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SearchThisVideo: Basics of Autodesk Maya #Class 05 | Basics of Poly Modeling

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Watch video at 00:00
welcome to strip exalt and this is the
fifth chapter of basics of maya
in this video we are going to discuss
about the basics of
polygon modeling technique in maya as i
have already discussed in the earlier
that there are different modeling
techniques available
in in maya but the majorly used
or maximum used technique
in in cg industry is the polygon
modeling technique
now i would like to you to understand
this particular technique is so robust
that you can create almost everything
out of
it though in the last video i have
that curves are also useful
in certain scenarios but it doesn't mean
that you cannot create them
with the modeling uh with the poly
modeling techniques so
let's get inside what is polygon is and
how we can actually edit
a a polygon object inside maya
now i have created a poly cube over here
as my base objects there's a say in the
cg industry that
it that for modelers that everything
which started
from a box or a cube so
yes and that is true because anything
can be started from this particular box
and you could go through with several
techniques and several steps
to achieve the desired uh model that you
would like to
create so in this video i'm going to
uh going to show you that what is this
polygons are
how the polygons actually works and how
we can actually
edit them or manipulate them so let's
start first
with the uh the polygon sub-object
or the components which actually the
has been created off so if you i have
shown you in the earlier uh video or my
last video
uh while creating through curves that uh
the knobs objects are having a separate
components mode
the uh the curves are actually having
separate component modes like uh edit
points and
control vertex and even bezier points
similar to that polygons also consisting
three different things if you right
click or over your mouse and right click
polygon object you can see edge
vertex vertex face face
multi and object mode and as well as the
now i'd like to tell you that right now
you need to concentrate on edge vertex

Watch video from 03:00 - 6:00

and phase these three and of course the
object mode which is a very common one
for the time being just ignore the uv
multi and the vertex phase now vertex
is something which is actually not
exactly the combination of vertex and
it is something related to per vertex
uh level of calculations which uh
actually people can use in a very
advanced stage
like uh poly painting or vertex painting
so we are not going to discuss about all
those things
here i'm going to discuss i'm going to
show you that how this
edge vertex and face will help us to
help us to create
complex objects or how we can manipulate
so if you right click and vertex go to
vertex mode
you can see if you actually if you
select the vertex and hit w you can see
you have a move manipulator tool
and you can actually move those vertex
which was
uh not possible uh in the earlier uh
modeling techniques so right now if i
certain uh shape i just have to drag and
select my component and i will just have
to move it
down now similar way if you go to the
edge mode
you can select those edges and you can
drag it down and you can get a slanted
object so for creating a slanted object
you don't need to uh
you know uh you you have to you have to
understand that what
exactly uh the shape that you actually
desire to get
and you can get it out of the polygon
now you might have been say that you
know uh
it's not exactly the same thing which
i'm looking for
i want something uh are slanted as well
a little bit of roundish objects
now for that you need to know the
poly modeling tools or editing tools at
eric poly tools
which will actually help you to get
now for that there are three different
menu which are going to
help you out on that one is the mesh
another one is edit mesh and the
mesh tools mesh display will
help you in certain stages like
setting up the normals and vertex colors
or locking up the normals and all of
but for the modeling tools mesh edit
mesh and the mesh tools are the one
which you are going to be needed the
though in my personal opinion
there are only three tools which is the
important tools as uh
as as far as the modeling are concerned
one is
how you can subdivide your components

Watch video from 06:00 - 9:00

like uh how you can put a cut in
in on a face or edge
how we can merge two vertices or ages
as well as how you can extrude
your age or face now i have already
shown you two different things
like uh vortex and the
edge now let's see how face is actually
been made of if you go to the face mode
you can see
space face is nothing but the component
which is
connected by the vertex and the edges
so it's if we can if you can just
subdivide everything that a particular
object is consisting of several faces
and each and every faces are
actually consisting of ages and all
any edges are consisting of two vertices
at least
so this is how the polygon objects been
and we can actually manipulate i can
understand there are a lot of people who
might say
you know what i already know these
things this is something which has
already been done in other softwares
but i would like to tell this this is
something which
you need to understand before you jump
into any 3d softwares
so this is for this informations where
for those who are actually starting
absolutely fresh in maya and never used
though use any other 3d applications
okay so right click and object mode now
i'm going to show you another thing
you might be able to understand that you
will see
the people will actually while modeling
in different tutorials that
you just click and drag on the left side
and they have
uh got into the vertex mode or maybe
clicking up and they will just got into
the edge mode
and clicking down they got into the uh
right click and down and they get they
got into the face mode
now what is happening over here is they
have been habituated
by doing this like
like this like this and
if you cross them and diagonally you you
pull it
diagonally you can come up the vertex
uh the object mode
so it's it's don't get
frightened or intimidated by by the
these these kind of action
which actually people uh you know use
making tutorials or or intermediate
or advanced level tutorials where the
the uh the people will get like this
like this
like that and get back to the uh
uh object mode so don't get frightened
this is just something uh the speed or
this kind of things
uh will come to you also while you get
while when you get habituated by by the

