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Modelling Principles
24th
January 2019
Week 1 Practical:
IntroductiontoMaya 2018 UI and Box Modelling
Topics:
- Maya UI
- ModellingMenuSet
- Workspace
- Shelves
- Polygonal Primitives
Marking Menus
- Outliner
- ModellingToolkit
- UV Toolkit
- Hypershade
Maya UI:
- AlwaysworkinMaya Classicinthe topright drop-downmenu
- LeftHand boxestoggle differentviews.Hitspace tochange betweenthe multiscreen
- Outlinershowsthe objectswithinascene.Itautomatically hasfourcameras,alightset,and
our objectset.
- Selecttool,lassotool,move tool,rotate tool,andscale tool are onthe leftof the modelling
window
- For modellingalwaysmake sure tobe inModellingmode inthe topleftdrop-downmenu
Menu Sets:
- Menu setisthe file,edit,create,etc.
- ModellingfocusesaroundMesh,EditMesh,MeshTools,MeshDisplay,Curves,Surfaces,
Deform,andUV.
Workspace
- ALWAYSUSE MAYA CLASSIC
- Workspace can be customisedtoworkwithus
- OnlyinterestedfornowinUV editing,MayaClassic,MayaStandard,and Maya Expert
Shelves:
Curves/ Surfaces
Poly Modelling
Sculpting
Rigging
Animation
Rendering
Bifrost
FX / FXCaching
Custom
MASH
Motion Graphics
XGen
MentalRay
- Each Tab containsmostcommoncommandfor eachset.
- To add a commandit’sCtrl + Shift+ ClickonEdit Mesh,thenMerge.OR go throughthe shelf
editor,whichhasmore commands
MarkingMenu:
- Holddownthe right mouse buttonand Sims-esquemenupopsup
- Can be customised
- Simplyaquickerwayto use the shelves
Outliner:
- Works a bitlike PhotoShop
- List of objectswithinascene
- HolddownCtrl and Select2+ objectsanditwill parentthemtogether
- Holddownthe mouse wheel anddrag,it’ll move the objects
- Group togetherbyselectingeverythingusingCtrl + G
- Use the Up Arrow keyandit will selectall objects
ModellingToolkit:
- Accessedviathe cube & hammer iconin the top rightcorner
- Openingitbringsupselectionmodes,options,commandtools,transforms,etc.
- Anotherwayto use the toolsthat are inthe shelves
- corner
UV Editor:
- Addtexture tothe model
- To access,hit the top rightdrop-downmenu,selectthe UV editor
- It peelsaakinoff the objectand laysit flatona grid
- It preparesthe skinof an objectformappingback intoplacewiththe desiredimage onit
- It’sthe toolkitonthe rightof the editorwindow
Hypershade:
- Putslightingandshadowsonthe object
- Purpose of the module istocreate stylisedtextures
- To access, hit the little blue ball aftergoingtoWindows> RenderingEditors>Hypershade
- The top 3 boxes,Lamber1 isalwaysappliedtothe object
- Testit by clickingandchangingthe colourof the material
- To create a newone,goto the Hypershade andclickon Lamber.It shouldcome upas
Lamber2
- IT IS NOT AUTOMATICALLYAPPLIEDTO THE OBJECT
- Selectthe object,hoveroverLamber2,right click,andhit assign
Polygonal Primitives:
- Otherthan throughthe create tab, a way to adjustthe shape isgoingto Channel Attributes
and hitinputs.Itssimplerandmuchmore accurate to editthe shapes
- Create subdivisionsbygoingtoSub-divisionwidth/height/depth
- It’simportantto be careful because the historyof the primitiveisdifficulttochange after
beingestablishedfora while.AKA don’tmessaroundonce youstartelse you’llbotchthe
shape
- Sumplifyingthe axis’makesthe sub-divisionssharper
MOST IMPORTANTLY ------ HAVE FUN! MESS AROUND AND PLAY
WITH THE SETTINGS!

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Modelling principles Notes

  • 1. Modelling Principles 24th January 2019 Week 1 Practical: IntroductiontoMaya 2018 UI and Box Modelling Topics: - Maya UI - ModellingMenuSet - Workspace - Shelves - Polygonal Primitives Marking Menus - Outliner - ModellingToolkit - UV Toolkit - Hypershade Maya UI: - AlwaysworkinMaya Classicinthe topright drop-downmenu - LeftHand boxestoggle differentviews.Hitspace tochange betweenthe multiscreen - Outlinershowsthe objectswithinascene.Itautomatically hasfourcameras,alightset,and our objectset. - Selecttool,lassotool,move tool,rotate tool,andscale tool are onthe leftof the modelling window - For modellingalwaysmake sure tobe inModellingmode inthe topleftdrop-downmenu Menu Sets: - Menu setisthe file,edit,create,etc. - ModellingfocusesaroundMesh,EditMesh,MeshTools,MeshDisplay,Curves,Surfaces, Deform,andUV. Workspace - ALWAYSUSE MAYA CLASSIC - Workspace can be customisedtoworkwithus - OnlyinterestedfornowinUV editing,MayaClassic,MayaStandard,and Maya Expert
  • 2. Shelves: Curves/ Surfaces Poly Modelling Sculpting Rigging Animation Rendering Bifrost FX / FXCaching Custom MASH Motion Graphics XGen MentalRay - Each Tab containsmostcommoncommandfor eachset. - To add a commandit’sCtrl + Shift+ ClickonEdit Mesh,thenMerge.OR go throughthe shelf editor,whichhasmore commands MarkingMenu: - Holddownthe right mouse buttonand Sims-esquemenupopsup - Can be customised - Simplyaquickerwayto use the shelves Outliner: - Works a bitlike PhotoShop - List of objectswithinascene - HolddownCtrl and Select2+ objectsanditwill parentthemtogether - Holddownthe mouse wheel anddrag,it’ll move the objects - Group togetherbyselectingeverythingusingCtrl + G - Use the Up Arrow keyandit will selectall objects ModellingToolkit: - Accessedviathe cube & hammer iconin the top rightcorner - Openingitbringsupselectionmodes,options,commandtools,transforms,etc. - Anotherwayto use the toolsthat are inthe shelves - corner
  • 3. UV Editor: - Addtexture tothe model - To access,hit the top rightdrop-downmenu,selectthe UV editor - It peelsaakinoff the objectand laysit flatona grid - It preparesthe skinof an objectformappingback intoplacewiththe desiredimage onit - It’sthe toolkitonthe rightof the editorwindow Hypershade: - Putslightingandshadowsonthe object - Purpose of the module istocreate stylisedtextures - To access, hit the little blue ball aftergoingtoWindows> RenderingEditors>Hypershade - The top 3 boxes,Lamber1 isalwaysappliedtothe object - Testit by clickingandchangingthe colourof the material - To create a newone,goto the Hypershade andclickon Lamber.It shouldcome upas Lamber2 - IT IS NOT AUTOMATICALLYAPPLIEDTO THE OBJECT - Selectthe object,hoveroverLamber2,right click,andhit assign Polygonal Primitives: - Otherthan throughthe create tab, a way to adjustthe shape isgoingto Channel Attributes and hitinputs.Itssimplerandmuchmore accurate to editthe shapes - Create subdivisionsbygoingtoSub-divisionwidth/height/depth - It’simportantto be careful because the historyof the primitiveisdifficulttochange after beingestablishedfora while.AKA don’tmessaroundonce youstartelse you’llbotchthe shape - Sumplifyingthe axis’makesthe sub-divisionssharper MOST IMPORTANTLY ------ HAVE FUN! MESS AROUND AND PLAY WITH THE SETTINGS!