maya

WEEK 05 – Maya – Retopo

This week’s focus is on how to use the retopology tool to create a low-resolution model on top of a high-resolution model. This technique is very important when creating models of people and creatures. Because if this kind of model is to be animated, the modeler needs to arrange the wiring of the model properly. For example, the eyes are the most varied in the expression animation, so there needs to be enough extension lines around the eye sockets. There is no muscle deformation and bone movement in the skull, and the wiring here only needs to be fixed. The shape of the ear is complex, but it needs dense wiring for the purpose of adding detail. The modeler can use the retopology tool to create half the low-resolution model on the right side of the high-resolution model, and then use the mirror tool to mirror and copy the left half of the model.

http://wiki.polycount.com/wiki/FaceTopology
Retopology Tool

At the same time, we learned about the sculpting function in maya. We can simply sculpt the model in maya. Also, when we do the blend shape, we can use the sculpting tool to make expressions on the character model. The blend shape tool can be used to control the character’s facial expressions if the character does not have a face binding.

Blend Shape – Smile
Blend Shape – Anger
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Maya Term-01-Maya

WEEK 04 – Maya – Hot Air Balloon

Because we need a hot air balloon to do a composite project called the balloon festival in the nuke course. I want to make a new and unique balloon. This week, I took some references and created a vintage hot air balloon. I made a net out of twine and put it on the balloon. Then I copied multiple models and misaligned them to make a woven basket. To achieve a vintage style, I made the material of the balloon be leather. Then plaid and stripes are combined as the pattern of the hot air balloon. At the same time, I made the material of the basket be wood. Hanging curtains on the balloon and basket. The final render is what I wanted.

Reference
Final Render (Arnold)& Polygon & Grey Model
Details of Render
Details of Render
Details of Polygon
Details of Polygon
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Maya Term-01-Maya

WEEK 03 – Maya – Bottle & Balloon

This week’s lesson focuses on how to use curves to create models. This is a different approach to modeling and is suitable for creating cylindrical or round objects, such as bottles and cups. You used curves to outline the object, then revolve to convert the contours into the 3D model. At the same time, we discussed the material of glass and liquid, and how to make real glass objects.

Final Render (Arnold)
Final Render (Arnold)

I used the same method to create the balloon.   At the same time, the way the twine is made is very interesting. First create three round faces and a curve, then select the surface and curve to make the twine model with extrude. Meanwhile, the curve can be manipulated to make twine and put in the required position. Furthermore, I want to create a balloon like no other. I made the basket into a hollow shape. The method is to create diagonal plaid on the cylinder, then select all the plaid and extrude each face to create additional faces and shrink, then delete these faces. At the end, just need to extrude the entire model.

Polygon
Final Render (Arnold)
Details of Render
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Maya Term-01-Maya

WEEK 02 – Maya – Lego Man

Through this week’s lesson, we have looked at the construction of low and high resolution models. At the same time, we need to practice using smooth to transform low-resolution hard surface models into higher-resolution models. The modeler needs to add two lines next to the hard edge of the low-resolution hard surface model, then smooth the model. In this way, the edges of low-resolution hard surface models do not become too rounded after being smoothed. Moreover, soft models also require the function of smooth to transform low-resolution models into higher-resolution models. In rendering, the soft model will not become stiff.

The Lego man is a good reference to practice using smooth to transform low resolution hard surface models into high resolution models. The upper body and legs are hard surface models, and the arms and hands are soft models.

Final Render (Arnold)
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Maya Term-01-Maya

WEEK 01 – Maya – Car

The first week of modeling course taught some simple basic modeling thought and skills in maya. How 3D assets are made is very important for film and animation.  An easier way to model is to start with geometry.  Depending on the reference and art design, the modeler can add points, lines, and surfaces to the geometry and move them around to create the model. This method is suitable for creating models with obvious geometric features, such as vehicles, furniture, etc.

I found a Lamborghini Reventón reference on the Internet. Using this method, a simple Lamborghini 3D model is created. In the process, I found some problems in my modeling techniques that needed improvement, especially how to deal with the details of hard surface.

Final Render (Arnold)