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Maya tools

Joseph parfitt
Selection modes
Maya has a variety of selection modes which helps you manipulate the object you are trying to make into whatever idea you had. These selection
modes are:

Object mode- this mode allows you to select each different object which you have made which can be very useful for uv mapping or just having a
general way of moving an object which is in the way of another object.

Face- This mode allows you to select each individual face of an object so that you move the face around, shrink it or even delete it to get an inside
look at an object to do some fixes to your object. This mode is useful for extruding.

Edge-This mode lets you select each line or edge of an object to allow you to manipulate the shape of an object to your needs. It also helps you
understand the geometry of your object. This mode is also very useful for extruding.

Vertex- This mode allows you to select each single vertex or corner of a line which is extremely helpful for manipulating and making an object look
exactly how you want it to look.
Move tool
The move tool within maya allows you to select
a specific part of an object or the whole object
itself and move it along the X,Y and Z axis which
means you can easily move an object forwards,
Backwards, left, right, up and down. The
advantages of this tool is that if used with the
different selection modes then you can easily
move a face or vertex which can change the
whole objects shape, this allows you to create
the object that you want to create. The
limitations of the move tool are that sometimes if
you change the angle of an object and then try
to move it, it may break the object.
Rotate tool
The rotate tool within maya allows you to
select a specific part of an object or the
whole object itself and rotate it along the X,Y
and Z axis which means you can easily
change the directions that the object is
facing. The advantages of this tool is that if
you use the selection modes such as the
faces then you can change the whole shape
of your object and how it looks. The
limitations of this object are that sometimes
you will select the wrong rotation and
wrotetate your object the wrong way.
Scale tool
The scale tool within maya allows you to
select a specific part of an object or the
whole object itself and scale it along the X,Y
and Z axis this means you can stretch the
object into different shapes all together. The
advantages of this tool are that you can
create a specific shape that you want to
make by also using the selection tools such
as the face tool which allows you to create a
more complex shape. The limitations of the
scale tool are that it can easily break a
shape and add broken polygons.
duplication
The duplication tool allows you to select an object of your choosing and simply
duplicate it or copy it so that you can easily make the same object again without
having to modify each individual parts of a cube or cylinder again. For example if a
game designer was creating a detailed character who had a specific holster for a
weapon on, instead of recreating that same holster again he can just duplicate the
object and transform it to match the other side of the character. The advantages of
this tool is that you can duplicate the same object instead of taking a full day to
recreate the object. The limitations of this tool are that it can easily crash maya if
you have a high poly count and you duplicate that model.
Insert edge loop
Insert edge loop tool allows you to add another set of edges which can go all
around the object you want the loop to go around. It allows for easier manipulation
of the general shape which you have added the edge loop to so that you can
easily make the object that you have in mind or are trying to model. The
advantages of the insert edge loop tool allow you to make more polygons and
areas to model your ideas, It also helps when smoothing the object because it
gives more of a curve and places to smooth. The limitations of this tool are that
sometimes it wont recognise an extruded shape and wont go all the way around a
polygon.
beveling
A Bevel expands each selected vertex and edge into a new face, rounding the
edges of a polygon mesh. You can then use the other selection mode tools to
expand and change the object even more than the bevel tool already has done.
The advantages of the bevel tool are that you can create the object you want to
create by adding slopes or edges to a shape. The limitations of the beveling tool
are that you might not be able to get the bevel that you want to create.
Bridge tool
You can construct faces between pairs of border
edges using the Bridge command. The resulting
bridged faces are merged into the original mesh.
Bridge is useful when you need to connect two sets
of edges together with a piece of mesh. For
example, connecting and merging the arm on a
character to its torso. The advantages of this tool
are that it is easy to connect two different pairs of
border edges and connect them with faces. The
limitations of this tool are that it heavily depends on
the two types of border edges you are trying to
connect.
Detach
The detach tool allows you to detach faces from objects which will let you get an
inside look at your object and also allow you to take a face off of those certain
objects to create the idea that you had in mind. This is also great for bug fixing an
polygon mesh because it lets you see inside of that object. The advantages of
being able to detach faces are that you can get a good look inside of an object so
you can begin to model the insides of the object you are trying to create. The
limitations of this tool are that it can be difficult to re add the face to the object.
extrude
The extrude tool in maya allows you to add more
polygons to an already existing mesh which will
then allow you to modify the shape of the mesh
even more whilst using the selection tools to get
the exact shape you want. It makes making objects
you want easier to make without connecting
multiple shapes for example making a book would
be alot easier using extrude tools. The advantages
of this tool are that it is the main tool that makes life
easier for a modeler because you can easily make
an amazing object from a cube using extrude and
edge loops. The limitations of this tool are that you
may accidentally extrude a face into another then
you have a broken texture.
hypershade
Hypershade is maya's main working area for
rendering it is where you can create multiple
things to flesh your object out even more, the
main things hypershade will let you make is
textures, materials, lights and special effects. It
contains multitudes of tools to help you create
what you want. The advantages of this tool are
that you can create almost any type of color
and add any type of texture to an object by
using the hypershade. The limitations of this
tool are that sometimes you have to close the
hypershade and reopen it for the tool to work.
merge
The merge tool allows you to merge
vertices, edges and faces into a single
vertex. When these are merged it also
merges the corresponding uv’s. This is
essential for creating your final object a lot
of the time. The advantages on this tool is
that it allows you to create new faces and
merge vertices together this allows for
easier texturing. However the limitations of
this tool are that it can randomly create
faces facing the wrong way or broken edge
loops.
booleans
There are 3 different types of booleans. Booleans will allow you to get one polygon
mesh and use it to cut that shape out of another polygon mesh, the 3 different
