3D Modeling.jpg

2. References vs Inspiration

  • Learning the difference between Inspiration and Reference

  • Continuing learning the basics of Maya

  • Creating an orthographic

  • Duplicating

  • Modeling toolkit continue

  • Pivot Placement

  • Smoothing

  • Working with symmetry

  • Object Space vs World Space

  • Block out

  • Layers

  • References

Often times when you are working on a project for a commercial product you are giving guidelines to follow for a 3D model.  These guidelines are what you would call references.  References are giving to a modeler to help recreate the product in 3D space.  A reference can be a CAD model, images and/or the physical product.

  • Inspiration

Modeling allows you to creatively express your inspiration and ideas.  To achieve this level of creativity, we must search for the things around that inspire us.  Unlike references, inspirational sources are used to help create your own unique design.

  • Smoothing and Subdivision

A subdivision surface, in the field of 3D computer graphics, is a method of representing a smooth surface via the specification of a coarser piecewise linear polygon mesh. The smooth surface can be calculated from the coarse mesh as the limit of recursive subdivision of each polygonal face into smaller faces that better approximate the smooth surface. (via wikipedia)

  • Object Space vs World Space

Object space is the coordinate system unique to each object in your scene. It tracks the location of everything applied to an object. The location of object vertices, the placement of modifiers, mapping coordinates, and materials are all defined in object space.

Each object has its own local center and coordinate system as defined by the location and orientation of the object’s pivot point. The local center and coordinate system of an object combine to define its object space.

World space is the universal coordinate system used to track objects in the scene. When you look at the home grid in the viewports, you see the world-space coordinate system. World space is constant and immovable.

All objects in your scene are located in world space by their position, rotation, and scale (their transforms).

Space warps also operate in world space. A space warp defines an area in world space that is affected by the space warp’s parameters. Any object that is bound to the space warp is affected as it moves through the space warp’s area of world space.
(via http://www.3dmax-tutorials.com/Object_Space_and_World_Space.html)

  • Blocking Out

Is the early part of modeling phase and very essential.  Before modeling an object you want to plan out the process.  The best way to start this process is by building and manipulating shapes and polygons to block out your object.  When you are blocking out your major concern are shapes and less about details, which means subdivisions should be low.

  • Homework

Pick three home items of your choice that have complex shapes to block out. Find no less than 3 references for each item. Setup a Pinterest account to help you organize the references you find for the items. Choose the best reference for each item. Label and organize your Pinterest boards. Once these boards are created,  Open Maya, setup, image plane and use Maya’s Modeling Toolkit to block out a general shape and silhouette of each item.  This is due on Wednesday.

  • Setting up an Image Plane

I added a youtube link to help anyone having trouble setting up an image plane.

  • Start a Project

Watch this video on how to start a project for your scene in Maya.

Important Hotkeys

  • Duplicate = D

  • Duplicate with Transform = Shift + D

  • Undo = Z

  • Redo = Shift + Z

  • Modeling tools = Hold Shift + RMB



2. References vs Inspiration

3. Hard Surface vs Organic


7. Shading

8. Environment Modeling Part 1

9. Environment Modeling Part 2


10. Lighting


11. Presentation 


12.  Expermentation

14. Project Management


13. Rendering