.net ean 128 Extract, Boolean operations, Object Snap, and Smooth in Software

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Extract, Boolean operations, Object Snap, and Smooth
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Making quick selections of multiple components using the Select Edge Loop command
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Maya 8
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The Complete Reference
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Duplicating objects Cleaning up and organizing scenes
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Set Up the Project Directory and File System
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The first step in any new project is to set up the project from the File menu This creates a directory structure that helps you to organize the project s assets A directory structure helps you ensure that all of the assets related to the project are kept in one place, which makes moving projects between computers easy
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1 2 3 4 5
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Open Maya and choose File | Project | New In the New Project window, click in the Name field and type in a name for the project For this project, type in mcr8_ch03 Click the Use Defaults button at the bottom of this window to use the default names for all of the subdirectories Click the Accept button to accept these settings and close the window Choose File | Save Name the file church_mdl_01 This indicates that the file contains the church and that it is the first iteration of the model file
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Now, if you go into your My Documents/Maya/Projects/ (users\Documents\Maya\projects) directory, you should see a new folder called mcr8_ch03 that you created in Step 2 Inside that folder are several directories One of them, the Scenes directory, contains the church_mdl_01 file that you created in Step 5 We will discuss the other folders as we move through tutorials throughout this book
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Block Out the Shape of the Model
When drawing, most artists begin a scene by masking or blocking out their objects This enables them to establish a scale and perspective that is shared throughout everything in the scene Once the blocking phase is complete, the artist will take a series of passes to refine these rough shapes into lifelike details The 3D modeling process is no different We will begin by creating a cube and scaling it to find a nice proportion and extrude some of the main structures
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While we are using this tutorial only to practice learning tools, it is
absolutely imperative that you research and gather as much reference material as you can before beginning any real modeling project Model what you see, not what you think you see
3
Polygonal Modeling
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Create a polygonal cube (Create | Polygon Primitives | Cube) Press the 5 key to turn on smooth shading in the Perspective View window In the Channel Box, change the name of the object from pCube1 to churchBase We are going to move and scale this cube to create the base structure for the church building While the transform tools would work well for this task, it will be much faster and more precise to enter the information numerically in the Channel Box With the churchBase object still selected, set the Translate Y value to 25 This will move the cube up in the world 25 units Change the Scale X and Scale Z attributes to 10 and the Scale Y attribute to 5 The position and scale of the churchBase object are now set The numerical values that we indicate in this tutorial are only
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suggestions In fact, it is far more important for you to focus on the techniques here and rely on your own artistic intuition than to worry about plugging in specific values
Freeze transformations of the object by choosing Modify | Freeze Transformations This sets all of the translations to 0 and the scale attributes to 1 but leaves the object in its current position This is useful in case you accidentally move your object To set it back, you can just type in 0 for all of the translations and rotations and 1 for the scale and you ll be back in business! To create a tower emerging from the top of the base, we need to split the cube up into different sections There are many ways to do this but the fastest is to edit the polyCube1 node that is connected to the churchBaseShape node, since we have not yet deleted the history In the Channel Box, click the node called polyCube1 listed under the Inputs section Selecting this node displays its attributes as shown here: Set the Subdivisions Width and Subdivisions Depth to 3 This will divide the cube into thirds along the top and provides us with enough detail for the next operation
Next, you will extrude one of the faces to create a tower in the left side of the building When the tower is complete, we will duplicate it and move it to the right side The Extrude command will create new polygonal components based on an existing selection It is one of the most used commands in polygonal modeling Let s try it
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