Polygonal modeling is an approach for modeling objects by representing or approximating their surfaces using polygons. This type is best for real-time rendering.
Non-Uniform Rational B-Splines
Used for modeling surfaces with complex curves
It is a mathematical model used in computer graphics but a mathematical understanding is not necessary for its use
“NURBS is popular because the objects are easy to manipulate interactively, and because the algorithms that create them are both efficient and numerically stable.”
Topology is the geometric characteristics of the surface of a 3D object. Artists strive for clean topology which involves: “efficient polygon distribution, proper placement of polygonal edge-loops, few or no triangular faces (as opposed to 4-sided “quads”), and clean precise creases that minimize stretching and distortion.”
Good topology is essential for fast framerates and good deformation. Vertices and edges need to be placed correctly for good deformation so that the model bends and stretches well when skinned. This is important where the model deforms most such as hands and cheeks.
Asset Management + Saving a Project
Projects should be saved in a folder and file names should not have any spaces.
Assets should be stored properly as otherwise, the program may not be able to locate the assets used next time it opens.
Space – views
F – frames object
A – frames scene
Green frame – object mode
Q – select
W – move
E – scale
R – rotate
+ – – scales manipulator handles
S – sets all object information to keyframe
In this tutorial, I made a basic Greek temple structure with columns and steps.
Placing Objects in Scene: Can select basic shapes from the bar or for more options, select from the menu.
Channel Box: Primary and quickest way of editing object attributes accurately.
Snap to point: moves the object to the closest control vertex or pivot point.
Holding down “D” allows you to move the objects pivot point. These points are used for precision
Duplicate: to duplicate an object you press CMD+D. Maya uses duplication rather than copy/paste.
Perspectives: when spacebar is tapped, 4 views of the scene appear. Three of these are each axis (x,y,z) and the last is the 3D perspective view. To navigate these, the cursor must be placed on the required screen and spacebar tapped again.
Group: CMD+G for a model comprised of several objects to be moved as one. Also, become grouped under one heading in the outliner panel.
Insert Edge Loop: Found in the mesh tools menu. Used to split polygon faces. In this case, we used it twice per face so that the center could be extruded, creating a step.
Layers: In display menu, there is a layers tab. New layers can be made by clicking the layers tab and clicking “Create Empty Layer” or “Create Layer From Selected.”
Timeline + frame range
Here you can select individual frames and the range of frames you want to see on the timeline. Applying a frame adds a red line to the timeline.
Sets a frame which only takes information from X translation.
To do this you right click and select “key selected”
To watch the animation inside Maya there are playback options.
Frame 1 – Frame 13 – Frame 25
The cube moves along the X-axis for 1 second.
Frame 24 – Frame 48
When you double the amount of time it takes for the object to move the same distance, the speed halves.
The amount of time is doubled again so the last object moves the slowest.
To select all 3, drag down along them. Writing a number in will apply it to all selected.
Here I am rotating the cone by 360 degrees and applying a keyframe at the end of its translation at 72 frames.
To create and apply materials, the Hypershade window is used.
The Hypershade window uses node-based programming. “Lambert” is a basic block coloured material. The colour can be changed to the side of the window by clicking on the coloured rectangle and selecting from a colour-wheel.
To apply a material, you select the object, hold the right mouse button on the material and select “Apply material selection”.
Area/resolution to be shown when using the camera in Maya.
Interactive Creation- Allows editing of various attributes while creating a polygon primitive.
Gives a menu with animation oriented tools.
A graph form for viewing the X, Y and Z transformations. A flat line shows that values haven’t been changed.
This button eases frames so that the animation appears less jagged.
To be able to edit each tangent separately they must be “broken”.
A key principle of animation is squash + stretch where the object deforms to match its movement. This is done by changing the X and Y scale of an object and applying it to the keyframe.