在本教程中,我们将介绍使用Maya建模技术创建一款华丽的蒸汽朋克式飞艇。 推荐使用Maya的中级工作知识。 最后,我们应该有一个完全模型化的船,准备下一次在MARI进行纹理化。
In this tutorial we'll look at creating an ornate steampunk-style airship using Maya modeling techniques. An intermediate working knowledge of Maya is recommended. At the end, we should have a fully modeled ship, ready for texturing in MARI next time.
Step 01: Blocking in the main forms
I've prepared a set of orthographic images we can use as a rough guide for the shape of our airship. Import them via View > Image Plane > Import Image. Next import some basic shapes from the Create Polygons menu and using the Scale and Move tools to drag and move them into place using the orthographic images as a guide.
To split geometry (C), select the faces you want to separate and go to Edit Mesh > Face > Extract. Then move the segments apart, select both pieces under Mesh > Combine. To bridge the gap (D), select the edges of both hemispheres and go to Edit Mesh > Bridge.
To make the rounded nose of the ship (F), create a sphere and delete the unwanted faces. Select the edges and under Edit Mesh > Extrude, drag the edges along the length of the nose.
步骤01:封锁主要形式
我准备了一套正字图像,我们可以用作我们飞艇形状的粗略指南。 通过视图>图像平面>导入图像导入它们。 接下来,从“创建多边形”菜单中导入一些基本形状,并使用“缩放”和“移动”工具使用正交图像作为向导将其拖动并移动到位。
要拆分几何(C),请选择要分开的面,然后转到“编辑网格”>“面>提取”。 然后将段分开,在“网格”>“合并”下选择两个片段。 为了弥合差距(D),选择两个半球的边缘,并转到“编辑网格”>“桥”。
要使船的圆形鼻(F),创建一个球体并删除不需要的方面。 选择边缘,然后在“编辑网格”>“拉伸”下,沿着突出的部分长度拖动边缘。
Step 02: Making the nose of the ship
To clean up the front of the nose (A), I will use the Multi-Cut tool under the Mesh Tools menu. To cut in a straight line, press Shift, then click and drag the tool in the direction of the cut line you want to make. Then select and delete excess faces.
Now access Wireframe mode (C), select the vertex and drag to fit the shape of the hull. Press 5 to revert to Shaded mode so we can see how they fit. To create some more interesting shapes to the nose (G), select the side faces and using the Extrude tool adjust the thickness inward just a little to form a step.
步骤02:制作船的突出的部分
要清理突出部分前方(A),我将使用“网格工具”菜单下的“多切割”工具。 要直线切割,请按Shift键,然后单击并沿着要制作的切割线的方向拖动刀具。 然后选择并删除多余的面孔。
现在访问线框模式(C),选择顶点并拖动以适应船体的形状。 按5还原到阴影模式,以便我们可以看到它们如何适应。 要创建一些更有趣的形状到鼻子(G),选择侧面,并使用拉伸工具向内调整厚度一点点形成一个步骤。
Step 03: Detailing the front
To make a nice ridge along the front we can use the existing geometry. Select the faces that run along the center and extrude them outward. Select these extruded faces and go to Edit Mesh > Face > Extract to isolate the ridge.
Next create a cylinder with eight sides (C) and position it in the center of the ridge. Use the cylinder as a guide (D) to cut the geometry of the ridge using the Multi-Cut tool. Then combine the two pieces of geometry and align the cylinder to meet the hole made in the ridge. To connect the vertices of the cylinder and ridge, right-click and engage Vertex mode. Select all vertices and go to Edit Mesh > Merge.
步骤03:前面的细节
要沿着前方做一个漂亮的背脊,我们可以使用现有的几何体。 选择沿着中心运行的面并将其向外挤出。 选择这些挤压面,然后转到“编辑网格”>“面”>“提取”来隔离脊。
接下来创建一个八边(C)的圆柱体,并将其定位在脊的中心。 使用圆柱体作为导向(D),使用多切割工具切割脊的几何形状。 然后将两个几何组合起来,对齐圆柱体,以满足在脊中制作的孔。 要连接圆柱和脊的顶点,请右键单击并接合顶点模式。 选择所有顶点,然后转到编辑网格>合并。
Step 04: Creating grooved panels on the front
Let's start by selecting the faces on the front, leaving a border. Then go to Edit Mesh > Face > Extract to separate these panels. Then select the edges inside our panel and go to Edit Mesh > Bevel to split the edge lines (B).
