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在Maya里的硬表面建模

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maya版vray教程

包含4節(jié)視頻教程
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vray目前已經是各大游戲廠商,建筑公司,影視動畫普遍使用的渲染器了,maya版本的vray渲染器穩(wěn)定可靠,我們的教程將完整的講解這個渲染器。

關閉

Maya的建模過程有時可能從熱情轉變?yōu)樨瑝簦貏e是對初學者而言。

在本教程中,我們將會找到一種在開始時消除各種分心和潛在問題的方法。 這包括進行精細調整的工作流程和創(chuàng)建貨架,同時也規(guī)劃出建模之前的流程。 所以讓我們開始吧。

The modeling process in Maya can sometimes turn from enthusiasm into a nightmare, especially for beginners.

In this tutorial we will find a way to eliminate all kinds of distractions and potential problems right at the beginning. That includes having a fine-tuned workflow and creating shelves, but also planning out the process that precedes the modeling. So let's get started.

Setting up a Project

We're going to start by creating a new project, so go to the File menu and choose Set Project (Fig.01).

設立項目

我們將從創(chuàng)建一個新項目開始,所以進入文件菜單并選擇設置項目(圖01)。

This will bring up a dialog box with a list of all the projects currently in your directory. Choose the project you're working on and click Set. Doing this tells Maya which project folder to save scene files into, and where to look for textures, geometry, scenes, etc. For the purposes of this tutorial, let's call the project "3dcreativetut" (Fig.02).

這將打開一個對話框,其中包含目錄中所有項目的列表。 選擇您正在處理的項目,然后單擊設置。 這樣做會告訴Maya哪個項目文件夾將場景文件保存到哪里,以及在哪里查找紋理,幾何,場景等。為了本教程的目的,讓我們來調用項目“3dcreativetut”(圖02)。

Speed up the Workflow

Speeding up the workflow you use in Maya is one of the most important aspects when we tackle a project, and having quick access to software tools is undoubtedly the best way to save time.

The tool shelf allows you to access the most commonly used functions within Maya. By default, Maya comes with this pre-set tool shelf (Fig.03).

加快工作流程

加快您在Maya中使用的工作流程是我們處理項目最重要的方面之一,快速訪問軟件工具無疑是節(jié)省時間的最佳方式。

工具架允許您訪問Maya中最常用的功能。 默認情況下,Maya附帶了這個預設工具架(圖03)。

The Shelf Editor allows you to create new shelves or edit current ones, as well as giving you the option to rename, add/delete, change icons and backgrounds etc. What we want to do right now is simply set up our own custom tool shelf, so that we can quickly access the tools we're going to need to use in this tutorial (Fig.04 ? 05).

書架編輯器允許您創(chuàng)建新的書架或編輯當前的書架,以及為您提供重命名,添加/刪除,更改圖標和背景等的選項,F(xiàn)在我們要做的只是簡單地設置自己的定制工具架 ,以便我們可以快速訪問本教程中需要使用的工具(圖04?05)。

Click and hold the upside down triangle and choose New Shelf. Maya will ask us the name of the new shelf, so let's call it "3dcreativetut" (Fig.06).

單擊并按住上下顛倒的三角形并選擇New Shelf。 瑪雅會問我們新架子的名稱,所以讓我們稱之為“3dcreativetut”(圖06)。

Then add some commonly used functions for modeling. Make sure you have Polygons selected (Fig.07).

然后添加一些常用的建模功能。 確保您選擇了多邊形(圖07)。

To add functions to your custom tool shelf, hold down Ctrl + Shift, go up to any drop down menu and begin selecting functions. They will then begin to appear on your shelf. Add the following functions:

? Create Polygon tool

? Extrude

? Cut Faces tool

? Interactive Split Polygon tool

? Insert Edge Loop tool

? Merge

? Basic shapes such as sphere, cube, plane

and cylinder

Moving icons on your tool shelf is simple. You can either go to the Shelf Editor, or simply click the middle mouse button whilst on the icon and drag it to a new location on the shelf (Fig.08).

要將功能添加到您的自定義工具架上,請按住Ctrl + Shift鍵,直到任意下拉菜單,然后開始選擇功能。 然后他們將開始出現(xiàn)在你的貨架上。 添加以下功能:

? 創(chuàng)建多邊形工具

? 拉伸

? 切面工具

? 交互式拆分多邊形工具

? 插入邊緣環(huán)工具

? 合并

? 基本形狀,如球體,立方體,平面

和氣缸

在您的工具架上移動圖標很簡單。 您可以轉到書架編輯器,也可以在圖標上單擊鼠標中鍵,然后將其拖放到書架上的新位置(圖08)。

Deleting icons from your tool shelf is simple as well. You can delete them by going to Shelf Editor, or again, clicking the middle button on your mouse and dragging the unwanted icon over to the trash can on the right-hand side (Fig.09).

