Introduction to Maya - Modeling Fundamentals Vol 1
This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
# 1 16-06-2009 , 06:14 AM
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Modeling Question

Hi everyone, I am 3 months newbie of maya from japan.

I have used solidworks but now interested in animation and better rendering so needing a bit of product designer modeling skill in maya.

I am not too familiar with poligonal modeling and so on.. please help.
(I posted a question at such a maya website in japan but never got any replies..)

Straight to the point, I want to model a product in the attacehd picture.
it is a wearable acryric accessary like a bracelet. It has lots of holes inside to outside which to have a coloured strings going thru to decorate in different variations.

so I think of the modeling steps i have been trying (no progress yet thou..)

1, Make a box (poligon? surface??)

2, lots of circles are projected to the both surfaces
(is it possible?? or should i use Boolean cut?)

3, delete the projected circular surfaces on the box and creat
newsurfaces between the little circles.

4, Bend the whole model (using wire deformer?? i wanna bend it inperfect circle like to be worn on arms ) and done!!

This is alomost same as the process of making it in real as a plastic product. little holes are getting bigger as come out side of the ring.

I am dying to know how these steps shoud be done using what kind of great tools in maya..


Please coment me or Intro me a great tutorial!

Thank you for your time and sorry for my poor English.

Marc


Last edited by nmasatake; 16-06-2009 at 06:23 AM.
# 2 16-06-2009 , 06:25 AM
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The picture of the product

Attached Images
# 3 16-06-2009 , 02:43 PM
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Large image coming through, sorry its not very neat





user added image

Hope that helps.


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# 4 16-06-2009 , 03:26 PM
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Hi Masatake-san.

After doing that, to create the other side, you must delete the faces on one side. Then you must duplicate the object, and move it to the side, and flip it so that the open faces are facing each other. Then you must combine the two objects, and merge the vertices together to create both sides of the mesh.

Have a great day!


Imagination is more important than knowledge.
# 5 17-06-2009 , 02:49 AM
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WOW!! Thats amazing GecT!!
This is so much more than I expected!! THANKS!
Now I understood that the deformer is the way to go.

and about the holes, so if i am not having these pointy things coming inwards but just holes going thru like the attached picture, (actually you have done it much into much harder shape) um,, i think i can work it out ! i do your tutorial first then i will try the desired shape!!

NextDesign san! (ho, you know japanese??), thanks i think i am not up to that stage yet so i will try it when im up to it!!

thanks guys let me work hard on it cheers~~

nmasatake

# 6 17-06-2009 , 02:50 AM
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the diagram,,

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# 7 17-06-2009 , 04:04 AM
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Well I wasn't trying to replicate the reference image exactly, just a quick example :x What NextDesign is saying is you can copy the mesh and piece it together by deleting some faces, using the poly combine and merging vertices.

user added image

From the sketch, its basically the same as the first few steps, instead you extrude both sides inwards. Deleting faces, and merging verts like above.

user added image


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# 8 17-06-2009 , 09:23 AM
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GecT!
wow... amazing.. and your presentation is very expert.
Yeah I think you are very creative to make that first tutorial too!
it is very clear so thank you tons I will try after work!!!
cant waittttt to finish this damn aftereffects stufff(my work atm) and get onto maya user added image

# 9 17-06-2009 , 01:24 PM
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Originally posted by nmasatake
GecT!
wow... amazing.. and your presentation is very expert.
Yeah I think you are very creative to make that first tutorial too!
it is very clear so thank you tons I will try after work!!!
cant waittttt to finish this damn aftereffects stufff(my work atm) and get onto maya user added image

Oh stop you're making me blush :blush: Glad I could help and good luck.


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# 10 18-06-2009 , 08:34 AM
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hi GecT I am very close to the final out put!!
I did your first tutorial and moved onto the second so went almost smoothly.
There is a new problem which is mirroring the object and smoothing.

I have that bit of not wanted shaped (please see the attached pic)
coz I mirrored the first top to the bottom?user added image
or could I just combine the object after using Duplicate spacial tool?

Thank you for your time

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# 11 18-06-2009 , 02:59 PM
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Looks like you had some n-gons there prior to smoothing and I don't know how that happened. It could be that the mirror geometry operation merged some verts that it shouldn't have. I don't use mirror geo a lot to be honest. I think duplicate special>combine>merge vert is the way to go but that's just personal preference because that way I know whats being tampered with.


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# 12 19-06-2009 , 06:13 AM
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masatakeーさん。

はい。私は少し日本語を話します。私は来年の夏、日本に行くことがあります。私は日本の友人が 多い。

(Yes. I speak a little Japanese. Next summer I may go to Japan. I have many friends in Japan.)

Yes, it looks like you had some non-quad geometry before you smoothed.


Imagination is more important than knowledge.
# 13 19-06-2009 , 06:25 AM
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“ú–{‚É‚Í—·s‚ōsE‚Ì‚Å ·‚©HH

I have sorted! just mirroring with the function of not merging the vert.
looks ok for now but for my info, what do you mean by merging verts. do i have to merg everyone of them?
what is the difference Merge vert and simply Conbine the object??user added image


Last edited by nmasatake; 19-06-2009 at 06:28 AM.
# 14 19-06-2009 , 01:07 PM
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Originally posted by nmasatake
...what do you mean by merging verts. do i have to merg everyone of them?what is the difference Merge vert and simply Conbine the object??user added image
..


You don't have to do them one by one, if they are similarly spaced apart then could select them all and set the merge threshold, that will tell Maya to merge verts that are only within X distance of each other

The combine operation simply unites geometry into a new singular object, it does nothing to actually close gaps. Merge verts closes gaps, but will not work if the verts belong to separte objects.


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# 15 19-06-2009 , 01:23 PM
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Originally posted by NextDesign
masatakeーさん。

はい。私は少し日本語を話します。私は来年の夏、日本に行くことがあります。私は日本の友人が 多い。

(Yes. I speak a little Japanese. Next summer I may go to Japan. I have many friends in Japan.)

Yes, it looks like you had some non-quad geometry before you smoothed.

i don't think you need to say watashi so much user added image

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