Select the beveled edge faces and extrude those inward to make a small set of valleys (C). To make smooth edges more rigid, we can add edge loops using Mesh > Insert Edge Loop. By dragging edge loops close to the edge of a corner this will support the shape when smoothened.
步骤04:在前面创建开槽面板
我们首先选择正面的方面,留下边框。 然后转到编辑网格>面>提取来分离这些面板。 然后选择我们面板中的边缘,然后转到“编辑网格”>“斜面”来分割边线(B)。
选择倾斜的边缘面并向内挤出,以形成一小段谷(C)。 为了使边缘更平滑,我们可以使用网格>插入边缘循环添加边缘循环。 通过将边缘边缘拖动到靠近角落边缘的边缘,这将在平滑时支撑形状。
Step 05: Front elevation thrusters
Next create a polygon primitive torus and delete half, then split the remaining half into two pieces and create some distance. Then Mesh > Combine the two pieces and then go to Edit Mesh > Bridge to join the parts. To make the bend look as if it is made of panels, select the edges and create a bevel of three segments. By extruding the three segments first and then just the center, we can make a stepped ridge (G). Last just add some edge loops at the corners to tighten the geometry when smoothened.
步骤05:前升力推进器
接下来创建一个多边形原始圆环并删除一半,然后将剩下的一半分成两部分并创建一些距离。 然后网格>组合两个部分,然后转到编辑网格>桥接部分。 要使弯曲看起来像是由面板制成,请选择边缘并创建三个分段的斜面。 通过首先挤出三个部分,然后仅仅是中心,我们可以制成一个阶梯状的脊(G)。 最后只需在拐角处添加一些边缘循环,以便在平滑时收紧几何体。
Step 06: Passenger walkway
To create the passenger deck, first move to the side view and create a polygon cube. By flipping from side to top we can adjust the cube to fit the images roughly. Now select the window faces and select Extrude under the mesh menu. Before you extrude, make sure Keep Faces Together is turned off in the extrude options. Then adjust the offset to make a window frame and press extrude again to push the thickness of the windows inward (E). By selecting the edges, we can add a bevel and increase the number of segments to make a nice rounded corner (H).
步骤06:乘客通道
要创建乘客甲板,首先移动到侧视图并创建一个多边形立方体。 通过从一侧到另一侧翻转,我们可以调整立方体大致适合图像。 现在选择窗口面,然后在网格菜单下选择拉伸。 在拉伸之前,确保在挤压选项中关闭“保持面”。 然后调整偏移量以制作窗框,然后再次拉伸,将窗口的厚度向内推(E)。 通过选择边缘,我们可以添加一个斜角,并增加段的数量,使一个好的圆角(H)。
Step 07: Windows
For creating the windows we first need to select the faces and turn Keep Faces Together off so the faces extrude individually. First extrude the Offset to make a frame and then extrude the thickness to create depth. Next we need to separate the windows and frame and delete the rest of the sphere (C). Then replace this sphere with a new sphere and ramp up the subdivision Axis and Height in the Attribute Editor with the sphere selected.
步骤07:窗口
为了创建窗口,我们首先需要选择面部,并将“保持面”放在一起,以使面部单独拉伸。 首先挤出偏移量制作框架,然后拉伸厚度以创建深度。 接下来,我们需要分离窗口和框架,并删除球体的其余部分(C)。 然后用新的球体替换此球体,并在所选球体的“属性编辑器”中加速细分轴和高度。
Step 08: Creating window rims
This part is tricky. First duplicate your window cylinder and body (Ctrl+D), then drag it aside. Then Shift-select the cylinder and then the body (B) and let's perform a Boolean operation. Go to Mesh > Booleans and adjust to Difference. This should leave the cylinder behind. Delete the middle faces leaving just a ring. Align this ring to the original body and add an edge loop along the body so we can extrude a step to form a rim (F). You can select the vertex to tweak the rim in order to fit it neatly around the body shape.
