WEBVTT 1 00:00:04.575 --> 00:00:10.425 Animation Advanced Effective Rendering 2 2 00:00:25.525 --> 00:00:27.125 Today, we will model 3 00:00:27.125 --> 00:00:29.325 a polygon example directly 4 00:00:29.325 --> 00:00:31.125 Before starting the modeling process, 5 00:00:31.125 --> 00:00:34.375 we will first discuss camera settings 6 00:00:34.375 --> 00:00:37.375 Additionally, we will look at practical approaches 7 00:00:37.375 --> 00:00:39.975 to polygon modeling and its applications 8 00:00:39.975 --> 00:00:43.825 We will create a simple wooden boat as an example 9 00:00:43.825 --> 00:00:47.825 Camera Settings 10 00:00:48.975 --> 00:00:51.325 Let's try and understand 11 00:00:51.325 --> 00:00:54.425 the modeling environment 12 00:00:54.425 --> 00:00:58.875 before diving into modeling 13 00:00:58.875 --> 00:01:03.525 Let's start by looking at the camera settings 14 00:01:04.125 --> 00:01:06.225 As you see here, 15 00:01:06.225 --> 00:01:09.475 a camera’s lens value changes how an image looks 16 00:01:10.426 --> 00:01:14.076 I have brought a sample image to explain this 17 00:01:14.076 --> 00:01:17.926 When we set up the lens value, 18 00:01:17.926 --> 00:01:23.576 Values like 24mm, 35mm, 50mm, 19 00:01:23.576 --> 00:01:26.526 or 300mm 20 00:01:26.526 --> 00:01:31.576 affect the distortion of the subject 21 00:01:33.226 --> 00:01:37.526 People naturally see in the 50mm to 55mm range 22 00:01:37.526 --> 00:01:42.976 So let's say this 55mm is the natural view we have 23 00:01:42.976 --> 00:01:44.626 Maya’s default setting 24 00:01:44.626 --> 00:01:47.026 is about 35mm 25 00:01:47.026 --> 00:01:49.076 If you use reference images 26 00:01:49.076 --> 00:01:52.526 or other images from an external source, 27 00:01:52.526 --> 00:01:54.926 setting the lens to 50mm or 55mm 28 00:01:54.926 --> 00:01:57.926 gives a more natural look 29 00:01:57.926 --> 00:02:02.826 Understanding lens values helps with accurate modeling 30 00:02:02.826 --> 00:02:05.026 For example, a 300mm lens 31 00:02:05.026 --> 00:02:08.226 makes objects look flat 32 00:02:08.226 --> 00:02:11.826 A 24mm lens creates a fisheye effect 33 00:02:11.826 --> 00:02:16.826 Let's take this photo as an example 34 00:02:18.876 --> 00:02:23.826 An 18mm and 300mm image look very different 35 00:02:24.526 --> 00:02:28.826 Let's look at the camera settings 36 00:02:28.826 --> 00:02:31.376 before we move on 37 00:02:31.376 --> 00:02:37.376 I will load a sample image to the Scene 38 00:02:39.526 --> 00:02:41.976 Here is the sample image 39 00:02:41.976 --> 00:02:44.626 Let's check the camera settings 40 00:02:44.626 --> 00:02:49.276 Press Ctrl + A to open the Attribute Editor 41 00:02:49.726 --> 00:02:53.176 In the first tab, no need for other things, 42 00:02:53.176 --> 00:02:58.026 but you will find the Camera Attributes section 43 00:02:58.026 --> 00:03:01.926 The Focal Length value is currently set to 35mm 44 00:03:01.926 --> 00:03:06.326 I usually change this to 55mm for better accuracy in modeling 45 00:03:06.926 --> 00:03:09.376 Pressing F frames the view to fit the screen 46 00:03:09.376 --> 00:03:13.476 Setting the focal length to 55mm helps 47 00:03:13.476 --> 00:03:17.876 keep the proportions more natural and prevents distortion while working 48 00:03:19.176 --> 00:03:23.226 Now, let’s test different focal lengths 49 00:03:24.526 --> 00:03:27.427 with the camera settings 50 00:03:29.777 --> 00:03:34.927 I will change the Focal Length to 24mm and press F 51 00:03:34.927 --> 00:03:38.877 It is now more distorted than at 55mm 52 00:03:38.877 --> 00:03:45.027 Next, I will try 15mm, something more extreme 53 00:03:46.177 --> 00:03:48.977 Pressing F and zooming in 54 00:03:48.977 --> 00:03:50.927 shows an even stronger distortion, 55 00:03:50.927 --> 00:03:54.177 similar to a fisheye lens 56 00:03:55.227 --> 00:03:58.527 Now, I will set it to 5mm 57 00:04:00.727 --> 00:04:04.177 Pressing F again, full frame, 58 00:04:04.177 --> 00:04:06.727 and it shows an extreme fisheye effect 59 00:04:08.327 --> 00:04:12.427 Let’s try 300mm this time 60 00:04:13.427 --> 00:04:16.127 This creates a telephoto effect 61 00:04:17.177 --> 00:04:20.177 Pressing F frames the image, 62 00:04:20.177 --> 00:04:24.477 and you can see that it looks flatter, 63 00:04:24.827 --> 00:04:26.427 much flatter than before 64 00:04:26.427 --> 00:04:29.077 So what I do is this 65 00:04:30.077 --> 00:04:35.627 Using 55mm generally produces the best results for me, 66 00:04:35.627 --> 00:04:40.677 And I'm sure it's a nice place to start for you too 67 00:04:40.677 --> 00:04:44.677 Applying Polygon Models 68 00:04:44.677 --> 00:04:47.527 That was a brief explanation about the camera 69 00:04:47.527 --> 00:04:53.177 Now, let’s move on to polygon modeling 70 00:04:53.177 --> 00:04:55.427 I have prepared a sample for this, 71 00:04:55.427 --> 00:04:57.827 so let me explain briefly 72 00:04:57.827 --> 00:05:01.077 I downloaded this image from the internet 73 00:05:02.677 --> 00:05:05.377 It's something I downloaded 74 00:05:05.377 --> 00:05:11.277 Let's try modeling this wooden boat 75 00:05:11.977 --> 00:05:15.427 I will go through each step 76 00:05:15.427 --> 00:05:18.627 so you can follow along for the modeling process 77 00:05:18.627 --> 00:05:21.727 and create the model together 78 00:05:23.627 --> 00:05:27.327 First, in Photoshop, 79 00:05:27.327 --> 00:05:31.377 I have a side view, 80 00:05:31.377 --> 00:05:35.077 a top view, 81 00:05:35.077 --> 00:05:38.327 a front view, and a rear view 82 00:05:38.327 --> 00:05:43.227 Let's prepare four images 83 00:05:43.227 --> 00:05:49.328 by cutting them separately 84 00:05:50.278 --> 00:05:54.278 I have the four images ready 85 00:05:54.278 --> 00:05:56.928 The top view, 86 00:05:56.928 --> 00:06:03.728 the side view, 87 00:06:03.728 --> 00:06:09.228 the front view, 88 00:06:09.228 --> 00:06:13.178 and the rear view 89 00:06:14.578 --> 00:06:18.078 Those are the four I have 90 00:06:18.078 --> 00:06:22.278 So go ahead