Maya的建模过程有时可能从热情转变为噩梦,特别是对初学者而言。
在本教程中,我们将会找到一种在开始时消除各种分心和潜在问题的方法。 这包括进行精细调整的工作流程和创建货架,同时也规划出建模之前的流程。 所以让我们开始吧。
The modeling process in Maya can sometimes turn from enthusiasm into a nightmare, especially for beginners.
In this tutorial we will find a way to eliminate all kinds of distractions and potential problems right at the beginning. That includes having a fine-tuned workflow and creating shelves, but also planning out the process that precedes the modeling. So let's get started.
Setting up a Project
We're going to start by creating a new project, so go to the File menu and choose Set Project (Fig.01).
设立项目
我们将从创建一个新项目开始,所以进入文件菜单并选择设置项目(图01)。
This will bring up a dialog box with a list of all the projects currently in your directory. Choose the project you're working on and click Set. Doing this tells Maya which project folder to save scene files into, and where to look for textures, geometry, scenes, etc. For the purposes of this tutorial, let's call the project "3dcreativetut" (Fig.02).
这将打开一个对话框,其中包含目录中所有项目的列表。 选择您正在处理的项目,然后单击设置。 这样做会告诉Maya哪个项目文件夹将场景文件保存到哪里,以及在哪里查找纹理,几何,场景等。为了本教程的目的,让我们来调用项目“3dcreativetut”(图02)。
Speed up the Workflow
Speeding up the workflow you use in Maya is one of the most important aspects when we tackle a project, and having quick access to software tools is undoubtedly the best way to save time.
The tool shelf allows you to access the most commonly used functions within Maya. By default, Maya comes with this pre-set tool shelf (Fig.03).
加快工作流程
加快您在Maya中使用的工作流程是我们处理项目最重要的方面之一,快速访问软件工具无疑是节省时间的最佳方式。
工具架允许您访问Maya中最常用的功能。 默认情况下,Maya附带了这个预设工具架(图03)。
The Shelf Editor allows you to create new shelves or edit current ones, as well as giving you the option to rename, add/delete, change icons and backgrounds etc. What we want to do right now is simply set up our own custom tool shelf, so that we can quickly access the tools we're going to need to use in this tutorial (Fig.04 ? 05).
书架编辑器允许您创建新的书架或编辑当前的书架,以及为您提供重命名,添加/删除,更改图标和背景等的选项。现在我们要做的只是简单地设置自己的定制工具架 ,以便我们可以快速访问本教程中需要使用的工具(图04?05)。
Click and hold the upside down triangle and choose New Shelf. Maya will ask us the name of the new shelf, so let's call it "3dcreativetut" (Fig.06).
单击并按住上下颠倒的三角形并选择New Shelf。 玛雅会问我们新架子的名称,所以让我们称之为“3dcreativetut”(图06)。
Then add some commonly used functions for modeling. Make sure you have Polygons selected (Fig.07).
然后添加一些常用的建模功能。 确保您选择了多边形(图07)。
To add functions to your custom tool shelf, hold down Ctrl + Shift, go up to any drop down menu and begin selecting functions. They will then begin to appear on your shelf. Add the following functions:
? Create Polygon tool
? Extrude
? Cut Faces tool
? Interactive Split Polygon tool
? Insert Edge Loop tool
? Merge
? Basic shapes such as sphere, cube, plane
and cylinder
Moving icons on your tool shelf is simple. You can either go to the Shelf Editor, or simply click the middle mouse button whilst on the icon and drag it to a new location on the shelf (Fig.08).
要将功能添加到您的自定义工具架上,请按住Ctrl + Shift键,直到任意下拉菜单,然后开始选择功能。 然后他们将开始出现在你的货架上。 添加以下功能:
? 创建多边形工具
? 拉伸
? 切面工具
? 交互式拆分多边形工具
? 插入边缘环工具
? 合并
? 基本形状,如球体,立方体,平面
和气缸
在您的工具架上移动图标很简单。 您可以转到书架编辑器,也可以在图标上单击鼠标中键,然后将其拖放到书架上的新位置(图08)。
Deleting icons from your tool shelf is simple as well. You can delete them by going to Shelf Editor, or again, clicking the middle button on your mouse and dragging the unwanted icon over to the trash can on the right-hand side (Fig.09).
从工具架上删除图标也很简单。 您可以通过转到Shelf Editor进行删除,或者再次单击鼠标中间的按钮,将不需要的图标拖到右侧的垃圾桶上(图09)。
Many of the functions in Maya have options that allow you to modify how that function behaves. You will notice that a lot of the drop down functions on your Menu list have a square box off to the side. This means that this function has options that you can set, if you choose to (Fig.10).
