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IN

3D computer graphics software (MAYA)

BY
FANDI AHMAD SYAH AMIR SYAH
FAISAL BASHIR

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Introduction to 3D production
Introduction to MAYA interface and tools
Basic modeling (Object and environment)
Advanced modeling (character and face)
Modeling workow

Building blocks of 3D models

Vertex/ Edge- a line


Face
points connecting 2 points

Object

A shape can be dened as "a line that returns to its point of origin.
Shapes are 2-D (two-dimensional; at, having "height x width").

shape has no depth (or thickness).

Line

Shape

Forms shapes that take up real space, or the illusion of real space.
Shapes are 3-D (three-dimensional; having "height x width"). A form has

depth (or thickness).

God-made objects. Derived from nature.


No clear basic shapes, but can be broken down into near primitives.
Examples of Organic shapes and form.

Basic shape derived from primitives & planes

Knowledge of the Maya interface is the foundation of everything you will do in

Maya, from creating models to texturing, animating, and nal rendering.


Maya oers a lot of exibility, and you can customize it.
Menu sets

Main menu bar

Status line

Shelf

QWERTY tools

Channel box
Viewports
Layouts

Playback
controls

Time Slider
Range Slider

Help line

Command line

Modeling is the process of taking a shape and

molding it into a completed 3D mesh.


3D model is to take a simple object, called a primitive.
Primitives can be anything from a single point (called
a vertex).
A two-dimensional line (an edge).
A curve (a spline).
Three dimensional objects (faces or polygons).

FACE
When three or more edges are connected,
the face is the lled space between the
edges and makes up what is visible on a
polygon mesh. Faces are the areas on your
model that gets shading material applied to
them.

VERTEX
A vertex is simply a point in 3D space.
Connecting three or more vertices
creates a face. These points can be
manipulated to create the desired
shape.

EDGE
An edge is the line created by
connecting two vertices. Edges can
be used to transform and dene
the shape of the model.

The pivot point is the point on a 3D object where any rotation, scale, or moves

that you do will occur from.

This pivot point can be moved to any position on the model. For example,

placing the pivot point on the hinges of a door will tell the computer where it
should rotate from.

Extruding is one of the primary ways of creating

additional geometry on a mesh.


The extrude command allows you to pull out extra
geometry from face, polygon, edge or vertex.

Rendering the environment

Head Modeling
TYPE OF CHARACTER

Realistic

Semi realistic

Cartoon

Stylized

1. References
2. Understanding of face muscle
3. Edge loops planning
4. Cleanliness of model

http://www.gwc.maricopa.edu/class/bio201/head/head1b.htm

Edge loop in face modeling is the imaginary lines

where the muscle are located and deforms.


Planning the edge loop is important to ensure
believable deformation during animation

Edgeloop workow of the polygon. Models created

without topology that ows in a smooth, circular


pattern, may not animate correctly, which is why it is
important to plan ahead when creating any 3D object
that will be used for animation.
Topology edgeloop is a ring of polygons placed in an
area where the model may deform. These rings of
polygons are usually placed around areas where
muscles might be, such as mouth, eyes, elbow and etc.

Good topology

Bad topology

Triangle Face

Quad Face

Triangles face will cause increase the polygon

numbers, it will decrease the chances to deform in


animation, and it will increase the rendering time.

3D sculpting is a powerful technique that can simplify

dicult 3D Modeling project. 3D sculpting modeling


technique been used in order to achieve high-level
detailed model, that are dicult to be achieved through
traditional 3D modeling technique.

Doesnt matter if Realistic vs Cartoon vs Simple, cleanliness of model is very

important.

Before starting any project



Design & References
Project Management
Modeling Aid

Design on paper before going into 3D, why?


To test the design (look into many options,styles, etc)
To nalise the design (agreement)
To minimise trial and error in 3D (not waste time)

The function of references
1. To not be dependant on imagination
2. To be accurate in design & proportion of your model
3. To aid in detailing

When you start a new project, always set a project folder in


Maya

Why set a project?
To have a master folder. This would allow for easy transfer
to dierent PCs.
To ensure that there wont be any missing les.
To ensure all other connecting les are organized into
dened folders.

Things that you can do to help you model:


1. Set up modelling image planes (3 views)
2. Have reference images(Close-ups, parts construction,
wireframe samples, proportion studies)
3. Have reference object

Start with

Major shape > Detailing




Why?
To not waste time (Tunnel vision)
To ensure accuracy
To aid progress monitoring
To allow for adjustment of shape, size, and form

Start with Primitives


Evaluate your object and block out the major shapes
involved.
Then choose from the existing primitives in Maya.
Adjust the attributes of the primitives to best suit the
next steps

1.Sketch/Design in 2D
Tests and ideation


5.Start with Major shapes


2.Get reference

Primitives, blocking

Do not design blindly

6. Next Detailing

3.Project Management

Use polygon modeling tools


Set-up project folder


4.Prepare Modeling aids
Image planes, reference

7. Finally Finalizing
Cleanup

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