MAA 1134: Principles of 3d Modeling Through critical analysis, the student will apply basic design principles to the solution of visual problems using elements of 3D design. The student will conceptualize 3D coordinate systems, construct 3D models, and perform mathematical computations as they apply to geometric construction.
|
![]() |
| JUMP
TO A SPECIFIC WEEK: |
Week 2:Create a Toy:
Click on the images below for links to Video Tutorials. This series covers creating a Toy Chicken from 3d Sphere NURBS Primatives and Cube Polygon Primatives in Maya. All images and videos are copyright Andrew Klein.
Part 1 of 6, this video from Andrew Klein (www.andrewklein.net) covers the difference between NURBS and Polygons, and looks at creating the basic sphere shape for the body of our toy chicken. Part 2 of 6, this video from Andrew Klein (www.andrewklein.net) covers editing NURBS geomenty using control verticies, detaching surfaces along isoparms, and creating a mirrored Instance using Duplicate Special.
In Part 3 of 6, this video from Andrew Klein (www.andrewklein.net) includes inserting isoparms, attaching surfaces, and using the hypergraph. In Part 4 of 6, this video from Andrew Klein (www.andrewklein.net) looks at using additional spheres to add wings, waddle and comb to the toy, then covers grouping and naming these elements in the hypergraph.
In Part 5 of 6, this video from Andrew Klein (www.andrewklein.net) looks at using polygon geometry to create the feet. Insert Edge Loop, Extrude, and Keep Faces Together are covered.
In Part 6 of 6, this video from Andrew Klein (www.andrewklein.net)looks at finishing the model by Smoothing, Extruding and Creating the Beak and Base.
![]()
![]()
this is a very good example of the sort of geometry I excpect to see from this assignment
The Toy assignment may utilize NURBS alone or NURBS + Polygons as you see in the many examples below:
Examples of Excellent Student Work by Assignment: Modeling a Toy from a photo or an actual object using primative shapes with component level transformations:
Image by Dianna Wi
Image by Issac Chandler
image by Ryan Hidalgo
Image by Wayne Neill
image by Andrew Li
Image by Palmira Alvarez
Image by Chanel Dealy
Image by Kathryn Ohlrogge
Image by Razvan LutaImage by Nicholas Murakami
Image by Crystal Hughes
Image by Cecily LamImage by Will Camarra
Image by CJ Nievera
Image by Gerald De La Cruz
Image by Jacky HebronImage by Alessandro Moscoso
Image by Patrick Aurelio
Image by Gregory Stokum
Image by Hunter Mugford
Image by Oliver Barrazza
Image by Kris Chiao
Image by Jens Saxe
Image by Zhuo Fan Huan
Image by Michael Lime
Image by Kyle Duong
Image by Robin King
Image by Ian Dunlap
Image by Jessica Siu
Image by Matt Sella
Image by Molly Chu
Image by Yang LuanImage by Andrea Torres
Image by Ronald Fulmer
Image by Matthew McNeil
Image by Austin Anchor
Critical Concepts :
The Hypergraph -
You need to make sure that your objects are organized and named, not just freely floating.
Hierarchies from The Guerrilla CG Project on Vimeo.How to add extra geometry to an object-
At first we were only able to add more geometry to a model by creating more polygon subdivisions (fig A) when we first created the object, or by adding more U and V Isoparms on a NURBS obejct (fig B). However we can also add geometry in numerous other ways.
FIGURE A
FIGURE B
Polygons-
*IMPORTANT NOTE--Before extruding out ANY FACES, make sure the
Meshes--> Keep Faces together button is checked!!!!!!
Not doing so will result in a new separate extusion for any face that is selected.
Insert Edgeloop tool- click on one edge to split an entire loop of edges perpendicular to the edge you selected.
Split Polygon tool- can be used to cut faces in half. Click or Click-drag on one edge, then do the same on the next to create a cut across the face. Continue cutting and hit enter when you are done. Try to avoid n-gons in the process.
Extrude tool- allows you to pull a face out from the mesh, with 4 new faces linking the edges of that face to the rest of the mesh. Or you can extrude 1 edge at a time, making 1 new face. This tool will activate the manipulator, which is a 3-in-1 tool. This will allow you to scale, rotate, or move the new face. You can use the manipulator, or just jump right to the scale, rotate, or move tools instead. It is your preference.
The Manipulator which is actived can be toggled into local or world mode by pressing the "head of the pin". Doing this will re-orient the manipulator to follow along the normal, or edge, or to switch and orient based off the origin of the grid in world space.
Append Polygon tool- Allows you to fill in a hole by clicking on the border edges in a counter clockwise fashion.
Click on an open edge. You will now notice a series of arrows running counter-clockwise (if you are "outside" of the object) or clockwise (if you are inside of the object).
![]()
- Follow the arrows by clicking on each edge.
- When you get to the next to last edge you will notice the new face will "jump" to completion
![]()
- Hit enter and new face will be created.
Delete Edge/Vertex- If you are removing multiple edges from the model, you MUST use this function or you will end up leaving the verts still on the model (See image below).
Merge- To snap up two verts, use the merge tool. Select two or more verts and follow this diagram:
If you have more than 2 verts selected, you will have to make sure they are all within the threshold distance for the mrege to occur.
NURBS-
Inserting Isoparms- Enter component mode with the Isoparm function, click and drag out an isoparm till you have a dotted line. Then choose Edit NURBS-->Insert Isoparms
Rebuild Surfaces-Edit Nurbs-->Rebuild Surfaces. You can alter the U and V values to creat a new and even mesh
Instancing (Creating symetrical halves so that you only have to build one side of the model)-
Polygons-
Create an polygon object that has an even number of subdivisions in the top and front views so that there is an edge loop flush with the Y and Z axis. Next, delete off one side of the model by entering component mode(faces), selecting the faces, and hitting delete. Then, as long as the object is still on the center line, you can choose Edit-->Duplicate(options) and set your scale to -1 in the X coordinate, and the the method from copy to instance.
NURBS-
Create a NURBS object that has Isoparm lines spliting in half. Choose that Isoparm loop (may be either one or two Isoparms) and select Edit NURBS-->Detach Surfaces. Delete one half of the model and then duplicate the new side in the same way you would for a polygon surface.
Combining individual objects-
Polygons-
Select both objects and choose Polygons-->combine. Merge your verticies that are overlapping, or if the object has space between its two former parts, you can append the gap. When done, make sure to delete the history.
MERGING VERTICIES:
It is often neccisary to merge two verticies (especially in cases where we have two instanced halves of geometry that have recently been combined). In that case, we will also often desire to select all of the verticies that need to be merged and try and sew them together at once. The goal is to merge at a distance which overlaps just those two verticies that you need and not the verticies which are closeby and also selected.Choose Edit Polygons-->Merge Verticies (options box) to set the appropriate distance. In the demo below, as long as the threshold for merging is less than .7 but more than .001 (the varriance for overlapping points), all the points will merge correctly.
![]()
NURBS-
Choose Edit NURBS-->Attach Surfaces. This will make the two parts one. Next, choose Edit NURBS-->Open/Close Surfaces to close up any seams if need be. Finally, make sure to delete you history when done.
JUMP
TO A SPECIFIC WEEK: |