Modelling in Maya - Week 2

 Modelling in Maya

The week started with the workflow of working in maya or you can say as a 3D artist/modeller.



The visual narrative and reference part has been done in the week 1 of the 3D pipeline of games and films, for this post we are going to cover the modelling in maya which mainly consists of hard surface modelling and organic modelling. For now, I'm only going to cover the hard surface modelling.

Introduction to modelling concepts, techniques and tools

Polygons: polygons are the basic building block of all the 3D models, the types of polygons are triangles (tris), Quadrilaterals (Quads), N-gons (quads)



Components: Every Polygons is made up of components and you can select these components by selecting different tools like vertices, Edges and Faces. 

You can change object mode to component mode by simply pressing F8.


Sub-Division:

In this section, we are going to study about sub-division, why is it there and how it helps us during creating a topology/modelling.

Sub-division is an algorithm process to define up polygons into sub-sections, here in the image below I just show the difference between a non-sub-division surface to a sub-division surface, and we done that process by going to Mesh>Smooth (settings icon) and apply smooth without changing any setting.

Keep note that more sub-divisions you have, the denser mesh it will be


The cage view of smooth mesh, which has been applied to a cube with only minimum subdivisions.

Practice 1:
In this practice I've used circulize components, bevel, extrude and mirror options.

Practice 2:




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