Watch video from 09:00 - 12:00

software so don't worry about all those
okay okay now let me show you
that this can be done this particular
shape also can be done
uh from just uh rotating the face
so earlier what i have done
is actually uh
let's see if you can rotate this face
you are actually distorting
the object also from other sides so
that's where i need to choose my uh
component level editing very carefully
that what exactly i want
i want my object to be just rotate uh
the top portion to be rotated and
these the side walls to be slanted or i
want something
uh much more specific like
uh selecting the edge and just pull it
down so that
the other side of my uh of the objects
are actually unchanged
so this is something really really
interesting when you are
using certain uh
tools it will it will come to you uh
you don't have to worry about them okay
let's move forward
now what i'm going to show you the one
of the most important tool
in in poly modeling which is extrude
now if you go to the edit mesh option
sorry uh
yeah if you go to the edit option there
is a
you can find a extrude option
and mind it this extrude is a certainly
common action which can be
done in various components like face or
age now it depends on what
uh when you are applying what you have
been what your selection was
so if i go to face select the object
select this particular component
and say extrude and immediately you can
see there is an extrude a poly extrude
option will option box will come up as
well as the gizmo
if you drag immediately you can see you
your object has been extruded by
maintaining the earlier shape
and making a subdivision in between so
this is really
really interesting and we can actually
by these now i have already shown you
that once you have created a particular
once you are in the in the component
level or the sub
object level you can actually move them
individually as well as rotate
or even scale so
if i want to create a particular shape
like this you know you just have to
that we need to have a division in

Watch video from 12:00 - 15:00
from which the other portion is
is going to be scaled down so now it
depends on the kind of shape that you
want to achieve
that how you are going to approach your
model stages or steps that we are going
to use
now i'm not going to discuss how to
create a particular model
in this video i am going to show you i
going to show you what are the different
uh tools that we are having
and once our arsenal will be ready for
ready with all those uh tools i will
show you
a a and how to create a particular small
while using all those tools so that you
can have an
a practical approach towards it so
we have already seen how how the extrude
works but let me show you one more thing
which maya actually came up very
recently that
how we can actually extrude our faces
like if you hold your shift immediately
you can see
your move tool also got an over
a a hovering uh message
that it's it's showing its extrude so if
hold shift and click and drag your
drag your face you can actually
create uh the extrusion very easily so
shift and drag
shift and drag now i'm let me show tell
you one
one thing here if you are if you have
used a 3ds max in 3ds max you can do
this thing
as a duplicate option but that only
happened in uh
age mode and there are a lot of people
who have been asking in the cg industry
that this
this method should be there in in maya
and when uh autodesk actually uh
got a 3ds max and both mine one
under one company i think they have
this one and take it from 3ds max that
because that got really really popular
and a lot of people actually
used it as as a extruding method
in in edge mode in 3ds max anyway
so we have seen that
how we can do the extrusion in
uh in face mode well
the similar thing can be done uh
in in edge mode also if you select a
particular edge and shift and drag
you can see immediately you can have
a particular uh
uh extrusion about
about the same way what you are doing uh
in edge mode now let me show you one
more thing
that if you go to the vertex mode and
you can
drag the vertex immediately you can see
that shift and drag
and that will also extrude the vertex
as as a as a common uh

