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Select the Modeling option - you should now see a number of menus at the
top of Maya have changed to be specific to modeling.
6. Enable autosave
I cant even tell you how important these two features are. Changing these two settings can
save you hours of recreating lost work. It may also save you from having a nervous
breakdown.
Click on Windows Settings/Preferences Preferences
In the tool settings deselect Normalize (this important for texturing later). You
only need to do this once. Maya will save this choice into your preferences.
You should notice in the channel box (on the right hand side of the screen - if
this isnt open press ctrl+a until it appears) that the Scale attributes for X, Y and Z are
all 1 - this is good for working to scale.
You will notice that a manipulator appears over the cube. The manipulator is
made up of three coloured arrows, 3 coloured squares and one square in the middle.
You can use each arrow to move the cube in the direction indicated by its colour (red
arrow moves the cube on the x axis). You can use one of the colour squares to move
the cube on 2 axes (the red arrow moves the cube on the Y & Z axes) or you can use
the square in between the arrows to move in all three directions at once (rarely a
good idea).
Click on the green arrow (it should be pointing up) - it will turn yellow. Drag
this arrow up to move the cube until the bottom is as close to in line with the grid as
you can get it.
Frame the cube in each view. This will make each of the camera zoom in or
out to make the cube fit into the view.
Hover your mouse pointer over one of the camera views
Press the a or f key
Repeat for the other windows.
Try rotating the camera around the room (Alt+LMB). As you move around the room you will
see that only the faces closest to the camera disappear.
A new cube has been created at the origin (the centre of the grid)
Move the cube up slightly so that it appears to be resting on the floor (youll
need the move tool again)
Select the scale tool
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Using the different manipulators make the cube slightly larger and change the
dimensions of it slightly too (this will keep it from looking too perfect)
Select the move tool
Move the cube on the x and z axes towards one corner of the room (dont put
it too close to the walls though)
Select the rotate tool.
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Rotate the cube on the y axis - click and drag the green circle manipulator
(this will make sure that it doesnt line up perfectly with the walls - dont want it to look
too perfect) - Make sure that you only rotate on one axis as you will quickly lose
control if you begin working on more than one axis at once
Rename the cube
Click on pCube1 in the channel box
Rename to Crate
Press enter
Use your move, scale and rotate tools to manipulate the new crate so that it is
not exactly the same size and shape as the original and put it next to the original
crate.
13. Create a stack of 5 boxes in total - Youre on your own for this one!
Using the duplicate command as well as the move, scale and rotate tools create a stack of
boxes similar to the one in the image below.
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Put the pillar into Edge Selection mode by clicking on the button. This will
allow you to select individual edges on your pillar.
You will notice that the edges on the pillar change from green to blue.
Now select the two upright edges on the left hand side of the pillar
Left click on one of the edges
Then hold shift and left click on the other. They should now
both be selected.
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Now scroll down in the Modeling Toolkit until you see the Components
section.
Click on the Bevel button
You will now see that the edges you selected on the pillar have now been expanded to
create new faces. You will also see that a small window has appeared (polyBevel1). You can
use the settings in this window to change the attributes of the bevel you just performed.
The default settings on this bevel actually look about right but I wanted a
slightly more exaggerated look so I have increased the Fraction to 0.6.
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Now select the Move tool and move the edges into she pillar a little to create
a slight inverted slope. I moved the edge along the z axis.
The next step is to put the pillar back into Object Selection mode. Click on the
bottom to the far left of the Edge Selection button you used earlier. Youll see the
edges of the pillar turn green again (this signifies that it is now back in Object
Selection mode).
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Now you can select the move tool and position the pillar into the corner of the
room. Try to ensure that you room is facing the same direction as in the example -
this will make the next step a little easier for you.
In the window that opens set the number of copies to 4 (this will give you 5
pillars in total)
You also need to work out which axis you will be duplicating along. If you look
at the view axis you can see that I need to duplicate along the X axis.
Set the appropriate translate value to 5 and leave the others at 0. The boxes
go in alphabetical order (x, y, z).
Now click the duplicate special. If the result doesnt look like the
image below then select edit undo and correct any errors.
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You will now select and manipulate the vertices. To create the shape we want were going to
select the vertices in rows. For this reason you may find it helpful to switch to the front or
side orthographic to complete the next steps.
Select the second row of vertices from the bottom by left clicking and
dragging a marquee around just those points. You should see that the points behind
the front ones (the ones you cant see) are also selected. The points will change to
yellow when they have been selected.