and do the same 91 00:06:23.078 --> 00:06:26.828 Now, let’s bring these images into Maya and use them for modeling 92 00:06:27.628 --> 00:06:31.278 I will close the reference images and open a new scene 93 00:06:31.278 --> 00:06:34.178 New Scene, and open it up 94 00:06:34.978 --> 00:06:39.978 To get an idea of the boat’s size, 95 00:06:39.978 --> 00:06:42.428 will start by creating a polygon cube 96 00:06:42.428 --> 00:06:44.578 as a rough template model 97 00:06:44.578 --> 00:06:49.278 Pressing spacebar splits the view into four different perspectives 98 00:06:49.278 --> 00:06:52.778 I will now use the scale tool to adjust the size of the cube 99 00:06:53.878 --> 00:07:00.028 Looking at the side view, the boat seems 100 00:07:00.028 --> 00:07:10.278 to be a bit longer, so I will scale it up accordingly 101 00:07:11.978 --> 00:07:16.678 You can manually adjust each of the four views, 102 00:07:16.678 --> 00:07:18.728 but pressing Shift + A 103 00:07:18.728 --> 00:07:26.128 will frame the entire object to full screen 104 00:07:27.828 --> 00:07:34.178 Looking at the front view, the boat shape is roughly set 105 00:07:39.478 --> 00:07:41.778 I'll adjust the size accordingly, 106 00:07:41.778 --> 00:07:46.828 but it doesn't need to be perfectly precise 107 00:07:46.828 --> 00:07:52.228 Just keep in mind that the reference image will fit within this range 108 00:07:52.228 --> 00:07:56.128 Next, I’ll template this object 109 00:07:56.128 --> 00:08:02.878 Press spacebar, right-click, 110 00:08:02.878 --> 00:08:04.229 and select Toggle Template 111 00:08:04.229 --> 00:08:07.429 You can also use the Toggle Template option manually 112 00:08:08.429 --> 00:08:12.979 Alternatively, Ctrl + Z, now press Ctrl + A, 113 00:08:14.679 --> 00:08:17.779 go to the first tab, 114 00:08:17.779 --> 00:08:21.779 click Display Options, and you will find 115 00:08:21.779 --> 00:08:24.929 the Template option there as well 116 00:08:24.929 --> 00:08:26.729 That's another way of doing it 117 00:08:28.229 --> 00:08:30.529 A common method used in practice 118 00:08:32.179 --> 00:08:37.379 is through the Display Layer panel 119 00:08:37.379 --> 00:08:39.879 With the object selected, 120 00:08:40.779 --> 00:08:44.429 click the last icon 121 00:08:44.429 --> 00:08:47.779 Create a new layer and assign the selected object 122 00:08:47.779 --> 00:08:50.779 This works similarly to layers in Photoshop 123 00:08:50.779 --> 00:08:52.629 It's the concept of layers 124 00:08:52.629 --> 00:08:54.329 just like in Photoshop 125 00:08:54.329 --> 00:08:57.929 So the object is 126 00:08:57.929 --> 00:08:59.629 now in a display layer, 127 00:08:59.629 --> 00:09:03.779 allowing you to toggle its visibility 128 00:09:03.779 --> 00:09:08.729 If you look at the layer, you’ll see a P symbol 129 00:09:08.729 --> 00:09:11.079 Clicking it 130 00:09:11.079 --> 00:09:12.179 changes it to T, 131 00:09:12.179 --> 00:09:14.229 which stands for Template 132 00:09:14.229 --> 00:09:16.779 So with this simple setup, 133 00:09:16.779 --> 00:09:21.079 now the object is locked as a reference 134 00:09:21.079 --> 00:09:25.279 for us to look at its size 135 00:09:26.529 --> 00:09:30.479 Now, I’ll import the four prepared reference images 136 00:09:30.479 --> 00:09:33.329 First, in the 4-view layout, 137 00:09:33.329 --> 00:09:36.979 select the side view 138 00:09:36.979 --> 00:09:39.729 Go with Select Camera 139 00:09:39.729 --> 00:09:43.029 to make sure the side camera is selected 140 00:09:43.029 --> 00:09:45.529 You can check in Outliner 141 00:09:45.529 --> 00:09:47.529 that the side view camera is selected 142 00:09:47.529 --> 00:09:50.529 This is the default camera in Maya 143 00:09:50.529 --> 00:09:52.779 View - Select Camera 144 00:09:52.779 --> 00:09:54.579 Now, Ctrl + A 145 00:09:54.579 --> 00:09:58.979 Go to the second Shape tab, scroll down, 146 00:09:58.979 --> 00:10:03.529 and find the small triangle 147 00:10:03.529 --> 00:10:06.779 next to Environment 148 00:10:06.779 --> 00:10:11.279 Click to expand the menu 149 00:10:11.279 --> 00:10:13.529 Now, we can make the image plane 150 00:10:13.529 --> 00:10:16.380 Click Create Image Plane 151 00:10:16.880 --> 00:10:21.980 to generate an image plane for the side view 152 00:10:27.730 --> 00:10:29.780 With the image plane selected, 153 00:10:32.330 --> 00:10:35.930 go to the second Shape tab in the Attribute Editor 154 00:10:36.930 --> 00:10:39.280 Under Texture Filter, you’ll find Image Name 155 00:10:39.280 --> 00:10:42.130 Click the directory folder 156 00:10:42.130 --> 00:10:43.980 to import an image 157 00:10:43.980 --> 00:10:47.680 I have already copied my images 158 00:10:47.680 --> 00:10:48.830 into this directory 159 00:10:48.830 --> 00:10:53.330 If you don’t see your file, change the filter to All Files 160 00:10:55.930 --> 00:10:58.130 Since this is the side view, 161 00:10:58.130 --> 00:11:01.480 I’ll select the side view image 162 00:11:02.330 --> 00:11:05.230 It didn’t load correctly 163 00:11:05.230 --> 00:11:10.030 That’s because the file format is not JPG 164 00:11:10.030 --> 00:11:12.880 or another supported format 165 00:11:12.880 --> 00:11:16.330 I’ll go back to Photoshop 166 00:11:16.330 --> 00:11:18.830 and convert all four images to JPG format 167 00:11:20.180 --> 00:11:24.480 Now that I’ve completed the conversion 168 00:11:24.480 --> 00:11:27.180 for all four images, 169 00:11:27.180 --> 00:11:30.330 I’ll reload the side view image in JPG format 170 00:11:31.580 --> 00:11:36.380 Side view, let's open the image 171 00:11:37.330 --> 00:11:42.680 The image has been loaded, but it appears too small 172 00:11:43.280 --> 00:11:48.480 I’ll use the Scale Tool to enlarge it 173 00:11:50.680 --> 00:11:52.680 I'll adjust the size 174 00:11:52.680 --> 00:11:56.230 to match the template model 175 00:11:57.930 --> 00:12:02.280 Since having the image in the center 176 00:12:02.280 --> 00:12:03.830 would obstruct modeling, 177 00:12:03.830 --> 00:12:05.630 I’ll move