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3D Modelling

3D Modelling. Luke Brown GS12-9. Introduction. Maya is a 3D Modelling Software which allows you to do an absolute amount of just pure Models of any type, from Basketball to Zombies. Cartesian Co-Ordinates . X Y Z -X -Y -Z Cartesian Plane

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3D Modelling

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  1. 3D Modelling Luke Brown GS12-9

  2. Introduction Maya is a 3D Modelling Software which allows you to do an absolute amount of just pure Models of any type, from Basketball to Zombies.

  3. Cartesian Co-Ordinates X Y Z -X -Y -Z Cartesian Plane The Cartesian co-ordinates are the basic X and Y axis’ with an additional Z axis so you can edit it from different perspective. Such as a 3D Model version or a Side or Top View.

  4. Vertex/Vertices Here we have the ultimate Vertices which are the key elements to any 2D and 3D shapes. Without a Vertex, there would be no lines in any shape in the world.

  5. Edges Edges connect to the vertices, the vertices are at the end of each shape you use. One line, 2 Vertices. Without the edge there would Also be no sort of shape.

  6. Faces A face is the centre of all the edges and vertices connected together.

  7. Primitive Modelling A Primitive shape could be for example, a Sphere, Cube, Cylinder, Cone, Grid, Torus, Pyramid, E.T.C. These all have Vertices and Edges.

  8. Tools Extrude – When you click a face in Maya then click Extrude, You can make the face come out adding an additional 4 faces on the object. Bevel – Bevel allows you to make Corners have flat faces for corners instead. Chamfer – Smoothens the object and splits one corner equally. Combine – Combine allows you to bring together two separate objects. Merge – Clicking two vertices, you can click this button to bring together those two corners and now you will have only one corner. Bridge – If you have an edge equal to an opposite edge and nothing in between, you can click both edges and click this button to make a ‘Bridge’ from one end to the other.

  9. Examples This is an example of a 3D Model that possibly could have been made in Maya. The makers of this model would have started from a square and extruded it to the shape of a human in a block format, then they would have started Chamfering Vertexes and then Bevelled a few of the edges and corners and started to use interactive split tool to mark out more edges and vertices and then they start to make it look more of a human along the way, then they get into more detail throughout the time of creating the model and start to make accessories then apply them into the specific areas and ‘Combine’ them together for it to look like it is on the character itself. Then the texturing would start, opening up the Texture Viewer with this character selected, then the assorted textures would need to be applied in the right areas, so before putting the textures in you would most likely want to click Automatic Projection. Automatic Projection allows you to see everything from all ‘6’ perspectives. If you do not like the way it is mapped out, you also can merge different areas inside of the texture editor. Once that is completed, to finally max it out, click high quality and your model would now be finished.

  10. Bibliography http://www.rasekhoon.net/userfiles/Software/20120401/7407_Autodesk_Maya_2013_x86x64.jpg http://831kieron.files.wordpress.com/2007/11/3.jpg http://www.mathopenref.com/images/lines/vertex.gif http://upload.wikimedia.org/wikipedia/commons/4/49/Draw-1-black-line.svg http://www.k6-geometric-shapes.com/image-files/face.jpg http://images4.wikia.nocookie.net/__cb20110616121831/callofduty/pl/images/6/6f/Ghost-Museum-wood.png

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