I have learned a lot about Maya throughout this semester. When I started this class, I had absolutely no experience with Maya (or 3D modeling/animating) whatsoever. I feel like I have come a long way since then. We started off learning the basic primitive shapes, and now we are creating complex models using curves and the many techniques associated with them.
I am most comfortable with drawing curves and creating realistic models using photo references. I found the first few projects to be challenging because there was no physical photo reference in Maya to base the models off of. However, once I learned how to create an image plane, it became significantly easier to create more realistic 3D models.
I really enjoyed learning about the different types of curves and the techniques associated with them. I am used to using Bezier curves (since I have done a lot of work with Adobe Illustrator), but Maya has quite a few more options. It fascinates me how a simple curve can be used to create such a complex geometric shape. I wish to further explore these concepts in the future.
I have the most difficulty with modeling NURBS with CVs. Although pushing/pulling CVs often gives the model an organic look, I find it very difficult to keep the model somewhat symmetrical or to simply achieve the desired result. However, I have been practicing these techniques in quite a few of my models, so i definitely feel more comfortable with this type of NURBS modeling with practice.
I would also like to learn more about modeling with polygons. Since most of my origami work is symmetrical and based on fractals, I would like to incorporate that style in my 3D models. However, it can be difficult to create a fully symmetrical model using NURBS. It is obviously possible to achieve the desired result using NURBS; however, since it seems 3D modeling is heading in the direction of polygons, I would like to learn a bit more about polygon modeling as well.
Overall, I feel like a have learned a great deal of information both inside and outside of class this semester. Although the basic concepts are taught in class, I realize how important it is to expand your knowledge by learning techniques online outside of class. Becoming proficient in 3D modeling definitely comes with time and practice. I will continue working on building my library of Maya skills, and ideally apply them to a more complex and comprehensive final project.
Tuesday, March 10, 2015
Sunday, March 8, 2015
Assignment #5.5: NURBS Modeling (Surfboard) [WIP]
This was not a formal assignment. For my final project, I would like to create a surfboard, so I decided to get a head start on it. As the title states, this model is still a work in progress. I used the image below as a reference to get the basic curves that go into surfboard design. By lofting and extruding these curves, I was able to create the basic shape of the surfboard. I ran intro trouble making the top of the surfboard because Maya will not allow you to create a surface (using planar) if your curve is not consistent in either the X, Y, or Z dimension (meaning the curve is not flat). To get around this issue, I simply extruded the curve I used to make the stringer and projected the top rail curves on the extruded surface. I then used the trim tool to cut out the shape of the board. I created different materials for the fiberglass of the board and the wood used in the stringer. Many improvements can be made to this model, but I am pretty happy with it so far. I also intend to add my previous fin model to this surfboard to make it a complete setup. Below you will find an image of the reference and a frame from my final render.
The reference used to create the shape of the board. Image found here. |
A frame from the final render. |
Assignment #5: Modeling Using Curves (Surfboard Fin)
The fifth assignment was to create a model using curves. I used the image below as a reference to re-create the basic curved shape and structure of a surfboard fin. I used the lofting, planar, and extrusion techniques to create the curved surface of the fin. I then molded a NURBS cube to create the fiberglass part of the fin that gets inserted into the board. I then mapped curves to the surface and used the trim tool to hollow out sections on the bottom of the fin so it would fit into a board. I then created the fiberglass texture by creating a bump map with the cloth texture and changing the attributes to give a fiberglass effect. The top of the fin was then textured to represent carbon fiber. Below is a screenshot of the reference, design process, and a photo from the final render.
This image was used as a reference to create my 3D fin model |
A screenshot from the animation process (after creating curves) |
An image of the final render |
Assignment #4: NURBS Model (Rubber Duck)
The fourth assignment was to create a more advanced NURBS model simply using primitive shapes. Although the completed model resembles a rubber duck, I feel as though it could be significantly improved with the use of curves (and lofting, extruding, etc.). This model was created with a few primitive NURBS shapes. Then, by simply selecting and pushing/pulling CVs on the surfaces, I modeled the beak and wings of the rubber duck. This process is very time consuming, and it can be difficult to achieve the desired result. I would like to explore curves more in the future (as I think these would make it much easier to create more sophisticated models). Below are some screenshots from the final render.
A frame from the completed render (with backgrounds/textures) |
A frame from the completed render. |
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