Watch video from 15:00 - 18:00

action so it's it's not necessary
that uh earlier stage it was
it was not there because there was a
extrude vertex option was there in maya
which has been removed later on and uh
wait a minute uh
i think they have they have removed it
earlier it was there anyway
uh but right now
it's uh it's it's become so easy
to extrude uh this particular uh uh
sub-object level or component level
extrusion has become so easy
that we don't have to worry about that
uh we
we need to change our mode from vertex
to age
or or edge to phase or something like
that so
even uh if you are in a face
mode and you just just have to increa i
shift and drag and immediately you can
get your results over there
cool so
now this is a very weird looking shape
i'm just deleting it
and let's go back to our
base cube model now
apart from that extrude there is one
option which is really really
interesting which is bevel
now bevel is something which
actually uh smoothed out a particular
area like if i select my edge
over here and i want to create
this portion uh
not not sharp as it is but i want to
give it a smoother output so what you're
going to do is
you hit bevel and you know
uh i'm not going to use this particular
uh uh menu over over here
you can use the number depths over here
like uh you can you can reduce or
dig increase or decrease the amount of
area which you want to get been smooth
and if you increase the segments number
of segments
immediately you can see that it's that
particular division
that particular portion has been
subdivided and
maya has already been calc uh maya has
already calculated the amount of
smooth uh amount of divisions that you
that you are adding and according to
that that that
it actually created the phase structure
accommodate that particular shape now
if you go back to the object mode and
they select it you can see there's a
very smooth surface that has been
created and if you want to
do the same thing on the other side or

Watch video from 18:00 - 21:00

or different
age still you will be able to
still you'll be able to you know provide
while creating uh while using the poly
level option
so this is something really really
interesting where you can
you can create your uh you know
custom custom shapes where where you can
uh some of the uh really cool models
or designs uh according to your
specifically these these options can be
really helpful to create uh
cool shapes or custom made shapes like
now if i go back to my face mode and
let's suppose
i i want to extrude this
so what i have to do is i have to select
shift and drag and just have to reduce
the scale
a little bit and i want to i might want
give it a push inside to give it a depth
and immediately you can see my
uh object that has been it can be
uh considered as a as a custom shape
for my design so that's how you
you you merge with the different tools
and come up with a a specific shape of
your requirement
okay so apart from the extrude and the
sorry bevel sometimes we might required
the uh
a specific tool i'm just keeping this
because it might
help to achieve something else in later
okay so now uh there's one more thing
which we'd like to
uh sometimes required is called adding
of of uh objects now if i now this is a
very interesting
tool in in in polygon that it
actually depends on which kind of mode
you are and
it it varies accord it varies its action
according to the mode you you are in so
let's suppose i am in
uh an object mode and i use add
immediately you can see the entire
object has been
uh subdivided into into
it depaul subdivided the each and every
now i if i want to increase my division
i can
immediately see the entire object has
been affected by it
now what if i don't
sorry yeah

Watch video from 21:00 - 24:00

now if i go to the face mode and
select a particular face and then hit
add divisions
now you'll see that division actually
this this division uh ad division uh
command actually only affected the
component that i have created that i
have selected before
applying it so this is a very important
thing which you have to understand
that some of the edit mesh components
will be completely depending
on on the selection base that you are
selected it it won't
interact with with uh arbitrary values
or something like that
so it might throw you an error message
or a warning message
uh bottom over here at the bottom and
warn you that
you know we don't have the specific
argument to
fulfill the action so you have to be
careful about all those
anyway so
like uh i have earlier told you that i
if i required a specific
shape i might have to you know catch up
or change a particular or add some
or maybe you you can you know
add some extrusions and then bevel it
and then maybe extrude again and uh
mix and merge the different tools now
as we said i mentioned the word merge i
think we need to
we need to uh show how merge actually
so let's create the cube again and let
delete a specific component over here
over there okay so now
what happened that if i if i
need to you know merge all these
over here so for that
you have to select all those vertices
and you have to hit merge
now the moment you hit mods there's a
threshold level of distance will come up
which you might have to increase before
you actually see
any outcome over here
now increasing uh too much of
threshold level might actually land you
in trouble
sometimes because once you have
that poly uh that poly barge vertex is
a threshold level to a very higher level
you might
accidentally uh you know
merge a lot of unwanted vertex
uh inside your model so you have to be
very very careful about that
also you can see i increase my threshold
and that is fine but that generally
doesn't actually help you out
so what we can do is we can actually