it slightly to the side 178 00:12:05.630 --> 00:12:08.230 using the Move Tool 179 00:12:08.880 --> 00:12:13.880 Now, let’s import the top view image 180 00:12:16.130 --> 00:12:20.030 Switch to the top view, 181 00:12:20.030 --> 00:12:24.180 go to View → Select Camera, 182 00:12:24.180 --> 00:12:27.380 and make sure the top camera is selected 183 00:12:27.380 --> 00:12:29.330 Press Ctrl + A 184 00:12:29.330 --> 00:12:34.030 to open the Attribute Editor again 185 00:12:34.681 --> 00:12:41.081 Just like before, go to Environment, click Create Image Plane, 186 00:12:41.081 --> 00:12:43.181 and load the image 187 00:12:43.681 --> 00:12:45.781 Switch to Perspective View to check the placement 188 00:12:46.431 --> 00:12:49.131 Now, I’ll import the top view image and open it 189 00:12:50.231 --> 00:12:52.831 This is the top view 190 00:12:53.681 --> 00:12:57.481 Again, the image appears too small, 191 00:12:57.481 --> 00:13:00.531 so I’ll use the Scale Tool to resize it 192 00:13:06.681 --> 00:13:09.031 Since it’s hard to determine the exact size, 193 00:13:09.031 --> 00:13:14.031 I’ll align the side view image to the center grid for reference 194 00:13:14.031 --> 00:13:18.331 Using Grid Snap, or the X key, 195 00:13:18.331 --> 00:13:21.031 I’ll snap it to the center to ensure accuracy 196 00:13:21.031 --> 00:13:23.281 With the side view properly aligned, 197 00:13:23.831 --> 00:13:29.481 I can now adjust the top view size more accurately 198 00:13:30.781 --> 00:13:35.231 The front-to-back length seems too short, so I’ll stretch it using Scale 199 00:13:40.331 --> 00:13:43.081 That looks about right 200 00:13:46.081 --> 00:13:51.181 Let's move it slightly to fit it perfectly 201 00:13:51.181 --> 00:13:53.331 Let's enlarge it a little more 202 00:13:56.881 --> 00:14:02.405 Now it looks perfectly in size 203 00:14:05.981 --> 00:14:09.381 If it's difficult to match the sizes precisely, 204 00:14:11.781 --> 00:14:15.731 press Ctrl + A, scroll down, 205 00:14:18.781 --> 00:14:23.731 and adjust the Width and Height values 206 00:14:23.731 --> 00:14:25.431 under Placement Extras 207 00:14:25.431 --> 00:14:29.081 This allows for finer adjustments 208 00:14:29.081 --> 00:14:33.281 for the Width and the Height values 209 00:14:40.331 --> 00:14:42.481 I'll increase the size slightly 210 00:14:46.031 --> 00:14:50.332 and align it at the bottom 211 00:14:50.832 --> 00:14:58.782 Now, let's load the front view image 212 00:14:58.782 --> 00:15:02.232 Go to the front view, 213 00:15:02.232 --> 00:15:07.832 then select View → Select Camera to confirm 214 00:15:07.832 --> 00:15:09.982 that the front camera is selected in Outliner 215 00:15:09.982 --> 00:15:13.782 With the camera selected, press Ctrl + A 216 00:15:13.782 --> 00:15:16.832 to open the Attribute Editor 217 00:15:16.832 --> 00:15:23.532 In the Shape tab, click Environment, 218 00:15:23.532 --> 00:15:26.032 then select Create Image Plane 219 00:15:28.382 --> 00:15:31.232 Now, I'll load the front view image 220 00:15:32.682 --> 00:15:35.905 The image appears at the top, so open 221 00:15:37.782 --> 00:15:40.782 Switching to Perspective View, I'll scale the image to the appropriate size 222 00:15:46.432 --> 00:15:51.982 Since it's not centered properly, I'll align it to the center 223 00:15:54.282 --> 00:15:59.282 Placing it in front might be more convenient for modeling 224 00:16:03.832 --> 00:16:06.882 Before moving it, 225 00:16:06.882 --> 00:16:08.932 I'll adjust the size 226 00:16:08.932 --> 00:16:12.232 to match the boat’s widest section 227 00:16:12.232 --> 00:16:16.782 Let's use the widest part 228 00:16:16.782 --> 00:16:21.482 The boat's widest part appears to be around here, 229 00:16:21.482 --> 00:16:29.082 so I'll scale it accordingly to fit it perfectly 230 00:16:34.782 --> 00:16:37.282 Since the pivot point is off-center, 231 00:16:37.282 --> 00:16:42.382 press D to move the pivot and align it with the center 232 00:16:42.382 --> 00:16:45.332 To the center, press D to align 233 00:16:45.332 --> 00:16:47.632 Release the D key, and the pivot will be set 234 00:16:47.632 --> 00:16:50.032 With grid snapping, 235 00:16:51.282 --> 00:16:53.182 or the X key, I'll lock the object to the X-axis 236 00:16:53.182 --> 00:16:56.932 and snap it to the correct position 237 00:16:57.632 --> 00:17:03.082 Once the front view is properly aligned, 238 00:17:03.082 --> 00:17:05.733 modeling should be easier 239 00:17:08.033 --> 00:17:10.933 I'll also adjust the height to align the bottom of the boat 240 00:17:13.183 --> 00:17:22.083 The bottom edge now roughly matches the reference 241 00:17:34.133 --> 00:17:39.483 If needed, you can also 242 00:17:39.483 --> 00:17:42.783 load a rear view later, 243 00:17:42.783 --> 00:17:46.533 but these three images 244 00:17:46.533 --> 00:17:47.683 should be enough for modeling 245 00:17:47.683 --> 00:17:51.033 In Perspective View, the grid can be distracting, 246 00:17:51.033 --> 00:17:54.233 so I'll turn it off 247 00:17:55.783 --> 00:17:58.083 Now, the initial setup 248 00:17:58.083 --> 00:18:01.033 for modeling is complete 249 00:18:01.733 --> 00:18:04.883 Let's start modeling 250 00:18:04.883 --> 00:18:09.383 Since the template object is no longer needed, 251 00:18:09.383 --> 00:18:15.733 I'll hide it in the Display Layer settings under Channel Box 252 00:18:15.733 --> 00:18:18.733 by disabling Visibility 253 00:18:19.133 --> 00:18:21.433 Also, everyone, 254 00:18:21.433 --> 00:18:24.283 make sure to save your work as you go 255 00:18:25.733 --> 00:18:31.483 To begin modeling the basic shape, 256 00:18:32.783 --> 00:18:35.233 I'll define the overall structure 257 00:18:36.133 --> 00:18:44.605 I'll use a polygon cube to form the base shape 258 00:18:55.333 --> 00:18:57.683 Enabling wireframe mode 259 00:18:57.683 --> 00:18:59.183 will make editing easier 260 00:19:07.933 --> 00:19:13.583 That's how it has been shaped 261 00:19:15.033 --> 00:19:17.433 We can halve this here 262 00:19:17.433 --> 00:19:19.033 