Using the move tool, move the row of vertices up to create the shape you can
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see below.
Next, select fourth row of vertices from the bottom. Move these down as in
the picture below.
With the fourth row of vertices still selected, select the Scale tool. You will now
scale the vertices uniformly (using the manipulator in the middle, not the one on the
side) to create the shape in the image below.
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Now using the same methods, work on the next 2 rows to create the shape in
the image below. For the vertex at the very top, you will select this and then move it
down to the very bottom of the projector.
Perform an extrude by clicking on the icon in the polygons shelf (you can also
find an extrude button in the Modeling Toolkit). Youll see a polyExtrudeFace1 options
box appear.
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Change the Thickness to 0.1 and the Offset to 0.1. You should now see that
you have create some new faces which will make up the control panel.
You should feel proud. You can now navigate the different views and change basic hardware
display settings. You can also create, duplicate, transform, rename and extrude objects as
well as being able to use the move, rotate and scales tools.
Select all of the objects you have created so far. You can either left
click and drag a marquee selection over everything, hold shift and click on
them one at a time or you can click Select All (Ctrl + Shift + A).
Now make sure you have the channel box open (press Ctrl + A until
you see it on the right hand side of the screen). In the display tab below
the channel box click on Layers Create Layer from Selected.
Turn the grid back on - well need this for the next steps.
2. Create a sun
You will now create some spheres that will act as the sun and planets in the solar system.
You will also create a hierarchy that will prepare these planets for animation. This will
introduce you to parenting and the Outliner.
Click create > Polygon primitives > Sphere. A new sphere appears at the
origin.
In the channel box, under INPUTS, change Subdivisions Axis to 12 and
Subdivisions Height to 12.
In the channel box select the spheres scale attributes by clicking on the scale
x value and dragging to the scale z value.
Doing this will highlight all three scaling values allowing you to enter one value and change
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Enter 0.5 and press enter (make sure that all three values change)
Rename the sphere Sun
4. Making planets
Now you will create 4 planets, a moon and a ring.
Duplicate the sun and rename it planet.
Translate the planet on the x axis by about 2 units
Scale the planet down to 0.1
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Now duplicate, translate and scale the planet to create three other planets
(making 4 planets in total). Make sure you only move the planets along the x axis - it
doesnt really matter now but it means that everything will be properly set up for
animation later.
6. Set up a Hierarchy
It is very important to understand how hierarchies work in order to become a successful
modeller/animator in Maya.
In order to be able to visualise what you will be doing in this step
you need to open the Outliner. Click on Windows Outliner.
The outliner lists all of the objects in your scene along with their hierarchies.
Scroll down in the outliner and click on the 1st planet object. This will select
the geometry in the workspace.
Press and hold the MMB over the planet object (still in the outliner) and drag it
over the sun object. Doing this will make the planet object a child of the sun object.
Expand the newly created hierarchy by clicking on the + symbol.
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8. Understanding inheritance
If you now rotate the sun object, all of its children will now follow the same rotation. If you
rotate one of the planets, its children, eg. the moon, will follow that rotation.
When you transform a parent object, not of its childrens values change.
Select the sun object (you will notice that this also selects all of the children
objects) and rotate it in the y axis
Now select any of its children and you will notice that all of their rotation
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Select the sun and scale it down - all of the children follow the parent scaling
but none of their values are changing.
Click and drag the viewport to hold it over the area indicated in the image
below. You will see part of the browser tab move to accommodate it. Releasing the
left mouse button will dock the viewport into this area of the Hypershade.
Resize the tabs a little to make it easier to work with the viewport. To do this,
hover your mouse over the area between the tabs. You will see the mouse icon
change to indicate you can resize the tab. Click and drag until you feel comfortable
with the display.
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Find the create section - this is in the bottom left area of the Hypershade
Then select Surface under the Maya section.
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Now click on Blinn - this creates a new Blinn material under the materials
hypershade tab and in the work area. The Property Editor will also update to show
the new materials information.
In the Property Editor change the name of the material to projectorM (the M
will remind you later that this is a material node).
Choose any colour you want. I would recommend a deep blue - it looks pretty
sexy once its rendered.
When you have chosen your colour you should notice that the Shader Ball in
the Material viewer also changes to reflect the change you have made. The Material
Viewer gives you a real time preview of what your material will look like on different
types of geometry and objects. To see how this works;
Click on Shader Ball from the dropdown menu and choose
some of the other options.
