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Advanced Modeling

Recap:

  • What is subdivision modeling and how do we use it to make more complex models?
  • How to use Edge Loops to change the shape of subdivided models
  • Using subdivision to make a die.
  • History of the Utah Teapot
  • Using subdivision to model the Utah Teapot

Plan:

  • The 3D Process Large Scale, Indie and Individual
  • Boolean Modeling
  • Topology Reduction
  • Flow of Topology
  • Importing Images
  • Modeling complex models from Images

Practice File


Download Practice File


The 3D Process - Disney/Pixar (Luca)

Concept and Story Artist

luca story board Luca sketch


Modeling Artist

Luca rotating model


Technical Artist - Rigging

Luca rigging


Technical Artist - Surfaces

Luca surfaces Luca textures


Camera Artist

Luca camera placement


Animator

Luca animation


Lighting Artist

Luca lighting


Technical Artist - Rendering

Luca lighting


  • Pro: Larger productions
  • Con: Little individual say, long-working conditions

Further Reading/Watching

The 3D Process - Super Giant Games (Hades)


Concept Artist

Nyx Concept


3D Generalist

Sculpting

Nyx

Modeling - Retopology Nyx

Texturing Nyx

Rigging Nyx


Animator

Nyx


Pro: Ability to specialize, exciting projects, individual say Con: Jobs can be unstable, freelance


Further Reading/Watching

The 3D Process - Individual (Real Things, Everywhere)

  1. Concept Lie
  2. Initial Sculpting Lie
  3. Refined Sculpting Lie
  4. Retopology (Not Pictured)
  5. Textures Lie
  6. Rigging Lie
  7. Animations Lie
  8. Final Game

Polysphere

Oftentimes, working with the default sphere model within Maya can present many challenges. Since the sphere model does not have even and quadded topology, it can present many issues when creating more complex models.

Most artists when working with spherical shapes use a poly sphere. A polysphere is a sphere made up of quadded geometry that has evenly spaced vertices.


To make a poly sphere:

  1. Create a sphere primitive pShpere
  2. Create a cube > Smooth 2 Levels > Scale to be size of sphere pShpere
  3. Click on sphere > Press Make Live (Magnet Button)pShpere
  4. Click on Smooth Cube > Mesh > ConformpShpere
  5. Click Make Live > Delete original spherepShpere

Booleans

We can combine meshes together using boolean operations. When using boolean operations, the same rules of quadded topology still apply. We can combine objects together using booleans, however, we must clean up our geometry after the operation is completed.

To make sure your boolean operations can produce clean topology, you should make sure that meshes you are combining together can have their edge loops connected. This often means combining geometry that has the same number of edge loops.


Boolean Subtract

Steps to make cut in using Booleans:

  1. Place one model inside the other model. Ensure that their edges can be connected after the boolean operation is complete. pShpere
  2. Select the base model > Shift Select the model you want to subtract pShpere
  3. Mesh > Boolean > Difference (A-B) pShpere
  4. To complete the operation navigate to Edit > Delete By Type > History pShpere
  5. Clean up disconnected and loose vertices using the Target Weld tool. pShpere
  6. Clean up nGons using the Multi-cut tool pShpere

UI TIP: Press Right-Click after a cut to stop the cutting operation


Steps to combine objects together using Booleans:

  1. Place one model inside the other model. Ensure that their edges can be connected after the boolean operation is complete. pShpere
  2. Select both models > Mesh > Boolean > Union pShpere
  3. To complete the operation navigate to Edit > Delete By Type > History pShpere
  4. Clean up disconnected and loose vertices using the Target Weld tool. pShpere
  5. Clean up nGons using the Multi-cut tool. pShpere

Topology Reduction

When modeling, there are many cases in which we want to reduce the areas of high density topology to low density. Oftentimes, we might have one area of our model that has a lot of detail, while we have other areas that have low detail. We can use topology reduction techniques to go from areas of high poly count to low poly count.

Examples:


3 to 1 Reduction:

pShpere


5 to 3 to 1 Reduction:

pShpere


2 to 1 Reduction:

pShpere


Machine Example:

pShpere

Topology Flow

When modeling, we often need to adjust the flow of our topology. For example, in the below model, if I want to add in edge loops to give the top part of my object a hard edge, I change the topology of the attached cylinders. After smoothing, this causes the cylinders to have a deformed shape.

Looking at this model, I realize I need to change the flow of my topology to go around the extruded cube. Currently, the topology follows down the sides of the model.

Simplified Example:

pShpere

The first object is the topology I want, the second model is the topology I have currently.


Steps to changing the flow of topology in the example:

  1. Select and Delete the faces where the two sections meet pShpere
  2. Add in extra edge loops to match the edge count for both sections pShpere
  3. Bridge the sections together pShpere
  4. Add the extra edge loops to harden the bottom edges pShpere

Free Image Plane

We can use Free Image Planes to bring reference images into our Maya scene. As a note, it is important to store all of your reference images in the Source Images folder within your Maya project.


To bring in an image on a Free Image Plane:

  1. Create > Free Image Plane pShpere
  2. Select Image Plane > Attribute Editor > Image Plane Shape > File Icon > Choose Image pShpere

To lock an Image Plane to a particular view:

  1. Move the Image Plane back on the Axis you want to view it in. For example, if I want to view my image through my Front Camera, i’ll move it back on my Z Axis.pShpere

  2. Select Image Plane > Attribute Editor > Display - looking through camera > Select Camera. Note: You might need to be in that view for the camera to show up on the list. Making Image Planes Reference Objects pShpere


It is very easy to accidentally click on reference images. To prevent this, it is best to put your reference images on a separate layer, and make it a reference layer.

Steps:

  1. Select all of your reference images
  2. Click the create and add to layer button > Rename LayerpShpere
  3. Set the Layer to Reference pShpere