Since the boat 263 00:19:19.033 --> 00:19:23.783 is a symmetrical object, 264 00:19:23.783 --> 00:19:25.633 because of that, 265 00:19:25.633 --> 00:19:28.633 I do not need to model everything 266 00:19:28.633 --> 00:19:32.483 I only need to model one half and mirror it later 267 00:19:32.483 --> 00:19:36.184 It will create one whole object 268 00:19:36.184 --> 00:19:39.134 This method is common for characters 269 00:19:39.134 --> 00:19:42.384 We model half and mirror it to complete the full shape 270 00:19:42.384 --> 00:19:47.584 To split the object in half, I'll use the Multi-Cut Tool 271 00:19:48.984 --> 00:19:51.334 Hold Shift, 272 00:19:52.334 --> 00:19:53.934 select Multi-Cut Tool, 273 00:19:53.934 --> 00:19:59.034 then right-click to confirm selection 274 00:19:59.034 --> 00:20:01.484 Release to confirm the selection 275 00:20:02.384 --> 00:20:10.284 So the color is, not exactly blue, 276 00:20:10.284 --> 00:20:16.034 but something closer to being cyan 277 00:20:16.984 --> 00:20:20.484 In top view, I'll press Shift 278 00:20:20.484 --> 00:20:21.984 and drag downward 279 00:20:21.984 --> 00:20:24.434 to snap the cut vertically 280 00:20:24.434 --> 00:20:27.084 Since this is the vertical view, 281 00:20:27.084 --> 00:20:29.334 set it to vertical, and click 282 00:20:29.334 --> 00:20:32.784 Now, go to Perspective View to check 283 00:20:32.784 --> 00:20:36.134 The top and bottom are now evenly split 284 00:20:36.634 --> 00:20:41.634 Since the center isn't perfectly aligned, 285 00:20:41.634 --> 00:20:50.684 I'll select vertices in top view 286 00:20:50.684 --> 00:20:55.334 and snap them to the center grid 287 00:20:55.334 --> 00:20:58.184 So it is all aligned 288 00:21:02.384 --> 00:21:05.734 Switching to shaded mode, I can check the shape 289 00:21:07.884 --> 00:21:10.384 To see the wireframe, 290 00:21:10.384 --> 00:21:13.284 press Alt + 5 to toggle wireframe mode 291 00:21:14.784 --> 00:21:16.834 We are starting with the big shapes 292 00:21:16.834 --> 00:21:20.884 I will show you in top view 293 00:21:20.884 --> 00:21:23.434 The widest section of the boat appears to be around here, 294 00:21:23.434 --> 00:21:29.684 so I'll add another cut using the Multi-Cut Tool 295 00:21:33.184 --> 00:21:36.934 Since only half of the boat needs to be modeled, 296 00:21:36.934 --> 00:21:39.685 I'll delete one half 297 00:21:41.385 --> 00:21:44.235 Selecting one side, 298 00:21:44.235 --> 00:21:47.335 either left or right, doesn't really matter, 299 00:21:47.335 --> 00:21:51.435 I'll delete the unnecessary half 300 00:21:52.135 --> 00:21:57.235 To check the polygon’s boundary edges, 301 00:21:57.235 --> 00:22:01.985 press Ctrl + A, go to the Shape tab, 302 00:22:01.985 --> 00:22:04.635 and click Mesh Component Display 303 00:22:05.485 --> 00:22:07.785 As I mentioned last time, 304 00:22:07.785 --> 00:22:12.535 click Display Borders to highlight the boundaries 305 00:22:12.535 --> 00:22:17.935 This makes it easier to check the polygon, 306 00:22:17.935 --> 00:22:20.935 for open edges or closed seams 307 00:22:20.935 --> 00:22:25.085 when you need to later 308 00:22:26.485 --> 00:22:32.085 Now, I'll mirror the other half of the model 309 00:22:34.335 --> 00:22:40.435 Go to Edit, then scroll down 310 00:22:41.435 --> 00:22:44.835 to Duplicate Special 311 00:22:44.835 --> 00:22:46.885 Open the Duplicate Special options 312 00:22:46.885 --> 00:22:50.235 by clicking the settings icon 313 00:22:53.935 --> 00:22:58.555 The Duplicate Special options window will appear 314 00:23:02.235 --> 00:23:05.335 First, reset the settings to default 315 00:23:05.335 --> 00:23:08.185 in case previous adjustments were made 316 00:23:08.185 --> 00:23:10.335 You may have been testing 317 00:23:10.335 --> 00:23:12.585 for different options before this 318 00:23:12.585 --> 00:23:15.885 So just in case, let's reset it 319 00:23:15.885 --> 00:23:17.235 And here, 320 00:23:18.335 --> 00:23:20.535 you need to check the key values 321 00:23:20.535 --> 00:23:23.685 The first one is Translate, 322 00:23:23.685 --> 00:23:28.085 then Rotate, and finally Scale 323 00:23:28.085 --> 00:23:31.735 The first one is X, second Y, 324 00:23:31.735 --> 00:23:35.935 and the last one is Z 325 00:23:36.735 --> 00:23:41.385 So down here, we need the x-axis 326 00:23:41.385 --> 00:23:46.585 And for the x-axis, we need to do the following 327 00:23:46.585 --> 00:23:49.735 This is the positive one, and we require its negative X copy 328 00:23:49.735 --> 00:23:52.685 Since we've scaled the model, 329 00:23:52.685 --> 00:23:59.186 mirroring now might cause errors 330 00:23:59.186 --> 00:24:00.836 It will not look accurate 331 00:24:00.836 --> 00:24:03.886 So let's clear the history 332 00:24:03.886 --> 00:24:07.286 by pressing Alt + Shift + D 333 00:24:07.286 --> 00:24:09.136 Now, the history is removed 334 00:24:09.136 --> 00:24:12.786 Now, we need to freeze transformations 335 00:24:14.536 --> 00:24:18.186 You can check for the values here in this Channel Box 336 00:24:18.186 --> 00:24:20.836 It has all the values we've been working with 337 00:24:21.886 --> 00:24:25.536 What we need is to set the model's scale to 1:1 338 00:24:25.536 --> 00:24:29.236 before mirroring, which will go to -1 339 00:24:29.236 --> 00:24:30.336 to mirror the one we have 340 00:24:30.336 --> 00:24:33.686 Since we have all the changed values, 341 00:24:33.686 --> 00:24:36.586 we need to freeze these to reset 342 00:24:36.586 --> 00:24:38.936 Then we get 1 343 00:24:38.936 --> 00:24:43.786 We also covered this in the last session 344 00:24:43.786 --> 00:24:47.236 Open Modify and go to Freeze Transformations 345 00:24:47.236 --> 00:24:50.586 Click it, and you'll see the transformation values 346 00:24:50.586 --> 00:24:51.586 reset in the Channel Box 347 00:24:51.586 --> 00:24:56.786 I will click on Freeze Transformations 348 00:24:56.786 --> 00:24:59.586 Now, it is all reset 349 00:24:59.586 --> 00:25:03.086 The scale is now 1:1 350 00:25:03.086 --> 00:25:06.936 What we need is the minus value 351 00:25:06.936 --> 00:25:09.986 So this is the first one of X, Y, and Z, which is X 352 00:25:09.986 --> 00:25:14.436 What we need is not +1 but -1 353 00:25:14.436 --> 00:25:18.486 So enter -1 354 00:25:19.936 --> 00:25:22.986 Now, apply this Duplicate Special 355 00:25:24.736 --> 00:25:27.886 Now, the mirrored copy is created 356 00:25:29.436 --> 00:25:35.136 Let's move the mirrored object 357 00:25:35.136 --> 00:25:37.886 But it does not follow the original 358 00:25:37.886 --> 00:25:45.136 We need it to be linked dynamically, 359 00:25:45.136 --> 00:25:47.386 so that it works as a perfect mirror 360 00:25:47.386 --> 00:25:50.886 So let's set it up again 361 00:25:50.886 --> 00:25:53.436 Remove this copy 362 00:25:53.436 --> 00:25:55.736 Go back to the Duplicate Special Settings 363 00:25:59.336 --> 00:26:03.086 Here, instead of Copy, select Instance 364 00:26:03.086 --> 00:26:06.336 Select Instance, and once again, 365 00:26:06.886 --> 00:26:09.136 click Duplicate Special 366 00:26:11.236 --> 00:26:13.837 Now, let's move the original 367 00:26:15.087 --> 00:26:18.637 Now, the mirrored half is 368 00:26:18.637 --> 00:26:20.487 also moving in perfect symmetry 369 00:26:20.487 --> 00:26:26.887 Switch to top view and adjust the shape 370 00:26:27.787 --> 00:26:34.237 Refine the top and side shapes to match the image 371 00:26:37.037 --> 00:26:39.637 Now, the boat appears very big 372 00:26:40.237 --> 00:26:45.087 Even from the back, 373 00:26:45.087 --> 00:26:47.937 the back view is misaligned, so let's reposition it 374 00:26:54.387 --> 00:26:57.437 So, let's refine the polygon shape 375 00:26:57.437 --> 00:26:59.737 This is the most prominent part 376 00:26:59.737 --> 00:27:03.737 So use Multi-Cut Tool to add a division 377 00:27:03.737 --> 00:27:08.737 Hold Shift, then cut along the shape 378 00:27:10.337 --> 00:27:14.837 Grab on the vertex 379 00:27:15.587 --> 00:27:18.187 Since the image plane is active, 380 00:27:18.187 --> 00:27:21.237 right-clicking over it 381 00:27:21.237 --> 00:27:22.237 brings up unwanted options 382 00:27:22.237 --> 00:27:26.687 Make sure to right-click on an empty area 383 00:27:26.687 --> 00:27:30.887 while the polygon is selected, 384 00:27:30.887 --> 00:27:32.987 before choosing Vertex mode 385 00:27:32.987 --> 00:27:35.837 If this is too much work, 386 00:27:35.837 --> 00:27:39.587 go to Show under View panel 387 00:27:39.587 --> 00:27:42.887 Go to Viewport and go down 388 00:27:43.937 --> 00:27:46.687 to find Image Planes 389 00:27:46.687 --> 00:27:49.687 Disable it to remove it, which is more convenient 390 00:27:49.687 --> 00:27:53.987 It also says Alt + 4 can do the same thing 391 00:27:53.987 --> 00:27:55.687 Let's try the Alt + 4 method 392 00:27:56.937 --> 00:27:59.687 You can work on it without the image 393 00:28:00.987 --> 00:28:03.237 I don't mind having it, so I will keep it here 394 00:28:10.137 --> 00:28:15.987 So let's shape the boat 395 00:28:20.387 --> 00:28:22.737 Now, on the side view, 396 00:28:29.637 --> 00:28:32.187 let's use the Scale key 397 00:28:32.187 --> 00:28:37.005 You could also use Rotate 398 00:28:42.338 --> 00:28:44.755 Use Move to align 399 00:28:49.188 --> 00:28:53.438 From the top view, the boat has a streamlined shape 400 00:28:53.438 --> 00:28:56.638 So I'll split it twice, once near the top 401 00:28:56.638 --> 00:28:57.738 and once near the bottom 402 00:28:57.738 --> 00:29:01.938 Hold Shift, use the Multi-Cut Tool, 403 00:29:01.938 --> 00:29:06.488 and cut vertically along the shape 404 00:29:07.788 --> 00:29:10.755 Now the shape is divided 405 00:29:13.938 --> 00:29:16.555 Adjust the shape as needed 406 00:29:29.538 --> 00:29:34.838 If some sections are unnecessary, select and delete them 407 00:29:35.138 --> 00:29:37.938 for a cleaner workflow 408 00:29:42.488 --> 00:29:44.938 As you work, 409 00:29:44.938 --> 00:29:47.038 you’ll see a history log in the Channel Box 410 00:29:47.038 --> 00:29:50.738 under the Input Nodes 411 00:29:50.738 --> 00:29:55.838 If you don’t need this history, 412 00:29:55.838 --> 00:29:57.988 it's best to clear it periodically 413 00:29:57.988 --> 00:30:02.238 Press Alt + Shift + D to delete the history 414 00:30:04.438 --> 00:30:08.588 This helps prevent unnecessary data buildup 415 00:30:08.588 --> 00:30:14.138 The inside of the model might appear too dark 416 00:30:14.138 --> 00:30:17.638 To improve visibility, enable default lighting, 417 00:30:17.638 --> 00:30:20.538 then check Two-Sided Lighting 418 00:30:20.538 --> 00:30:22.488 This ensures 419 00:30:22.488 --> 00:30:25.838 the inside and outside display correctly 420 00:30:25.838 --> 00:30:29.138 This makes modeling smoother 421 00:30:29.838 --> 00:30:32.388 And, let's go back and see 422 00:30:32.388 --> 00:30:35.588 what I wanted to explain further 423 00:30:35.588 --> 00:30:37.838 before I continued modeling 424 00:30:37.838 --> 00:30:40.538 This is completely fine 425 00:30:40.538 --> 00:30:43.638 to model it like this 426 00:30:44.638 --> 00:30:47.889 But I like to use a more advanced approach 427 00:30:47.889 --> 00:30:50.639 Rather than this basic method, 428 00:30:50.639 --> 00:30:52.989 there are other modeling techniques, 429 00:30:54.589 --> 00:30:58.239 something more advanced 430 00:30:58.239 --> 00:31:02.439 Let me demonstrate that 431 00:31:02.839 --> 00:31:05.839 To explain more about curves, 432 00:31:05.839 --> 00:31:07.589 I will open a new scene 433 00:31:08.139 --> 00:31:09.689 and enable the grid 434 00:31:10.539 --> 00:31:13.339 Let me talk about curves now 435 00:31:13.739 --> 00:31:16.639 Mastering curves 436 00:31:16.639 --> 00:31:21.689 makes polygon modeling more efficient 437 00:31:21.689 --> 00:31:24.789 It speeds up the process 438 00:31:26.039 --> 00:31:29.139 Technically, curves belong to NURBS modeling, 439 00:31:29.139 --> 00:31:32.239 and they are similar to NURBS modeling 440 00:31:32.239 --> 00:31:34.389 But, mastering