從工具架上刪除圖標也很簡單。 您可以通過轉到Shelf Editor進行刪除,或者再次單擊鼠標中間的按鈕,將不需要的圖標拖到右側的垃圾桶上(圖09)。

Many of the functions in Maya have options that allow you to modify how that function behaves. You will notice that a lot of the drop down functions on your Menu list have a square box off to the side. This means that this function has options that you can set, if you choose to (Fig.10).

Maya中的許多功能都具有允許您修改該函數(shù)的行為方式的選項。 你會注意到,菜單列表中的很多下拉功能都有一個方框。 這意味著如果您選擇此功能,該功能可以設置您可以設置的選項(圖10)。

If you've already placed the function on your tool shelf, you can access the option box by simply double-clicking on the icon from your tool shelf (Fig.11).

如果您已將功能放置在工具架上,則可以通過雙擊工具架上的圖標來訪問選項框(圖11)。

Import the Images

The image plane is very useful when you are modeling in Maya. In this example I will use the front view of my vehicle. Then go to View > Image Plane > Import Image (Fig.12).

導入圖像

當您在瑪雅建模時,圖像平面非常有用。 在這個例子中,我將使用車輛的前視圖。 然后轉到視圖>圖像平面>導入圖像(圖12)。

When the window opens, just browse for the image that you want to import. When you have your image selected, click Open and this will place the image on the view (Fig.13).

當窗口打開時,只需瀏覽要導入的圖像。 選擇圖像后,單擊“打開”,將圖像放在視圖上(圖13)。

On the Attribute Editor we will find imagePlane ? this contains the name of our image, in my case "front". If you want to see the image in all views set Display to "in all views"; if you want to see it only in the view that you imported it in set Display to "looking into the camera". This makes sure that if we move the right view of our perspective then the image plane will only be displayed in our front view (Fig.14).

在屬性編輯器中,我們會找到imagePlane? 這包含我們的圖像的名稱,在我的情況下是“前”。 如果要在所有視圖中看到圖像,將顯示為“在所有視圖”中; 如果您只想在視圖中看到它,則將其在“設置顯示”中導入“查看相機”。 這確保如果我們移動我們的視角的右視圖,則圖像平面將僅在我們的前視圖中顯示(圖14)。

To change the position of your image just scroll down the panel and adjust the parameter (Fig.15).

要更改圖像的位置,只需向下滾動面板并調整參數(shù)(圖15)。

Another way you can do it is to make a poly plane. Go into your Hypershade and make a Lambert and drop that into it, then plug your file texture into the color of that Lambert (Fig.16).

另一種方法可以做一個多面飛機。 進入你的Hypershade,做一個蘭伯特,把它放入它,然后將您的文件紋理插入蘭伯特的顏色(圖16)。

Modeling

The best way to start a 3D model is by blocking in shapes, basically making a low poly version of our model. "Won't we waste time?" I hear you ask! The answer is no, because if we work in a low poly version before the final version, we can solve problems of proportion that will be presented in the future, and we will have a clear idea of how the model works in space.

It will also give us the basis to begin modeling our high poly version, and most importantly, it will help us to create a mental guide to understand the three-dimensionality of our 2D concept.

造型

啟動3D模型的最佳方法是通過阻擋形狀,基本上使我們的模型的低多晶型。 “我們不會浪費時間嗎? 我聽到你問! 答案是否定的,因為如果我們在最終版本之前的低版本工作,我們可以解決將來會呈現(xiàn)的比例問題,并且我們將會清楚地了解這個模型在空間中的工作原理。

它還將為我們開始建模我們的高分辨率版本的基礎,最重要的是,它將幫助我們創(chuàng)建一個心理指南,以了解我們的2D概念的三維性。


The Body

We start by creating the body of our machine from the geometric shape that is closest to our concept, which is obviously the cube.

Click on Create Cube, and then drag the mouse onto our view by pressing the left button (Fig.17).

身體

我們從最接近我們的概念的幾何形狀創(chuàng)建我們機器的主體,這顯然是立方體。

單擊創(chuàng)建多維數(shù)據(jù)集,然后通過按左按鈕將鼠標拖動到我們的視圖(圖17)。

Once the cube is created, add Loops, with the idea of adding more geometry to our cube. We will use the Insert Edge Loop tool for this.

The Insert Edge Loop tool is probably the single most important item in your modeling tool-set. It allows you to add additional resolution to your mesh by placing an uninterrupted subdivision in any location you specify.

With the cube in object mode, go up to Edit Mesh and select the Insert Edge Loop tool (or select it from your custom shelf) (Fig.18).

創(chuàng)建多維數(shù)據(jù)集后,添加循環(huán),以便向我們的多維數(shù)據(jù)集添加更多的幾何體。 我們將使用插入邊緣循環(huán)工具。

插入邊緣循環(huán)工具可能是您的建模工具集中最重要的一個項目。 它允許您通過在您指定的任何位置放置不間斷的細分來為網格添加額外的分辨率。

使用對象模式中的多維數(shù)據(jù)集,直到編輯網格,并選擇插入邊緣循環(huán)工具(或從您的自定義書架中選擇)(圖18)。

Click any edge on your mesh, and a new subdivision will be placed perpendicular to the edge you clicked.

