2. Tree | Modeling a Tree & Stones in Maya | Tutorial 2 | Making 3D Scene Step by Step

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[Music] welcome to the channel Temecula in this session we are going to model a tree and some stones we are on the process of making the same in the last video we have modeled the heart today I am going to model this tree and these stones lets directly jump into Maya so this is the model we have done in our last video I will click off this layer and also I will create a new layer for this base just rename it as base select the object add selected object and click it off alright so we'll start with a clean scene first of all I am planning to make the stone and then I am going to create the tree so I am taking a cube in the same for the blocking of this stone so going to mesh and directly smooth it now selecting the vertex pressing B for the soft modification and by holding B and middle Mouse drag you can see you can increase or decrease the radius and I am just pulling it up creating an edge loop in that area and by selecting the edges I just pull it outside to give it a shape and you can see just by selecting the edges I'm changing the shape and now by selecting the vertices I'm trying to give it a shape of the stone stone ship has to be very random I'm trying to do that only so inserting one more Israel make sure insert with edge flow option is on now I will make all the edges uneven so for that selecting one edge going to edit mesh and spin edge forward or spin edge backward any one you can use and for that I am using a shortcut ctrl Alt + right arrow or left arrow you can see who I am spinning the edges a few more modifications by selecting the vertices [Music] inserting another edge loop forever and thinking to distort that particularly a little bit I am inserting edge loop just to get more vertices [Music] you can see how by spinning the edges and changing the direction of the topology and making the shape random so like this I will keep going spinning the edges and modifying the geometry by selecting the vertices until unless I'm getting an interesting shape [Music] Stone should have so many hard edges to do that I am selecting all the edges and going to edit mesh and Beeville giving two segments and a relative fraction all right you can see after pressing three we are getting the hard edges all right now clicking on the base and also the heart and blessing the stone [Music] approximately somewhere over here all right now my plan is to replicate this stone I told you previously before replicating anything you should unwrap it so going to the UV and UV editor select tools and clicking on the UV tools so first of all selecting the object going to create an planner mapping now I am trying to select the faces of the base to make it a different division [Music] for that I am going to create and plan a mapping once again and now you can see it is a different UV shell this is a frayed color means that you've either reversed so I am going to the transform and is clicking on flip for the upper part I am thinking of giving cylindrical mapping so selecting all the faces of the upper part going to create and cylindrical mapping and you just have to complete the circle all right and you can see these white lines are actually the same so I need to make it regular so going to cut and cut you can see I have created a straight line seam and now selecting these open edges [Music] and we'll go to sue to save it I think in this area some edges are left to see all right everything is looking fine over here the seams are clean now selecting all the you v's in this yoga shell and going to unfold and click on unfold and you can see we are getting approximately even checker boxes only the scaling of the bottom shell is not correct so selecting the shell and reducing the size so that that shaker boxes can be even with that UV shell all right now I am selecting one side of the edges and stitch together so now you can see the entire stone is having only one UV shell so this is looking fine to me and I am selecting all the UVs I am going to layout and clicking on layout so you can see the UV shell is inside the positive space all right now clicking of the windows and we'll start making the tree stem for that I am going to do the blocking with a cylinder so going to create and taking a cylinder all right scale it up from this stage only I'm trying to measure the size or the radius of the stem decreasing the subdivision level up to 12 and isolate the object selecting all the bottom faces ctrl select the upper faces and delete and going to the toughest is and selecting alternate edges and delay - just to make those quads fine now going to create curve tool and taking a knee pick up tool and drawing an EP ho now in this stage I am trying to design the stem so the stem will go along this curve so whatever the design of this curve will be the stem will take this shape so this is very very crucial this is the designing part coming to the front view and taking the EP tool once again and creating another branch [Music] once again adjusting the vertices I guess you were getting the idea what I am trying to do and along those curves I am going to create the stem so selecting the top faces of the cylinder and ship selecting the curve and extrude it increasing the subdivisions now going to the input node of the extrude and decreasing the tapering value 2.03 maybe and I feel this is working fine now go to edit delete by type history so there will be no connection between the curve and the surface same thing I am going to do for this branch and for that I am making room by giving more edge loops now selecting this fourth phase is going to edit Mitch and clicking on circular eyes you can see the 4 faces are converted into a circle now once again selecting the faces and the curve and extroverts same thing increasing the division and going to the extrude input node and taper I am making it as if you can remember point zero zero three point zero three I guess in this case also all right a little bit I just went by selecting the edges and I'm just sliding it and trying to give it a shape [Music] now coming to the front view and plan to make more branches and taking the AP cup - and as you can see I'm buying more branch and once again by selecting the vertices and giving it a shape [Music] for this also it is very important to sketch in the beginning then you don't have to go through their travelling every process because you know how many guns is you are going to make or the design will be you don't have to think too much by modeling once again making room for the extrusion so giving more edge loops by insert edge loop tool selecting four phases simplicity going to edit mesh and settle arise alright I think it should be a little smaller selecting those four phases and the curve and extrude increasing the subdivisions once again go into the inputs and tape out if you can remember point zero three all right this is level 5 I have to do Atlantis but adjoining areas the coal is still connected with a geometry so if I shave the position of the curve automatically the shape will be deformed modifying the shape a little bit by sliding the edges and for this I am using sliders look you can get it under mesh tool options then I have created some short clips of the truth some more modifications by inserting edge groups through insert edgeloop tool' [Music] okay this is fine to me so like this by creating EP curves and extruding from the same geometry I am going to create many more branches like this and I will make this portion a little bit fast forward because this will be a repetition only of the process [Music] [Music] once again I am explaining the process what exactly I am doing over here that first