these 441 00:31:34.389 --> 00:31:39.039 can still enhance polygon modeling 442 00:31:39.039 --> 00:31:43.039 for a quicker and a more accurate work 443 00:31:43.039 --> 00:31:45.989 Let's go to the side view 444 00:31:48.639 --> 00:31:55.289 and draw a basic profile shape using the CV Curve Tool 445 00:31:55.289 --> 00:31:59.989 Let's say this is the rough shape 446 00:32:00.389 --> 00:32:02.789 Let's duplicate it 447 00:32:04.789 --> 00:32:08.089 Now, we have two NURBS curves 448 00:32:08.089 --> 00:32:11.305 I will enable component display 449 00:32:11.939 --> 00:32:18.739 Now, using EP Curve Tool, 450 00:32:18.739 --> 00:32:21.839 I will create a path between the two curves 451 00:32:21.839 --> 00:32:24.639 By holding C, I can snap to the curve 452 00:32:24.639 --> 00:32:28.439 Now, it's properly connected 453 00:32:28.889 --> 00:32:30.889 Press Enter to confirm 454 00:32:30.889 --> 00:32:33.239 Press G to repeat the command 455 00:32:35.489 --> 00:32:37.989 Let me explain with what we have 456 00:32:38.989 --> 00:32:42.689 Let's enable the component 457 00:32:46.855 --> 00:32:48.555 What I am about to discuss 458 00:32:49.689 --> 00:32:53.189 is generating a surface 459 00:32:53.189 --> 00:32:55.339 along these curves 460 00:32:55.339 --> 00:32:59.039 Maya has a tool for this, 461 00:32:59.039 --> 00:33:01.239 though it is still in the realm of NURBS 462 00:33:01.239 --> 00:33:04.390 Still, let's go for it 463 00:33:04.390 --> 00:33:08.140 Go to the modeling menu 464 00:33:08.140 --> 00:33:12.840 and find Surfaces, and go down 465 00:33:12.840 --> 00:33:14.390 to find Birail 466 00:33:14.390 --> 00:33:16.940 Let me separate the Birail Tool menu 467 00:33:16.940 --> 00:33:22.340 So here, we have Birail 1, Birail 2, 468 00:33:22.340 --> 00:33:25.890 and Birail 3+, plus alpha 469 00:33:25.890 --> 00:33:30.240 Let me demonstrate how one could use this 470 00:33:31.440 --> 00:33:34.040 Let's try Birail 1 Tool 471 00:33:35.390 --> 00:33:39.940 The help line at the bottom 472 00:33:41.090 --> 00:33:42.640 says, Select the profile curve 473 00:33:42.640 --> 00:33:45.990 So it wants me to select a curve 474 00:33:45.990 --> 00:33:50.090 So these two curves 475 00:33:50.090 --> 00:33:52.490 are rail curves 476 00:33:52.490 --> 00:33:55.840 I will set this one as the profile curve 477 00:33:55.840 --> 00:33:59.240 So select profile curve 478 00:33:59.240 --> 00:34:03.790 The help line says, now, 479 00:34:05.440 --> 00:34:09.590 select two rail curves, which can be one, and now two 480 00:34:09.590 --> 00:34:12.140 So now we have a surface 481 00:34:12.140 --> 00:34:13.990 Since this is flipped, 482 00:34:14.940 --> 00:34:19.590 enable Two-Sided Lighting in the Lighting menu 483 00:34:19.590 --> 00:34:23.190 This technique is useful 484 00:34:23.190 --> 00:34:26.590 because it preserves history 485 00:34:27.790 --> 00:34:30.240 Toggle the wireframe 486 00:34:30.840 --> 00:34:32.890 Now, let's edit this 487 00:34:32.890 --> 00:34:34.740 What happens is this 488 00:34:34.740 --> 00:34:38.740 Moving the profile curve 489 00:34:38.740 --> 00:34:42.090 automatically updates the surface 490 00:34:43.890 --> 00:34:46.755 Let's try moving it like this 491 00:34:49.890 --> 00:34:53.690 Now, let's add 492 00:34:53.690 --> 00:34:55.540 another profile curve 493 00:34:58.240 --> 00:35:03.040 Create - Curve Tools - EP Curve Tool 494 00:35:03.040 --> 00:35:08.440 Snap to the center again 495 00:35:08.440 --> 00:35:14.590 Now, I'll extend the bottom 496 00:35:14.590 --> 00:35:17.790 The two rail curves and the profile curve 497 00:35:17.790 --> 00:35:21.391 should always meet 498 00:35:21.391 --> 00:35:25.341 No, let's work on this Birail 2 Tool 499 00:35:25.341 --> 00:35:27.291 Now, the system asks 500 00:35:27.291 --> 00:35:30.041 for two profile curves 501 00:35:30.041 --> 00:35:33.091 So select two 502 00:35:33.091 --> 00:35:35.941 Now, it says we need two more rail curves 503 00:35:35.941 --> 00:35:39.341 So select everything 504 00:35:40.591 --> 00:35:45.691 Now, we get this surface 505 00:35:45.691 --> 00:35:50.391 Because of the second profile curve, the shape bends downward 506 00:35:50.391 --> 00:35:53.991 Since the history is still active, we can edit it freely 507 00:35:56.541 --> 00:35:58.941 Using profile and rail curves, 508 00:35:58.941 --> 00:36:06.241 we can create various complex shapes 509 00:36:06.541 --> 00:36:08.291 Let’s try another example 510 00:36:09.891 --> 00:36:13.591 Go to Create → Curve Tools → EP Curve Tool 511 00:36:17.041 --> 00:36:20.791 This time, I’ll snap the curve at this position 512 00:36:24.091 --> 00:36:29.041 Toggle the visibility 513 00:36:32.841 --> 00:36:38.441 and adjust the shape accordingly 514 00:36:41.341 --> 00:36:45.991 Now, we have the third one 515 00:36:45.991 --> 00:36:48.491 We have Birail 1, Birail 2, and Birail 3+ 516 00:36:48.491 --> 00:36:51.441 If there are three or more profile curves, we use Birail 3+ 517 00:36:51.441 --> 00:36:54.591 Let’s test it now 518 00:36:54.591 --> 00:36:57.791 First, select all profile curves as instructed 519 00:36:57.791 --> 00:37:01.091 Any number of profile curves 520 00:37:01.091 --> 00:37:06.441 Now we need to select the rail curves 521 00:37:06.441 --> 00:37:12.441 Then, select the rail curves and press Enter 522 00:37:12.741 --> 00:37:14.341 Now, the shape is generated 523 00:37:15.891 --> 00:37:22.491 If we select the third profile curve and modify it, 524 00:37:22.491 --> 00:37:26.091 we can create any desired shape 525 00:37:26.091 --> 00:37:29.341 We can scale it like this too 526 00:37:32.291 --> 00:37:36.091 Since we are working with polygon modeling, 527 00:37:36.091 --> 00:37:39.191 we need to convert the NURBS surface into polygons 528 00:37:39.191 --> 00:37:40.791 Maya has a conversion tool for this 529 00:37:40.791 --> 00:37:44.691 Let's take a look at this converting process 530 00:37:44.691 --> 00:37:47.241 It's an important detail 531 00:37:47.241 --> 00:37:52.992 Go to