We want this material to have a glossy/polished plastic look to it so youll now make some
further changes to the material and youll see these are also reflected in the Material Viewer.
Move the Specular Colour to the right to make the colour a much lighter grey.
Youll see the highlights get a little brighter.
Change eccentricity to 0.100. Youll see that the highlights of the shader get a
little more focussed and sharp.
Change Specular Rolloff to 0.850. Now youll see the highlights get a little
stronger.
Change Reflectivity to 0.3. You won't see this change in the material viewer
but it will stop the material being too reflective when we move on to rendering later.
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This will make all of the planets have the material too as they are children of
the sun (sounds like a pretty happenin religion)
Now, instead of simply changing the colour like we have with the previous materails, were
going to connect a ramp node to the colour of the shader.
Click on the checker box next to the colour slider. This will open the Create
Render Node window.
In the create Create Render Node window, choose Ramp. This allows you to
set two or more colours and fade between them.
Youll now see the options for the Ramp appear in the Property Editor.
Click on the white dot and change the colour to a dark grey.
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Click and drag the dark grey dot and move it three quarters of the way to the
left.
You can now see that we have created a material that fades from black to
dark grey. This is a good start but now well add a bit of a dirty texture to the black
colour.
Click on the black dot and then click on the checker box next to Selected
Colour. This will again open the Create Render Node Window.
The options for the Rock node now appear in the Property Editor.
Change colour 1 to a very dark brown and change colour 2 to a very dark
grey (almost black).
Youll see that its not really possible to see the effect of the shader you have created. Thats
because the current renderer (the software being used to generate the preview in the
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Viewport) doesnt display these types of textures particularly well. So in order to preview the
material well have to change the renderer.
In the Viewport, click on Renderer
Choose Legacy Default Viewport
This is actually the lower quality of the 3 options you have available but it does a very good
job of previewing procedural materials such as this one. If you zoom into the bottom of the
pillar you should now be able to see the effect of the material you have created.
Its a subtle effect but it really helps to add a little more detail to these pillars.
Assign the material to the rest of the pillars.
A file node is now added to the lambert material. These are connected.
In the Property Editor for the file node, click on the file folder icon next to
image name.
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You can now choose the file you want to use as your texture. If you have your
project set properly and have added all of the texture files to the source images folder
you will now see a range of images to you can choose. Select the file named crate
diffuse and then click the open button.
The file is now loaded into the shading network and you should see that reflected in the
preview on the Shader Ball.
Now, in the Viewport, right click and hold on the floor. This will bring up the
radial menu.
Hover your mouse over Face and then release the right mouse button. This
puts the room shape into Face Selection mode. We did this earlier using the button in
the modelling toolkit but you can also change the selection mode using the radial
menu.
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Now click once on the face representing the floor or the room. This should
now look a little orange to indicate that it is currently selected.
Now you can either use MMB to drag the floorM material onto the floor or you
can right click and hold on the floorM material and choose Assignment Material to
Selection.
You should now see the texture is assigned to the floor.
Now assign the controlpanelM material to these faces as you did with the
floor texture. Youll see that the material is applied but that it doesnt fit properly. Well
fix that next.
Make sure that you have the two faces that make up the control panel still
selected.
Minimize the Hypershade window
In the main Maya window, Click UV Contour Stretch. This tells
Maya to try to fit the material across the faces you have selected. You
should now have a much better result.
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works like a light bulb or like the sun in that it casts light out in every direction. Point lights
have editable attributes such as colour and intensity.
Make your perspective view fullscreen
Select Create Lights Point Light
This will create a point light at the origin
With the light still selected press w to switch to the move tool and then move
the light above the floor.
Now move your light around the room to see the lighting effects change.
4. Change the display settings and preview the look of your lights
Now youll make a few changes to the way youre currently previewing your scene to make
sure your lights look as they should.
First of all you need to change the renderer back to Viewport 2.0 - this gives a
much better preview of your lights.
In the perspective panel menu, click on Renderer
Viewport 2.0. You should now see a better preview of the lighting
you have added.
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Next youll need to turn off the View Transform (gamma correction). This is a
post processing effect and makes the lighting in your scene look brighter than it
actually is. Click on the on button in the perspective menu to turn it off. Youll then
see a more accurate representation of what the lighting in your scene will actually
look like when rendered.