步骤08:创建窗口边缘
这部分是棘手的。 首先复制您的窗口圆柱体和身体(Ctrl + D),然后将其拖放到一边。 然后Shift选择圆柱体,然后选择主体(B),让我们执行一个布尔运算。 转到网格>布尔值,并适应差异。 这应该使汽缸在后面。 删除中间的脸只留一个环形物。 将此环与原始体对齐,并沿着身体添加边缘环,以便我们挤出一个步骤以形成边缘(F)。 您可以选择顶点来调整边框,以便将其整齐地围绕身体形状。
Step 09: Adding pipes on the side
Now we'll place cylinders which will become vents along the ship's side. Then by selecting the side we can make it a 'live surface'. (At the top you will see a magnet icon - press this and your selected geometry will become live.) Now select the CV Curve tool under Create > Curve Tools > Create CV Curve. Click and draw where we want our pipes to go on the live surface. At the end of the CV Curves, place a NURBS circle. Next select the circle and then the curve, and under the Surface menu click Extrude.
Next, convert the tube into polygons by selecting the tube and going to Modify > Convert > NURBS to Polygons. Select the advanced menu and set the count to 5,000 or less depending on the size of the tube. After conversion, the NURBS tube will remain, so this can be deleted now, leaving us with a polygon tube.
步骤09:在侧面添加管道
现在我们将放置将成为船侧通风口的气瓶。 然后通过选择一边,我们可以使它成为一个“现场表面”。 (在顶部,您将看到一个磁铁图标 - 按此,您选择的几何将变为实时状态。)现在在“创建”>“曲线工具”>“创建CV曲线”下选择“CV曲线”工具。 点击并画出我们想要的管道在现场表面。 在CV曲线的末尾,放置NURBS圆。 然后选择圆圈,然后选择曲线,然后在“表面”菜单下单击“拉伸”。
接下来,通过选择管道并将管道转换为多边形,然后转到“修改”>“转换”>“NURBS”至“多边形”。 选择高级菜单,根据管的大小将计数设置为5,000或更小。 转换后,NURBS管将保留,所以现在可以删除,留下我们一个多边形管。
Step 10: Modeling ornate engine detail
Create a flat cylinder and extrude an offset inward, then move the center down (D). Then create a polygon primitive pipe and use the Scale tool to stretch the shape oval. To repeat the circular shape in an arc, we need to adjust the pivot point. Select the oval, then press and hold the 'D' key to move the pivot point to the center of the cylinder. By pressing Shift+D you can duplicate the oval and move it slightly left or right. To graduate the size just use the Scale tool.
Now select the faces of the ovals facing each other and delete them. Then select both oval shapes and combine them (F). After they're combined we need to select the edges of the holes we just made and use the Bridge tool to connect the two pieces. The Bridge tool is under the Mesh menu, and you may need to adjust its offset if it looks wrong. Repeat this process all around and again on the bottom insert.
步骤10:建模华丽的引擎细节
创建一个平坦的圆柱体并向内挤出偏移,然后将中心向下移动(D)。 然后创建一个多边形原始管道,并使用“缩放”工具拉伸椭圆形。 要在圆弧中重复圆形,我们需要调整枢轴点。 选择椭圆形,然后按住“D”键将枢轴点移动到圆柱体的中心。 按Shift + D可以复制椭圆,稍微向左或向右移动。 要调整大小,只需使用缩放工具。
现在选择相互面对的椭圆的面,然后将它们删除。 然后选择两个椭圆形并组合它们(F)。 合并后,我们需要选择刚刚制作的孔的边缘,并使用Bridge工具连接两个。 Bridge工具位于Mesh菜单下,如果看起来错误,您可能需要调整其偏移量。 在底部插入件上重复此过程。
Step 11: Making a propeller
To start the propeller, create a cylinder with 18 divisions and delete every second set of three faces (B). Then delete two thirds and soft-select the end vertex. Soft selection can be adjusted by holding 'B' and sliding the mouse. Bevel the corners (F). To evenly rotate the pieces we can use the Duplicate Special under the Edit Menu. Select the advanced tab and set the Y rotation to 120 degrees with copy enabled. Apply this twice, then combine the three parts and merge the vertex by selecting Edit Mesh > Merge.
步骤11:制作螺旋桨
要启动螺旋桨,创建一个具有18个分区的圆柱体,并删除每三个面(B)的第二组。 然后删除三分之二,软选择结束顶点。 可以通过按住“B”并滑动鼠标来调整软选择。 斜角(F)。 要均匀旋转片段,我们可以使用“编辑”菜单下的“复制特殊”。 选择高级选项卡,并将Y旋转设置为120度,启用复制。 应用这两次,然后组合三个部分,并通过选择编辑网格>合并合并顶点。
Step 12: Building the rear rudder
Next we need to make a cylinder and delete half, then stretch out the end to make the shape of the rudder. By adding edge loops we can manipulate the vertices to create the center hole (C). To create the beams (F), we first need to make a polygon torus and delete half. Then select the vertex of the top and pull it up making a long tube with cornered ends. The strut's round bases (G) can be made by adding an edge loop and extruding out a thin step.