Maya中的许多功能都具有允许您修改该函数的行为方式的选项。 你会注意到,菜单列表中的很多下拉功能都有一个方框。 这意味着如果您选择此功能,该功能可以设置您可以设置的选项(图10)。
If you've already placed the function on your tool shelf, you can access the option box by simply double-clicking on the icon from your tool shelf (Fig.11).
如果您已将功能放置在工具架上,则可以通过双击工具架上的图标来访问选项框(图11)。
Import the Images
The image plane is very useful when you are modeling in Maya. In this example I will use the front view of my vehicle. Then go to View > Image Plane > Import Image (Fig.12).
导入图像
当您在玛雅建模时,图像平面非常有用。 在这个例子中,我将使用车辆的前视图。 然后转到视图>图像平面>导入图像(图12)。
When the window opens, just browse for the image that you want to import. When you have your image selected, click Open and this will place the image on the view (Fig.13).
当窗口打开时,只需浏览要导入的图像。 选择图像后,单击“打开”,将图像放在视图上(图13)。
On the Attribute Editor we will find imagePlane ? this contains the name of our image, in my case "front". If you want to see the image in all views set Display to "in all views"; if you want to see it only in the view that you imported it in set Display to "looking into the camera". This makes sure that if we move the right view of our perspective then the image plane will only be displayed in our front view (Fig.14).
在属性编辑器中,我们会找到imagePlane? 这包含我们的图像的名称,在我的情况下是“前”。 如果要在所有视图中看到图像,将显示为“在所有视图”中; 如果您只想在视图中看到它,则将其在“设置显示”中导入“查看相机”。 这确保如果我们移动我们的视角的右视图,则图像平面将仅在我们的前视图中显示(图14)。
To change the position of your image just scroll down the panel and adjust the parameter (Fig.15).
要更改图像的位置,只需向下滚动面板并调整参数(图15)。
Another way you can do it is to make a poly plane. Go into your Hypershade and make a Lambert and drop that into it, then plug your file texture into the color of that Lambert (Fig.16).
另一种方法可以做一个多面飞机。 进入你的Hypershade,做一个兰伯特,把它放入它,然后将您的文件纹理插入兰伯特的颜色(图16)。
Modeling
The best way to start a 3D model is by blocking in shapes, basically making a low poly version of our model. "Won't we waste time?" I hear you ask! The answer is no, because if we work in a low poly version before the final version, we can solve problems of proportion that will be presented in the future, and we will have a clear idea of how the model works in space.
It will also give us the basis to begin modeling our high poly version, and most importantly, it will help us to create a mental guide to understand the three-dimensionality of our 2D concept.
造型
启动3D模型的最佳方法是通过阻挡形状,基本上使我们的模型的低多晶型。 “我们不会浪费时间吗? 我听到你问! 答案是否定的,因为如果我们在最终版本之前的低版本工作,我们可以解决将来会呈现的比例问题,并且我们将会清楚地了解这个模型在空间中的工作原理。
它还将为我们开始建模我们的高分辨率版本的基础,最重要的是,它将帮助我们创建一个心理指南,以了解我们的2D概念的三维性。
The Body
We start by creating the body of our machine from the geometric shape that is closest to our concept, which is obviously the cube.
Click on Create Cube, and then drag the mouse onto our view by pressing the left button (Fig.17).
身体
我们从最接近我们的概念的几何形状创建我们机器的主体,这显然是立方体。
单击创建多维数据集,然后通过按左按钮将鼠标拖动到我们的视图(图17)。
Once the cube is created, add Loops, with the idea of adding more geometry to our cube. We will use the Insert Edge Loop tool for this.
The Insert Edge Loop tool is probably the single most important item in your modeling tool-set. It allows you to add additional resolution to your mesh by placing an uninterrupted subdivision in any location you specify.
With the cube in object mode, go up to Edit Mesh and select the Insert Edge Loop tool (or select it from your custom shelf) (Fig.18).
创建多维数据集后,添加循环,以便向我们的多维数据集添加更多的几何体。 我们将使用插入边缘循环工具。
插入边缘循环工具可能是您的建模工具集中最重要的一个项目。 它允许您通过在您指定的任何位置放置不间断的细分来为网格添加额外的分辨率。
使用对象模式中的多维数据集,直到编辑网格,并选择插入边缘循环工具(或从您的自定义书架中选择)(图18)。
Click any edge on your mesh, and a new subdivision will be placed perpendicular to the edge you clicked.
You can add additional subdivisions anywhere on your model by clicking and dragging on any edge (Maya will not drop the new edge loop until you release the left mouse button) (Fig.19).