Youll see that the room now looks much darker. This is the moody look were going for and
will improve as we add further lights to the scene. You can always turn this option back on if
youre finding it a little difficult to see or press the 6 key to stop previewing the lights
altogether.
you cant see any shadows in your scene. This is because Maya doesnt allow you to
preview shadows on Point Lights. In order to be able to see the shadows youll need to
render the scene.
Display resolution gate - The current view panel is probably not displaying the
actual proportions that will be rendered. You can display the cameras resolution gate
to see how the scene will actually render.
Make the perspective view the active panel
From the panel menu, select view Camera Settings
Resolution Gate
The view is now adjusted to show a green box which defines the default render resolution of
960x540 pixels relates to the current view.
Frame your scene so that you are looking at the creates - this is because
these will cast some very noticeable shadows.
Try to make sure that your camera is positioned inside the
walls of the room. If you render from outside of the room the exterior walls will
be in the way.
Test render the scene by clicking on the Render the Current Frame button.
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Youll now see the Render View window pop up along with an image of your rendered scene.
You should be able to see the shadows being cast by the crates.
NOTE - If your rendered image is completely black then your camera is probably
outside of the room. Simply zoom your camera in a little and render again.
Gamma correction is also turned on in the Render View and you should also
turn it off here in order to see an accurate representation of your lighting.
In the attribute editor drag the slider on the cone angle attribute until the cone
of the light fits the hole in the centre of the projector
To change the softness of the light you also need to change the penumbra
angle of the light to 30
The decay rate controls how fast the light fades as it is travelling through space. A quadratic
decay rate tells Maya to fade the light quickly so that it doesnt light up the ceiling.
Open the light effects section of the lights attributes in the attribute editor
Set the fog intensity to 5
Click on the map button to the right of the light fog attribute
This creates the lightFog node and will display a fog cone in the work area. It is automatically
selected and displayed in the attribute editor.
Set the light fogs colour to blue
Youll now be able to see the last cascading from the projector. Now the scenes really
starting to look sexy...
This will now display the sunM material in the workspace of the hypershade
Select the sunM material
In the Property editor, click on the Toggle between Lookdev View and
Attribute Editor view button. This will reveal some further options for the shader.
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Now scroll down a little and expand the special effects section
Set the glow intensity to 0.5
Test render the scene. Your sun will now look much better.
You should now be able to see that the sun appears to be illuminating the planets.
This will create, select and display an opticalFX node in the attribute editor.
Set the opticalFX1 attributes as follows:
Lensflare to enabled (put a tick in the lens flare box)
glow type to none (the sun material already has a glow so you
dont need to add another here)
halo type to none
Test render the scene to see the lens flare - you might have to move the
camera closer to the sun to see the flare clearly.
If you still cant see it increase the lens flare intensity.
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Now scroll down a little to find the Raytracing section and tick the box to turn
it on (this enables reflections and some other cool stuff)
Now close the render settings window and move your camera to create a
badass shot of your room
Render it.
Save your work.
If you find that any of the reflections are too strong you can select the material in the
Hypershade and reduce the Reflectivity using the appropriate slider.
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1. Big front window - using a combination of the bevel and extrude tools.
Select the cube representing the room
Open the Modeling Toolkit
Put the room into Face Selection mode
Select the face shown in the image below
Scroll down a little in the Modeling Toolkit and select the Bevel option. You
notice that the face is bevelled and that a polyBevel properties box for the bevel
appears.
In the Properties box, set the Fraction to 0.2. This creates a border for the
window, giving you something similar to the image below.
Youll now have access to the file node - click on the folder icon and choose
the Earth bump.jpg file.
Now create a kick ass render of your scene (making sure that the camera is
inside the room and that the big Earth is in shot). Looks cool doesn't it? You did that.
Well done.
Save your work
Youll also find a bump map for the crate in the Sourceimages folder. You can use this to
make the crates look bumpy in the same way you did for the planet.
Wow! Well done on making it to the end! I really hope youve enjoyed this exercise
and that youve learned a lot. If you have enjoyed this tutorial then please let me know
through my facebook page (https://www.facebook.com/OnlineMediaTutor) or on twitter
(www.twitter.com/mediatutor). Send me a picture of your completed project - I really love
receiving work from those that have worked through my guides.
Finally, if youd like to help me in making more material like this then please consider
supporting me via Patreon. This is a way that you can give a voluntary amount each
month to allow me to spend more time creating tutorials like this one. Its totally
optional and you can cancel at any time. Please take a look by following this link -
https://www.patreon.com/user?u=1002988&ty=h