Modeling an Axe in Maya using Curves and NURBS
Here, 3D Modeler Alex Cheparev gives us all a class in using Curves and NURBS-commands to create an axe in Maya. If you have forgotten a bit about using curves in Maya, this is a good tutorial to get you reacquainted with biRail’s lofting and other tools.
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In this tutorial we will see as it is possible to create shapes 3d, starting from an image. In this case we will try to model the mythical brand of Maya using NURBS curves CV to trace the profile.
This is an organic NURBS modeling process that should be useful regardless of the modeling task. The process should be useful to the complete novice but I hope there is some information that is useful to the intermediate and advanced modeler. Once you have grasped NURBS modeling for your software application using step by step tutorials there comes a time when you want to model your own creations.
Alex Cheparev posts a time-lapse of modeling what is a really complex shape — The Star Wars original Stormtrooper’s Helmet. Alex notes that the helmet ended up being more challenging that he expected, but definitely just as fun. Throughout the course of modeling the Stormtrooper Helmet, Alex busts out almost every modeling tool in Maya, even drawing upon Maya’s NURBS modeling tools.
In this technique we first create a low detail head by nurbs patch modeling then convert it to apolygon object, then we add detail to it
If you are fairly new to modeling with Maya, building something like a hand can look a little intimidating. The hand is a complex interesting shape. If you have ever been to a drawing class, you will know that you can break it down into simpler shapes, such as boxes. Doing just that, Alex Cheparev shares his super simple workflow for easily modeling a hand in Maya, starting with, you guessed it, a box. Alex walks through using Maya 2016’s polygon modeling tools for modeling a hand.
Maya 2016 added some great modeling improvements to tools and workflows. This can be seen with things like Maya’s new UI, he re-design of the HyperShade, the re-architecture of the hotkey system, the multi-threading of animation evaluation, the continued integration and Maya-fication of XGen and Bifrost. It also is evident in the area of polygon modeling. Here, Steven covers the latest integration improvements of the Modeling toolkit in Maya 2016.
This task is not very complicated, but it's a tool in Maya you DEFINITIVELY should not miss! Seriously! You have probably downloaded several free rigs on the Internet and all of them have controls controlling other controls. Usually NURBS-curves or locators are used, but you can use just about anything as controllers.
Maya has continually improved the modeling toolset over the course of the last few releases. While there weren’t any earth-shattering modeling tools added to Maya 2016, it did see much better and tighter integration of the modeling toolkit. Maya 2016 added some great new UV tools, selection and selection constraint methods and a great new pivot snap workflow.
If your used to Nurbs-modeling it's a bit hard to model a poly Head.
A good tip is, to take a cool looking head, and make it a template. The head we're going to model, was one of my first modelled with nurbs.
With the release of Maya 2016 Ext 2 there are some really huge features such as the new pose space deformation workflow and a reimagined render layers environment, but there are a myriad of smaller, less flashy improvements. A lot of work has been put into modeling improvements, making huge strides with tiny changes. Here to cover what is new with Maya’s modeling improvements, Autodesk’s Steven Roselle highlights some of the most recent modeling improvements, which he calls “technical modeling”.