Modify → Convert, 532 00:37:52.992 --> 00:37:57.992 then select NURBS to Polygons 533 00:37:57.992 --> 00:38:00.992 Open the options window 534 00:38:02.492 --> 00:38:07.792 Currently, this object is recognized as a NURBS surface, 535 00:38:09.242 --> 00:38:12.042 I am showing it like this 536 00:38:12.042 --> 00:38:16.242 We can know that this is a NURBS object 537 00:38:16.242 --> 00:38:18.242 which can be confirmed in the Outliner 538 00:38:18.242 --> 00:38:20.692 It says, NURBS object 539 00:38:20.692 --> 00:38:22.192 So this is not a polygon 540 00:38:22.792 --> 00:38:27.542 It must be converted before polygon-based editing 541 00:38:27.542 --> 00:38:30.892 First, reset the settings to avoid unintended changes 542 00:38:30.892 --> 00:38:34.442 Now, go to the options, and we get this 543 00:38:34.442 --> 00:38:39.492 We want a quadrilateral mesh, so go for quad 544 00:38:39.492 --> 00:38:42.692 Now, Tessellation method 545 00:38:42.692 --> 00:38:44.742 determines how the surface is divided into polygons 546 00:38:44.742 --> 00:38:48.192 Choosing General allows manual control 547 00:38:48.192 --> 00:38:51.242 Ignore most settings 548 00:38:52.242 --> 00:38:54.292 and focus on Per Span number 549 00:38:54.292 --> 00:38:57.792 of Isoparms for precise control 550 00:38:57.792 --> 00:38:59.492 Also, for the second one, 551 00:38:59.492 --> 00:39:02.542 NURBS has U and V axes 552 00:39:03.642 --> 00:39:05.342 Go for the lower one for U 553 00:39:05.342 --> 00:39:08.592 And for V, go for Per Span # Isoparms 554 00:39:08.592 --> 00:39:12.242 Now we see 3, 3, so this adds three each 555 00:39:12.242 --> 00:39:14.192 Let's apply 556 00:39:14.942 --> 00:39:19.042 Select the NURBS object and click Apply 557 00:39:19.042 --> 00:39:23.242 Now, we have a polygon surface 558 00:39:23.942 --> 00:39:29.392 To avoid confusion, go to Outliner, 559 00:39:29.392 --> 00:39:31.442 and to see the polygon, 560 00:39:31.442 --> 00:39:33.292 let's hide the original NURBS object 561 00:39:33.292 --> 00:39:35.042 by pressing H 562 00:39:35.042 --> 00:39:39.392 Now, we see the converted polygon 563 00:39:39.392 --> 00:39:41.092 This is the polygon 564 00:39:41.492 --> 00:39:45.192 It still retains history 565 00:39:45.192 --> 00:39:49.292 So if I edit the original curves, 566 00:39:49.292 --> 00:39:53.043 the polygon automatically updates 567 00:39:59.743 --> 00:40:04.493 We can select and edit it like this 568 00:40:10.393 --> 00:40:13.893 Now, after finalizing the editing, 569 00:40:14.843 --> 00:40:16.793 Select polygon object 570 00:40:16.793 --> 00:40:20.493 and clear history using Alt + Shift + D 571 00:40:20.493 --> 00:40:22.043 Now that the history is removed, 572 00:40:22.043 --> 00:40:24.893 the polygon remains unaffected 573 00:40:24.893 --> 00:40:26.343 by this curve adjustment 574 00:40:27.693 --> 00:40:32.043 That's an alternative method of polygon modeling 575 00:40:32.043 --> 00:40:37.393 Instead of manually cutting and hsaping 576 00:40:37.393 --> 00:40:39.993 one big object, 577 00:40:39.993 --> 00:40:42.243 we can also use NURBS curves 578 00:40:42.243 --> 00:40:46.593 and covert into polygons 579 00:40:46.593 --> 00:40:47.993 Using this, 580 00:40:47.993 --> 00:40:50.293 we could model this boat 581 00:40:50.293 --> 00:40:54.693 faster and more efficiently 582 00:40:55.293 --> 00:40:58.493 So for modeling projects like for this boat, 583 00:40:58.493 --> 00:41:00.793 this allows us a very fast method 584 00:41:00.793 --> 00:41:03.443 to shape whatever we want 585 00:41:03.443 --> 00:41:06.693 It is widely used in professional workflows too 586 00:41:07.893 --> 00:41:10.443 Back to our boat modeling, 587 00:41:11.793 --> 00:41:17.093 I'll hide the old polygon model 588 00:41:18.793 --> 00:41:23.443 Next, I'll create four curves 589 00:41:23.443 --> 00:41:26.343 by doing what I just showed you 590 00:41:26.343 --> 00:41:28.893 To generate the polygon surface, 591 00:41:29.743 --> 00:41:31.793 I will create four curves 592 00:41:31.793 --> 00:41:35.893 So, I will prepare two profile and two rail curves 593 00:41:35.893 --> 00:41:38.893 and show you from there 594 00:41:38.893 --> 00:41:43.293 I just paused to prepare the curves 595 00:41:43.293 --> 00:41:46.243 I have two rail curves 596 00:41:46.243 --> 00:41:49.843 and three profile curves 597 00:41:49.843 --> 00:41:53.593 Let's apply the Birail command 598 00:41:54.843 --> 00:41:59.993 Go to Surfaces - Birail 599 00:41:59.993 --> 00:42:01.543 Detach the menu 600 00:42:02.293 --> 00:42:05.693 Since we have three profile curves, go for Birail 3+ Tool 601 00:42:05.693 --> 00:42:11.044 Click, one, two, three, press Enter, 602 00:42:11.744 --> 00:42:14.794 then select two rail curves 603 00:42:14.794 --> 00:42:18.544 Now, we generated the NURBS surface 604 00:42:19.444 --> 00:42:24.194 Let me add another point here 605 00:42:24.194 --> 00:42:28.144 If we proceed with modeling directly, 606 00:42:28.144 --> 00:42:32.344 the span intervals are inconsistent, 607 00:42:32.894 --> 00:42:35.644 creating an irregular surface like this 608 00:42:35.644 --> 00:42:37.794 To fix this, 609 00:42:37.794 --> 00:42:39.944 let me teach you this method 610 00:42:39.944 --> 00:42:47.144 Ctrl + A gives you the Attribute Editor 611 00:42:47.144 --> 00:42:48.954 In the second tab, 612 00:42:50.694 --> 00:42:53.694 locate the parameter values, 613 00:42:53.694 --> 00:42:56.744 including UV and Degree values 614 00:42:56.744 --> 00:42:58.744 The Degree value should remain 3, 615 00:42:58.744 --> 00:43:02.744 while the UV values are currently 42 and 5 616 00:43:02.744 --> 00:43:06.644 By setting similar parameter values, 617 00:43:06.644 --> 00:43:08.694 we can achieve a more uniform structure 618 00:43:10.444 --> 00:43:13.644 Go to Surfaces and go down 619 00:43:13.644 --> 00:43:15.494 to find Rebuild 620 00:43:16.744 --> 00:43:20.894 Reset the settings, choose O to # Spans, 621 00:43:20.894 --> 00:43:22.594 set Degree to 3, 622 00:43:22.594 --> 