Wednesday, 21 March 2012

BA3: Digital Modeling: Companion Cube, Pt 2.


More of my Maya Scribbles…
Here are more of my notes which I managed to scribble down during a couple of tutorials, one based upon helpful hints and tips, the other during our Companion Cube project.
You can use the move tool to move the offset areas but never let the edges of an object you have built touch because you will find yourself with hidden faces.

You cant extrude edges because an edge is an infinitely small shape in space and Maya will likely make on side disappear (think about Tomb Raider, older versions, where you could rotate the camera around Lara but more often than not the camera would go through a wall but you would still be able to see through that wall) s if it had disappeared.)

Your door need to be perfect from both sides ensuring there are no hidden faces or incorrect elements on either side.

Moving the pivot area > select hierarchy (top 3 square icons above the shelf) > X key changes cursor to snap too areas of the grid/ C key snaps to a curve or edge/ V key snaps to vertices & points.

Manifold geometry > edit mesh > merge > single edges are merged into 1 shape.

If you have extra edges you can select and delete them and then select merge under edit mesh. 

Portal 2 Companion Cube, Pt 2.
Tuesday, 20th 
I must admit before I dive in with the “walkthrough” that this week I struggled. Not with getting to know Maya as a programme, deep down I actually love Maya…not sure how long that will last. No, the thing I struggling with was keeping up. I often found Maya did stupid things that it wasn’t meant too and I would end up not having the cube looking correct. Trying to fix what happened would often lead to me missing something else just as crucial. Alas, the tutorials are still really fun, I’m not the only one who gets lost and I find we all bond over helping each other out and trying to help fix issues! It makes the learning experience much better! Anyway, what I am trying to say is that this week my walkthrough guide might not appear as clear as it did last week. I will try to amend it if I can at some point. 

  
Part 2, Step 1: The 1st very basic step was to build a new cube. This was so begin working of the outer block sections that you can see in-between every large corner section. As you can see from the screen shot (just) I have created another cube by selecting the cube from the polygon shelf. I then made the cube bigger and moved it into place over the top of the larger cube we built last week. 


Note: I found it got very confusing halfway through building this new element of the Companion Cube, having to look through the main cube and the visual reference images so I can only wish I had done this sooner than I did. I decided it would be best o have everything in separate layers so I could turn them on and off at my will to ensure it was easier to see what I was building. I did this by highlighting what I wanted to be in a layer (e.g. the main base cube) and then clicked the small orange & blue ball icon at the bottom right of the screen above the layers section to section it off into a “new layer”. I then called this layer “BaseCube” (or something similar). I then did the same for the new cube we had created and named it “CenterCube”. This left me with 3 layers, the reference images, base cube and new mini cube so that I could turn them on and  off when I needed too. It made my workflow much easier!

Part 2, step 2: Here is what the shape looks like when we “hide” the reference images and  base cube. To get here I had to select the layers and attributes section and select “SubDivs” and change the quantity to 2. this made the cube have 4 smaller faces per every main face/side. We then turned off “camera based selection” by double clicking the move tool icon and selected the 2 L shaped sides of the shape (right click & select edge).
We then went to edit mesh and chose the bevel tool option. However we only clicked it, we didn’t double click to open the options. What this allowed us to do was to enter the number manually on the left side of the Maya interface screen. We had to set the bevel to 1. This created the extra face you can see (which we don’t actually want) but also brought the middle sub div down lower. 


 
Part 2, step 3: Okay so it’s evident that there is an extra face on the side of the shape as you can see from the screen shot above and below. To get rid of any unwanted faces and not end up with hidden faces (for example by merely manually pushing the 2  edges together, it will not get rid of the face). 

To properly be rid of this extra face I had to right click and ensure I was in object mode > select the entire object > edit mesh > merge vertex tool & select it. This option gives you the chance to move certain vertex and merge them into other vertexes which is helpful to remove faces. Here you can see that I dragged the corner vertex (highlighted in red)


 
Part 2, Step 4: I needed to further sub divide the shape to give more accuracy for the upcoming steps. I did this by selecting edges and setting the offset to 0.5 to even out the new lines so they evenly went round the shape. 


 
Part 2, Step 5: This is where it got super complicated to keep up with the class tutorial! So many people, including me, were having issues getting Maya to behave to I tried to keep accurate workflow notes on how I got from what you can see above to the stage I am at now (and that you will see next). Here Is what I wrote: 

Edge > select middle (i.e. the middle “ring” that goes round the cube) > edit mesh & bevel > segment 2 > select edges on front & back middle (not on top or the bottom) > scale tool “R” key > function/insert & enter > snap to centre vertices on edge > hold “V” (so it changes to a circle) > move to the middle back of the 3 rings that go around the shape > use the middle mouse click to move the tool itself > select the scale tool from the left side > ensure “soft select” is checked (your model’s edges should turn into a fiery colour to show the area that will be affected) > select fall off mode…

What I have written here are the notes I managed to take during the session. As we were all having trouble keeping up I cant really re write them so they make perfect sense, nor do I have any real idea how to re create the shape from scratch. But what I did take from it was a further understanding of the tools. This section was us basically creating the curves of the shape (as seen below). What I will do now is post the rest of my notes and screen shots along with the final outcome in hope that it makes more sense. 

Select the “L” faces of the shape (the 2 corners that sit inside the base cube) > extrude them to “0” > select everything in object mode > extrude again and then re select move tool.



Part 2, Step 6: Okay now the main shape is ready all I need to do is duplicate and rotate the shape so that it goes all the way around the main base cube. I made workflow notes for this section too so here they are. 

To duplicate the shape > right click select object mode > edit > duplicate special (square/tools) > copy/parent > make sure the pivot point is in the centre of the entire shape so it pivots nicely around a central point (use function/insert & enter keys together to be able to move the pivot point) 

The duplicate special options menu brings up a grid in which you need to manually enter the amount you want to rotate and duplicate your selected object.  This is what it looks like…

 
Part 2, Final Outcome: Okay, once we had figured out which of the boxes where the different axis (X, Y & Z) so we could rotate them properly, we could select the different shapes and literally rotate them around the centre pivot at 90 or 180 degrees so that the duplicates were on the right side and looked right. Here is the final outcome. 


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