单击网格上的任何边缘,并将垂直于您单击的边缘放置一个新的细分。
您可以通过在任何边缘上单击并拖动,在模型的任何位置添加其他细分(Maya不会丢弃新的边缘循环,直到释放鼠标左键)(图19)。
Then by selecting the vertex selection mode (right mouse button), we can start to move the points following the reference image (Fig.20).
然后通过选择顶点选择模式(鼠标右键),我们可以开始移动参考图像之后的点(图20)。
The Cab
As we did with the body, we will start from a cube for the cab. Most of the process will be the same, but to create the side bars we need use the Extrude tool (Fig.21).
驾驶室
正如我们与身体一样,我们将从驾驶室的立方体开始。 大多数过程将是一样的,但是要创建侧边栏,我们需要使用“拉伸”工具(图21)。
Extrude creates new geometry from a selected component. This selected component can be vertices, edges, or faces; the most commonly used is faces (Fig.22).
拉伸从所选组件创建新几何体。 该选定的组件可以是顶点,边或面; 最常用的是面(图22)。
The Extrude tool works by Maya creating a node called "polyextrudeface". This node contains all the attributes for the extrusion. These attributes are changed by visually setting them using the manipulator (Fig.23)
“拉伸”工具由Maya创建一个名为“polyextrudeface”的节点。 此节点包含挤出的所有属性。 这些属性通过使用机械手的可视化设置来改变(图23)
When you're using the local mode for the Move tool, the local translation attributes will change. If you're in world space, the normal transform attributes will change.
The various extrude attributes that are available are as follows:
? Translate Attributes: This is the location of
the extrude in world space.
? Polyextrude Curve Attributes: These
attributes will be covered in the extruding
along a curve section later.
? Divisions: This is how many divisions will
be added along the extrusion.
? Offset: An offset value for the local
translates.
? Local Translate: This is the location of the
extrude in local space.
? Local Direction: The direction of the local
axes.
? Random: Basically makes the extrude
random.
? Smoothing Angle: This is in regard to the
normals.
Fig.24 shows the difference between an extrude with Keep Faces Together on and an extrude with it off.
当您使用移动工具的本地模式时,本地翻译属性将更改。 如果你在世界空间,正常的转换属性将会改变。
可用的各种拉伸属性如下:
? 翻译属性:这是位置
在世界空间中挤出。
? Polyextrude曲线属性:这些
属性将被覆盖在挤压中
沿着曲线部分。
? 部门:这是多少部门会的
沿着挤压加入。
? 偏移量:本地的偏移值
翻译
? 本地翻译:这是位置
挤压在本地空间。
? 本地方向:本地方向
轴。
? 随机:基本上使挤压
随机。
? 平滑角度:这是关于
法线
图24显示了“保持面孔”和“挤出”之间的差异。
So we select the face that we need to extrude and press Extrude. Then we adjust the position to match the image reference (Fig.25).
所以我们选择我们需要拉伸的面,然后按拉伸。 然后我们调整位置以匹配图像参考(图25)。
In this case we need a cylinder (Fig.26) or circle (Fig.27), but whatever shape you use, it's always the same workflow.
在这种情况下,我们需要一个圆柱体(图26)或圆形(图27),但是无论使用什么形状,它总是相同的工作流程。
Mirror Geometry specifies the direction you want Maya to mirror the selected polygonal object. By default, the direction is +X. Change these options and click Mirror if you want to mirror the object in another direction; in our case this will be ?X (Fig.28).
镜像几何指定您希望Maya镜像所选多边形对象的方向。 默认情况下,方向为+ X。 更改这些选项,如果要在另一方向镜像对象,请单击镜像; 在这种情况下,这将是?X(图28)。
Once we have finished the blocking, the next step is to select all the geometry to create a new layer called LW. This is so that when we need to hide or lock the objects in the scene, all we need to do is press Create A New Layer and assign the selected object located in the Channel Box (Fig.29).
一旦我们完成了阻止,下一步是选择所有的几何来创建一个名为LW的新图层。 这就是说,当我们需要隐藏或锁定场景中的对象时,我们需要做的就是按Create A New Layer并分配位于Channel Box中的所选对象(图29)。
With this we have finished the first part of the series. We have set up the scene and blocked in shapes, and now we are ready to move on to the high poly modeling. In the next chapter we are going to start detailing the mesh, as well as immersing ourselves in the world of the MEL Script.
有了这个,我们已经完成了系列的第一部分。 我们已经建立了场景并阻挡了形状,现在我们已经准备好转向高多模型了。 在下一章中,我们将开始详细说明网格,以及将自己沉浸在MEL脚本的世界中。
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