步骤12:建造后方舵
接下来,我们需要制作一个圆柱体并删除一半,然后拉伸出来,使方向舵的形状。 通过添加边缘循环,我们可以操纵顶点以创建中心孔(C)。 为了创建光束(F),我们首先需要制作一个多边形圆环并删除一半。 然后选择顶部的顶点,并将其拉起,制成带有端角的长管。 支柱的圆底(G)可以通过添加边缘环并挤出薄的步骤来制成。
Step 13: Building the engine
First let's extrude in some faces to enable us to place the engine (A), then make a small and large cylinder (B). Combine them and extrude the top-half faces and the bottom-half faces outward (C). Delete the end faces of the extrusion and bridge the ends to make up the belt (D). Then duplicate the belts using Shift+D and cut holes in the main body for the belts to pass through. To do this, add edge loops and select the face and extrude them inward. To add more detail, you can select the faces of the cog and belt and extrude the faces with 'Keep faces together' turned off in the Extrusion menu (H).
步骤13:建造发动机
首先让我们在某些面上挤压使我们能够放置发动机(A),然后制造一个小而大的气缸(B)。 结合它们并将上半面和下半面向外挤出(C)。 删除挤出机的端面,并将两端连接起来以组成皮带(D)。 然后使用Shift + D复制皮带,并在主体中切割皮带,以使皮带穿过。 为此,添加边缘循环并选择面部并将其向内挤出。 要添加更多详细信息,可以在“挤出”菜单(H)中选择“嵌入”和“皮带”,并将“保留面”放在一起。
Step 14: Adding engine pipe details
A quick way to make a bent pipe is to make a polygon torus and delete all but one quarter. We can extrude the ends if we need to add length and add an edge loop to extrude a step out. Add more edge loops at the corners to tighten the mesh when smoothened. We can use this technique to place pipes and vents around the ship.
步骤14:添加引擎管道细节
制作弯管的快速方法是制作多面圆环,并删除四分之一以外的全部。 如果我们需要添加长度并添加一个边缘循环以挤出一个步骤,我们可以挤出结束。 在角落处添加更多边缘环,以便在平滑时收紧网格。 我们可以使用这种技术在船上放置管道和通风口。
Step 15: The captain's control room
Using the image planes lets go to the top view and make a cylinder, use the Scale tool to stretch the shape. We can add edge loops to make the window faces (C). Then extrude an offset inward with 'Keep faces together' turned off. Separate the window faces. We can also separate the window frames and add some edge loops at the corners to retain the shape when it is smoothened.
步骤15:船长的控制室
使用图像平面,可以进入顶视图并制作圆柱体,使用“缩放”工具拉伸形状。 我们可以添加边缘循环以使窗口面(C)。 然后用“Keep faces together”关闭,向内挤出一个偏移量。 分开窗口面。 我们还可以分离窗框,并在角落添加一些边缘循环,以便在平滑时保留形状。
Step 16: The chimneys
To make the chimneys we can start with a polygon pipe shape and lengthen it using the image planes as a guide. By adding some edge loops and extrusions we can form some ridges and interest to the design.
When you are happy combine the two chimneys and under the Deform menu select the lattice tool. With the lattice selected, right-click and select the 'Lattice Point', these are like vertex. With these selected you can move the entire shapes backwards. To remove the lattice and bake the shape, select the chimneys and under the Edit menu select Delete by Type > History - this should remove the lattice and the shape will remain.
第16步:烟囱
为了制作烟囱,我们可以用多边形管道形状开始,并使用图像平面作为指导。 通过添加一些边缘循环和挤压,我们可以形成一些脊和设计的兴趣。
当你快乐结合两个烟囱和Deform菜单下选择格子工具。 选中格子后,右键单击并选择“格点”,这些像顶点。 通过这些选择,您可以向后移动整个形状。 要移除格子并烘烤形状,请选择烟囱,并在编辑菜单下选择“按类型删除”>“历史记录” - 这样应该删除格子,形状将保留。
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