I'm drawing the epical it doesn't matter if you were using CV curve walls or any kind of car we were using to draw the branch doesn't really matter so you are creating the curve first and then making room from where you are going to extrude so you need four faces for that and selecting those four faces you are going to edit mesh' and clicking on circular eyes the potion will be a circle select those four faces and ships select the curl and extrude after extruding you need to increase the divisions and the division can be any random number the enter tray should look very equalized in topology so you will need to decide what will be the interval of that member okay and after that you have to go to the input node of that extrusion over there the tapering option you need to change to maybe in this case in this it is point zero three it is not a hard-and-fast number but scene wise it will change I should say okay so this is the process so like this I am making so many branches [Music] once again I am repeating my suggestion that before modeling either you should have a reference image good reference image or you should have a reference sketch done by yourself then your understanding will be much much better you will not be lost while modeling okay [Music] here is another suggestion after creating the cob by default the pilot point will come at the center point of the grid most of the time we don't want that so by selecting the curve go to modify and click on center by birth so the pilot point will be shifted to the center of the cow then that is going to help you in terms of placing the cow where everyone [Music] you can see I am repeating the same process again and again so I feel almost I caught my main branches and now I'm coming to the base of the stem and let's modify it a little bit [Music] by selecting the fizzes once again I'm using soft modification tool as I told by holding B I am increasing the radius let's modify the shape a little bit in my sketch it is little inclined towards the front so I am trying to get that shape selecting the bottom edges and scaling it down and the y axis and let's increase the overall scaling and keeping it on the plane [Music] still some modification and the base until unless I am quite satisfied with the shape and proportion okay so now let's make some roots so like the branches only I am selecting four phases well to edit mesh' circularize coming to the side view and creating an apical like the branches you [Music] need to add to the shape and also the position a little bit [Music] now the same process selecting all the four faces and the car next road increasing the subdivisions going to the inputs and tapering plus reducing it ultimate in this case maybe I am keeping fine too now this is fine for now later on I will come back to this area and we will change a little bit by selecting the vertex of the curve I can modify it all right now selecting the edges just sliding it to give it a very nice sliding ship so now let's make another route selecting four faces and i'm extruding it just making room for the route going to edit mesh and circular eyes and in this case also i am creating an EP curve let's modify a little bit [Music] right [Music] now selecting the faces and ships select the cow and extrude again increasing the divisions right to the inputs tapering let's make it finite why not too small right this is looking fine I'm going to do this for all the routes the same thing over here I am changing the pace a little bit so that all the roots can fit on the ground on the base [Music] now coming to the backside and we'll make room for the new roads and for that I am giving one edge loop in this area and now let's select this true thesis and book edit mesh and circularize same thing I am going to do with these two places I'm going to the side view and creating a curve by the roots the same process I did for the other groups let's position it and rotating it a little bit [Music] public and no modifying it by selecting the vertices selecting the pieces ship select a curve an extra the same process what we did previously [Music] now by selecting the vertices and changing the shape a little bit once again by selecting the edges I am sliding it and trying to create a continuous edges here in this area I also inserted some edge loops just to equalize the topology still modifying the ship by selecting the loops and I think this is looking fine now and let's move forward and make another route [Music] I'm doing the same thing again and again and for this route also first I am creating a cog and then I need to agitate according to my design and then by selecting the faces and selecting the curve I need to extrude it and that's all [Music] this is looking absolutely fine now let's click on the stone I'm adjusting the position and scaling and we'll replicate it you can see how I am duplicating the stone and placing it in different different areas changing the orientation and changing the scaling trying to create a very harmonious composition [Music] all right now coming back to the stem once again I am inserting some edge slopes just to equalize the topology because I am planning for another branch in that particular area so selecting these faces and edit mesh' circularized and I am extruding it all right rotating it a little bit fine extruding once again in the local axis and circularize it extruding once again and pushing it inside now I need to modify the edges to give it a correct shape [Music] inserting an edge loop in this area to give it a better volume now let's create some sub routes so I am going to use the same process I did previously so select four phases circularize it position it properly and create a cow select the faces ship's electrical and extrude it modified so this will be the process again this is a repetition so I'll make it fast forward [Music] after the extrusion I am taking care of the technology and making sure that the roots are properly aligned on the plane [Music] [Music] all right so this is the tree stem I am creating a new layer for it and naming it as tree select the tree right-click and add selected object all right so I am selecting all the stones also and keeping in the stone layer I will also duplicate once again we'll arrange in this side [Music] maybe we'll duplicate once again and this should be very small so after a big rock I'm giving a very small stone [Music] all right so this much is for today and in my later videos I will show you how to create these leaves in the next video I am going to unwrap all these models and then going to sculpt all these models in ZBrush and then we'll do the texturing in substance painter and we'll come back to Maya with all the maps and we'll render all the maps in Maya for the final output all the links are given below if you want to directly jump to any of those lessons please go through the links hope you enjoyed today's session and don't forget to subscribe to know about the future videos and thank you so much for watching [Music]
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Channel: TrimitKala
Views: 165,016
Rating: undefined out of 5
Keywords: Modeling Tree, Modeling Stone, Tree Modeling in Maya, Tree Modeling Tutorial, 3D Scene, 3D Village, Inorganic Modeling, Inorganic Modeling in Maya, Modeling Tutorial, maya tutorial, mayamodeling, mayamodeling tutorial, animation, topology, edge flow, maya, how to, beginner, modeling tutorial, tutorial, character modeling, polygon, speed model, easy, maya training, 3d, Maya2017, Maya 2019, Modeling Background in Maya, Modeling BG, 3D Modelling, 3D Modeling, Modeling Environment, Tree
Id: 2pmKU_fl2uQ
Channel Id: undefined
Length: 30min 46sec (1846 seconds)
Published: Tue May 12 2020
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