Watch video from 24:00 - 27:00

move it a little bit closer to the
and and then if you select all both the
vertices and select
merge it will it will merge
but the problem is you know uh sometimes
it might
require that you know what i want this
vertex to be merged on the
on the center part of that particular uh
the the average center part of all the
all of those four
now for that thing the merge center
the merge to center option comes very
very handy
so if you select that it's no matter how
far two vertices are they will be
actually merged into the center so this
is something really really handy
now the same thing will happen if i
select a particular age
and say merge or maybe merge to center
so immediately what will happen that age
is getting merged
into a particular the midpoint of that
particular age
now here we need to understand this that
the merge
is not happening on the age level but
it's a vertex level calculation which
occurred in ins inside that mod
the merge command so
i think uh these uh three four options
are the most important options this
uh which which actually uh help
you out to create any uh complex
model and uh you can achieve a lot of
uh different models with only only these
uh uh modeling tools apart from that
there are certain certain tools which
we'll definitely going to
discuss now now the most important apart
from this
are create polygon tool to uh
to create the the custom shapes uh
in in poly poly mode like if you go to
mesh and let's suppose
sorry go to mesh tools and select the
create polygon tool
and then you just randomly click like we
have used
like we have created in in uh
while creating the curves it is the same
technique that you're going to use
and then if you hit enter you can see
the polygon shape has been created
and it's it's got flipped though
so what you can do is go to the mesh
display and
use reverse to you know reverse the
direction of the normals
i will come back to the normal thing
when when
uh we are uh will be on the uh
you know uh
in the in the texturing section so now
what will happen
is uh what what actually happened is i
have got a custom
shape and you know what this is
something really really
uh uh complex

Watch video from 27:00 - 30:00

mod i mean a very very complex polygon
because it has a multiple number of
faces and that's why
it's it can be really really uh
tricky to handle uh the the
the vertices like if i want to you know
move these objects this particular uh
object this particular polygon can
become a non-manifold geometry
if you if you uh understand the
the terms in terms of the calculations
so there is a say in in uh modeling
uh industry that you should not use
more than four-sided polygons there is a
reason for that
the calculation or or div while while
the models go to the render
render calculations or even the
lightings and others
it's very difficult to calculate the
more than uh if if the
if a particular polygon faces is more
four sided a triangle is still uh
acceptable uh right now but more than
four sided
i would definitely recommend you to
avoid them
so if but the problem is
uh you know you can say that but this is
the shape that i want i mean this is a
perfect shape
this is the shape i want so how how can
uh you know uh um
make it uh with the less than less than
uh sorry less than five volleys or or
reduced to a four polygon uh object
uh for that you need to use another uh
modeling tool which is uh which we call
cut or or split or
or terms like that so go to the
mesh tool and then use multi-cut
option so here
what you can do is you can click on one
and the other one and hit enter and that
has been created the subdivision has
been created
similarly i can click this too
and hit enter and you can see now
my object this particular shape is
but my polygons are four sided
this is also four-sided this one is also
four-sided and this one
this one is also uh four-sided so
there i don't have to worry about about
you know the texture placement or
non-manifold geometry
calculations problem so this is a
perfect shape
that you actually required in terms of
the aesthetics
and in terms of the technicality
it will also a very clean geometry now
these things will be more important in
uh the further studies when you've gone
into the different uh the depth of

Watch video from 30:00 - 33:00

modeling techniques and all
you will understand that how to handle
this kind of scenarios
and how to you know get out of that by
using different polygonal tools
so let's rewind a little bit
so that we can uh go to the next chapter
while we create something
uh uh complex with with the help of
these tools that we have uh discussed in
this particular lesson
one is extrude second one
is uh how to uh you know
uh bevel the objects bevel the edges
how to use bevel and the third one is
uh merging the vertex the fourth one we
have created that
create polygon tool and the fifth one
that we we have used
uh which is uh the cut tool or the knife
or the multicut tool so this apart from
this there are few more uh
techniques are out there a few more
tools are out there
which will which we will uh you know get
to know while
working on a specific which um
which will be really helpful for us to
uh while using it in a practical
oriented example so
hope you enjoy this thank you very much
please subscribe to the youtube channel
to stay tuned
and follow the next videos thank you

This is the Lesson 05 of the Basics of Maya Series. Here you will learn various Poly modeling techniques in Autodesk Maya.


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