You can add additional subdivisions anywhere on your model by clicking and dragging on any edge (Maya will not drop the new edge loop until you release the left mouse button) (Fig.19).

單擊網格上的任何邊緣,并將垂直于您單擊的邊緣放置一個新的細分。

您可以通過在任何邊緣上單擊并拖動,在模型的任何位置添加其他細分(Maya不會丟棄新的邊緣循環(huán),直到釋放鼠標左鍵)(圖19)。


Then by selecting the vertex selection mode (right mouse button), we can start to move the points following the reference image (Fig.20).

然后通過選擇頂點選擇模式(鼠標右鍵),我們可以開始移動參考圖像之后的點(圖20)。

The Cab

As we did with the body, we will start from a cube for the cab. Most of the process will be the same, but to create the side bars we need use the Extrude tool (Fig.21).

駕駛室

正如我們與身體一樣,我們將從駕駛室的立方體開始。 大多數(shù)過程將是一樣的,但是要創(chuàng)建側邊欄,我們需要使用“拉伸”工具(圖21)。

Extrude creates new geometry from a selected component. This selected component can be vertices, edges, or faces; the most commonly used is faces (Fig.22).

拉伸從所選組件創(chuàng)建新幾何體。 該選定的組件可以是頂點,邊或面; 最常用的是面(圖22)。

The Extrude tool works by Maya creating a node called "polyextrudeface". This node contains all the attributes for the extrusion. These attributes are changed by visually setting them using the manipulator (Fig.23)

“拉伸”工具由Maya創(chuàng)建一個名為“polyextrudeface”的節(jié)點。 此節(jié)點包含擠出的所有屬性。 這些屬性通過使用機械手的可視化設置來改變(圖23)

When you're using the local mode for the Move tool, the local translation attributes will change. If you're in world space, the normal transform attributes will change.

The various extrude attributes that are available are as follows:

? Translate Attributes: This is the location of

the extrude in world space.

? Polyextrude Curve Attributes: These

attributes will be covered in the extruding

along a curve section later.

? Divisions: This is how many divisions will

be added along the extrusion.

? Offset: An offset value for the local

translates.

? Local Translate: This is the location of the

extrude in local space.

? Local Direction: The direction of the local

axes.

? Random: Basically makes the extrude

random.

? Smoothing Angle: This is in regard to the

normals.

Fig.24 shows the difference between an extrude with Keep Faces Together on and an extrude with it off.

當您使用移動工具的本地模式時,本地翻譯屬性將更改。 如果你在世界空間,正常的轉換屬性將會改變。

可用的各種拉伸屬性如下:

? 翻譯屬性:這是位置

在世界空間中擠出。

? Polyextrude曲線屬性:這些

屬性將被覆蓋在擠壓中

沿著曲線部分。

? 部門:這是多少部門會的

沿著擠壓加入。

? 偏移量:本地的偏移值

翻譯

? 本地翻譯:這是位置

擠壓在本地空間。

? 本地方向:本地方向

軸。

? 隨機:基本上使擠壓

隨機。

? 平滑角度:這是關于

法線

圖24顯示了“保持面孔”和“擠出”之間的差異。

So we select the face that we need to extrude and press Extrude. Then we adjust the position to match the image reference (Fig.25).

所以我們選擇我們需要拉伸的面,然后按拉伸。 然后我們調整位置以匹配圖像參考(圖25)。

In this case we need a cylinder (Fig.26) or circle (Fig.27), but whatever shape you use, it's always the same workflow.

在這種情況下,我們需要一個圓柱體(圖26)或圓形(圖27),但是無論使用什么形狀,它總是相同的工作流程。

Mirror Geometry specifies the direction you want Maya to mirror the selected polygonal object. By default, the direction is +X. Change these options and click Mirror if you want to mirror the object in another direction; in our case this will be ?X (Fig.28).

鏡像幾何指定您希望Maya鏡像所選多邊形對象的方向。 默認情況下,方向為+ X。 更改這些選項,如果要在另一方向鏡像對象,請單擊鏡像; 在這種情況下,這將是?X(圖28)。

Once we have finished the blocking, the next step is to select all the geometry to create a new layer called LW. This is so that when we need to hide or lock the objects in the scene, all we need to do is press Create A New Layer and assign the selected object located in the Channel Box (Fig.29).

一旦我們完成了阻止,下一步是選擇所有的幾何來創(chuàng)建一個名為LW的新圖層。 這就是說,當我們需要隱藏或鎖定場景中的對象時,我們需要做的就是按Create A New Layer并分配位于Channel Box中的所選對象(圖29)。

With this we have finished the first part of the series. We have set up the scene and blocked in shapes, and now we are ready to move on to the high poly modeling. In the next chapter we are going to start detailing the mesh, as well as immersing ourselves in the world of the MEL Script.

有了這個,我們已經完成了系列的第一部分。 我們已經建立了場景并阻擋了形狀,現(xiàn)在我們已經準備好轉向高多模型了。 在下一章中,我們將開始詳細說明網格,以及將自己沉浸在MEL腳本的世界中。





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