Hierarchies of Objects, a Polygon Example, Detailed Polygon Modeling 133
FIGURE 4.66 Aer beveling.
FIGURE 4.67 Rendered beveled nose.
FIGURE 4.68 e Moais vertices selected.
FIGURE 4.69 Smooth tool.
134 3D Animation for the Raw Beginner Using Maya
FIGURE 4.71 Smoothed Moai.
FIGURE 4.72 Aer cleanup—adjusting edges
and vertices.
FIGURE 4.70 Smooth settings.
Hierarchies of Objects, a Polygon Example, Detailed Polygon Modeling 135
The Sweep of a NURBS Surface
Consider Figure4.129, which shows the attribute box of our NURBS cylinder. Notice
the Start Sweep and End Sweep attributes. e settings in the gure cause the surface to
sweep” back on itself and make the tube-shaped part of the cylinder. In Figure4.130, we
have stopped the sweep at 180 degrees. is should reinforce the fact that with NURBS, we
are working with surfaces—always.
By the way, if you create a NURBS sphere, you can use the sweep of it to create an eye
that is blinking.
Nested Objects
Sometimes, when creating an organic object like an alien that does not represent anything
in the real world, we get inspired and want to move in a quick, uid fashion. We eyeball the
dimensions of the model and manipulate
vertices, edges, and faces sloppily. But when
an object must be morphed in a precise way,
the Attribute Editor provides us with ways
of controlling sizes, distances, angles, and
so forth. Oen it is well worth your while
to stop, take a few moments, and be careful
about what you are doing.
When you want to scale an object, you can
click on the Scale tool in the Toolbox and use
the red, blue, and green boxes on the tool to
scale an object in the x, z, and y dimensions,
respectively.
FIGURE 4.73 Light menu. FIGURE 4.74 With spotlight.
FIGURE 4.75 Rendered smooth with light.
136 3D Animation for the Raw Beginner Using Maya
For example, in Figures4.131, 4.132, and 4.133, we are rst copying the cylinder, and
then pasting it in place, and then precisely scaling it down in the x and y dimensions by 5
percent. is is because we want to create two nested objects. ere are many times when
you want to do this, in particular, sometimes a thick glass can be more naturally modeled
by putting one glass container inside another. is causes light to refract twice, creating
the illusion of a thick surface.
FIGURE 4.76 Convert Polygons to Subdiv.
FIGURE 4.77 Subdiv render.
Hierarchies of Objects, a Polygon Example, Detailed Polygon Modeling 137
In Figure4.134, we have centered the smaller cylinder inside the larger one.
Finishing the Geometry of the Breadbox
In Figure4.135, the sweep of the inside cylinder is set to 115 degrees. In Figure4.136,
there is a plane that will serve as the bottom of the breadbox. In Figure4.137, the pieces
have been put together. (But they are all still separate objects and not in a hierarchy.) In
Figures4.138 and 4.139, the lid of the box is highlighted. In Figure4.140, we are opening
and closing the breadbox by using the Rotate tool on the lid. In Figure4.141, we see the
breadbox closed.
FIGURE 4.78 Blinn settings.
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