00:43:28.594 and input U = 40, 623 00:43:28.594 --> 00:43:32.544 and V = 5 624 00:43:32.544 --> 00:43:36.794 Clicking Rebuild evens out the surface, 625 00:43:36.794 --> 00:43:39.844 like this 626 00:43:39.844 --> 00:43:44.994 Now, we can proceed with polygon conversion 627 00:43:44.994 --> 00:43:47.894 Let's convert this into polygons 628 00:43:48.744 --> 00:43:51.294 Open Modify, go down 629 00:43:51.294 --> 00:43:55.394 to Convert and NURBS to Polygons 630 00:43:57.044 --> 00:43:59.594 Select Quad Output and choose General 631 00:44:00.744 --> 00:44:03.294 Select Per span # Isoparms 632 00:44:03.294 --> 00:44:06.694 Click on the third option 633 00:44:06.694 --> 00:44:14.094 I think we can use 1 for U 634 00:44:14.094 --> 00:44:22.544 For V, let's try 2 635 00:44:23.394 --> 00:44:26.895 Okay, now close it 636 00:44:26.895 --> 00:44:31.395 Since the NURBS surface 637 00:44:32.795 --> 00:44:35.195 is no longer needed, let's hid it 638 00:44:35.195 --> 00:44:37.395 using H 639 00:44:37.395 --> 00:44:41.945 Now, we have a polygon mesh, 640 00:44:41.945 --> 00:44:44.995 which we will mirror to complete the shape 641 00:44:46.695 --> 00:44:55.645 Go to Edit - Duplicate Special, set Instance, 642 00:44:55.645 --> 00:44:59.795 and enter -1 in the Scale X field 643 00:44:59.795 --> 00:45:03.145 Click Duplicate Special, 644 00:45:03.145 --> 00:45:06.245 and the bottom of the boat is looking more complete 645 00:45:06.245 --> 00:45:12.295 This is a very fast method for the modeling process 646 00:45:13.045 --> 00:45:17.895 With our basic boat body shape completed, 647 00:45:18.495 --> 00:45:23.045 we can not hide the reference images 648 00:45:26.095 --> 00:45:28.245 as well as the NURBS curves 649 00:45:28.795 --> 00:45:32.245 Now, we almost have the complete shape of the boat 650 00:45:32.245 --> 00:45:35.195 Let's disable wireframe mode to confirm 651 00:45:36.045 --> 00:45:37.645 This looks like a boat 652 00:45:37.645 --> 00:45:39.445 Toggle wireframe mode again 653 00:45:40.345 --> 00:45:42.445 Since the boat should be thicker, 654 00:45:42.445 --> 00:45:44.745 select the object, 655 00:45:49.795 --> 00:45:52.795 hold Shift + Right Click 656 00:45:52.795 --> 00:45:56.695 Choose Extrude Face 657 00:45:57.645 --> 00:46:01.795 We can adjust the thickness using this 658 00:46:06.695 --> 00:46:09.995 Let's bring back the reference images 659 00:46:10.995 --> 00:46:15.895 Other parts aren't too difficult 660 00:46:15.895 --> 00:46:19.795 So I will add details 661 00:46:19.795 --> 00:46:23.645 and components to this boat 662 00:46:23.645 --> 00:46:27.795 before I come back in a second 663 00:46:27.795 --> 00:46:30.795 I will pause now and be back with the complete shape 664 00:46:32.845 --> 00:46:35.745 I am finally done building the boat 665 00:46:35.745 --> 00:46:39.745 It took some time, but it is finally ready 666 00:46:39.745 --> 00:46:46.604 Viewing it in wireframe mode, this is how it looks like 667 00:47:16.046 --> 00:47:19.146 This session demonstrated a step-by-step 668 00:47:19.146 --> 00:47:22.646 boat modeling process 669 00:47:24.396 --> 00:47:27.546 In just five lessons, we covered 670 00:47:27.546 --> 00:47:31.546 the fundamentals of polygon modeling 671 00:47:31.546 --> 00:47:33.346 If any parts were unclear, 672 00:47:33.346 --> 00:47:37.146 please re-watch the lessons from the beginning 673 00:47:37.146 --> 00:47:42.196 The more you watch it, the better you will get 674 00:47:42.196 --> 00:47:45.446 This concludes the fifth session 675 00:47:45.446 --> 00:47:47.046 of the Polygon Modeling Course 676 00:47:47.046 --> 00:47:50.646 Let's summarize what we've learned today 677 00:47:50.646 --> 00:47:52.896 Today, we explored various 678 00:47:52.896 --> 00:47:55.346 modeling approaches, 679 00:47:55.346 --> 00:47:58.296 focusing on Birail surface generation 680 00:47:58.296 --> 00:48:01.396 and polygon conversion, 681 00:48:01.396 --> 00:48:03.196 to be more specific 682 00:48:03.446 --> 00:48:06.696 Through these five lessons, we covered 683 00:48:06.696 --> 00:48:09.596 the fundamentals of Autodesk Maya's polygon modeling 684 00:48:09.596 --> 00:48:12.346 While polygon modeling includes many additional 685 00:48:12.346 --> 00:48:14.496 advanced features, 686 00:48:14.496 --> 00:48:16.996 this course focused on establishing 687 00:48:16.996 --> 00:48:20.946 a solid foundation of the concept 688 00:48:20.946 --> 00:48:24.246 Understanding the core principles of polygon modeling 689 00:48:24.246 --> 00:48:26.846 and practicing multiple exercises 690 00:48:26.846 --> 00:48:29.396 will help reinforce your skills 691 00:48:29.396 --> 00:48:30.346 Camera Settings 692 00:48:30.346 --> 00:48:31.346 The lens value affects how the subject is distorted 693 00:48:31.346 --> 00:48:32.346 The human eye sees objects similar to a 55mm lens 694 00:48:32.346 --> 00:48:33.346 A higher lens value makes the subject appear flatter, while a lower value increases distortion 695 00:48:33.346 --> 00:48:34.346 Background images also vary significantly based on lens values 696 00:48:34.346 --> 00:48:34.846 Applying Polygon Models 697 00:48:34.846 --> 00:48:35.346 Use polygons to prepare separate images for the top, front, back, and side of the boat 698 00:48:35.346 --> 00:48:35.846 Create a Template Model to estimate the boat's siz 699 00:48:35.846 --> 00:48:36.346 Use Side Shape → Environment → Create to generate an Image Plane 700 00:48:36.346 --> 00:48:36.846 Click the folder icon to import the edited reference images 701 00:48:36.846 --> 00:48:37.346 Use Multi-Cut to split the Polygon Cube in half Adjust the Polygon Cube to match the boat's shape 702 00:48:37.346 --> 00:48:37.846 Understanding Birail 703 00:48:37.846 --> 00:48:38.346 Birail 1 Tool: Select one Profile Curve, then two Rail Curves 704 00:48:38.346 --> 00:48:38.846 Birail 2 Tool: Select two Profile Curves, then two Rail Curves 705 00:48:38.846 --> 00:48:39.346 Birail 3+ Tool: Used when there are three or more Profile Curves