types of booleans all just change which object gets cut where. This tool is very
useful for putting shapes and lines into other shapes. The advantages of this tool
are that it can create indents inside of objects. The limitations of the booleans are
that it creates triangles alot of the times creating broken polygons.
separate
The separate tool allows you to separate two different polygon objects which you
can either select by using the edge, vertex or face selection tools. This is very
useful for problem solving objects because it allows you to get a closer look at
individual pieces of an object you have made.The limitations of this tool are that it
can easily break textures and uv maps making it difficult to work around.
Uv mapping tool
This uv mapping tool lets you create uv maps. This is necessary for any modeller
who is trying to add textures, lighting, colour, special effects to there model. There
are multiple tools to get the uv you want to start editing. For example planar view
which flattens out an object into uv form. The advantages of using the Uv mapping
tool are that it'll allow you to create textures onto your objects. The limitations of
the uv tool are that some objects may be very difficult to create an upwarped
texture map.
Cut tool
This tool is used inside of the uv editor and it allows you to select, faces, edges
and vertices to cut and make multiple different separate uv maps. This is
extremely important for modeling and adding textures to the model because it
allows you to create a uv map with minimal stretching textures. The advantages of
using the cut tool on uv maps are that itll let you unwrap an object to create an
unwarped texture uv. The limitations of the cut tool are that it'll only sometimes
work without full edge loop around an object which may limit you.
Unfold tool
The unfold tool is also inside of the uv editor. It allows you to get a uv map and
unfold it so that it moves each edge of the uv map away from each other and
unfolds the object into a better looking uv map. This tool is always used whenever
you have a more complex shape than a square or circle. The advantages of the
unfold tool are that it'll unfold your objects uv into a more flexible uv map. The
limitations of this tool are that itll not always turn into a shape that you want to so
you have to keep unfolding and going back to find your best shape.
Optimize tool
The optimize tool is found inside of the uv editor.
It will automatically try to optimize any unfolder
uv maps that you have selected this is helpful
sometimes because it will create a uv map you
want without you having to do a lot of work.
However sometimes it can do nothing or make
the uv map worse by stretching it. The
advantages of the optimize tool are that it may
make the uv map the shape you want it to look
so that your texture isn't stretched, however the
limitations of the optimize tool are that it'll never
work the first time so you'll have to keep trying
and trying and trying.
Image planes
The image plane too will easily allow you to add
a image type such as a png to maya. This will
help you with getting the right rough shape of a
realistic object that you are trying to model from
a photo. The advantages of using this tool are
that you can get a good modelling example of
the model you are trying to copy within maya.
The limitations of this tool are that due to the
way cameras work in real life the image that you
would import into maya will look bigger in the
middle than at the top or bottom. This means
you will have to take the image into photoshop
for example then you will have to warp it.
Create a polygon tool
To create your own 2d shape you would use
the create Poly tool which uses vertex’s.
You can create various different shapes
from the polygon tool. You would use this if
you needed to create a flat polygonal shape
from nothing. The advantages of this tool is
that you can create any kind of polygon due
to the tool allowing you to make as many
vertices as you can. The limitations of this
tool are that if used wrong it will create
broken faces.
Model evaluation
I have created 9 models within maya using multitudes of different maya tools which i have described how to use and their advantages and limitations. I am going to
describe what i think is up to a professional standard of the model and the negative issues with the model. I am going to start with my book. The professional
standard parts of my book i would say is the front metal that wraps around the book and is supposed to imitate a vault door. However the issues are that the bump
map does look odd and the wheel is very low poly and has jagged corners. The issues with my book for me are that the actual paper and book cover itself don't look
exactly realistic and how i wanted them to look. The next model is my Hp broken usb and the professional standard parts of this model are that the inside
motherboard of the usb does look almost fully correct and the metal part of the model does look metal, however the issues are that there is broken polygons at the
bottom of the usb where the 2 squares are causing the object to look broken when moved around. The next object is my paint tube. The professional parts of my
paint tube is the shape of the tube look almost perfect with the fold at the bottom to, the metal map works perfectly showing the plastic cover with the writing on
looking different to the uncovered parts of the tube. The metal looks exactly how i wanted it too look almost matching the real paint tube. However the issues with this
model are that the uv map wasn't done perfectly so you can see some of the writing and things on the back of the tube look very warped and unnatural. The next
model was my flowers. The professional part of this model are that there are different arranges of the flowers and that they do look almost similar to how the real
flowers look also the vase is the correct shape and the translucent map worked. However the issues with this model are that the flowers are completely similar other
than shape and size due to them being duplicated, also the vase isn't as translucent as i want it to look and finally the inside of the flowers are empty whereas they
are supposed to have small pollen tubes inside of the flowers. The next model is my postbox. The professional parts of this model are that the brick wall does stand
out showing how each brick is different, The postbox has the right shape and size with a good uv map and a good bump map making the postbox look almost
realistic. However the issue with this model are that the bricks texture don't exactly look like perfect bricks and the postbox isn't completely finished due to not having
the writing at the bottom of the postbox. The next model is my oil torch. The professional parts of this model are that the shape of the handle and bottom parts of the
model do look similar to the realistic object itself and the copper texture does also match the object too. However the issues with this model are that the top
cylindrical part of the object is way to big and stretched also some of the other parts of the object did not uv properly so it doesn't have matching copper texture all
around the object. The final object i made was an rpg 7. The professional parts of this model were that the shape was nearly down to a perfect realistic shape, the
wood texture and bump map across the whole object makes it look almost realistic. However the issues with this model are that the metal parts of the rpg don't look
completely metal and the handles on the object do not look similar to the realistic object.

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