Fix My 3d Model #2 Maya Hard Surface Modeling Tutorial: Booleans

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just find out how about these Bolling's it's awesome look at this I can take this boom that complex shape 5 seconds again take this boom look at that complex model topologies with suckers man I could do this all day look at this beautiful hard surface model let's turn on the wireframe see how this is looking [Music] it doesn't look that great but I'm sure if I select it and go in sub D mode it'll smooth out fine [Applause] [Laughter] what's going on you 3d modeling beast this is jail music welcome to episode 2 of fix my 3d model in this week's episode we're gonna be taking a look on how to create a clean mesh from Bolling's when doing hard surface modeling within Maya before we begin make sure to smash that like button the first video in the series got close to 250 likes up to date I think you guys could do better let's see if you guys could actually beat 500 likes if you haven't done so already make sure to subscribe to the channel and smash that notifications button and lastly make sure to snag the hard surface modeling cheat sheets which is a great companion piece to all my maya hard surface modelling videos and you can find that link in the description down below or on the YouTube card right here how this video came about is my man Matt hit me up on a comment on Facebook and we're struggling with doing some boolean's operation and getting a clean mesh I think we all been there with bullying's where we like the speed of being able to add or subtract and create complex shapes but when you're a beginner you also kind of think about how these primitives that you're actually are bullying together how they're actually going to produce a clean mesh and that's what we're gonna be focusing in this Maya hard surface modeling video so without further ado let's get started so here's the model he sent me first thing that I'll do is I'll assign the almighty a blend to it and I do like working with blends when I'm doing hard surface modeling because that specular highlight will basically show any pinching or it'll make it more evident so with that being applied the next thing I'll do is actually go in here and put it on wireframe on shaded what I'd like to do is actually enable anti-aliasing for your wireframes so what you could do is go here to render viewport 2.0 select the options and you can come down here to anti-aliasing and we could enable this and we get a lot smoother or wireframes probably eight just to work on a long projects a little bit of overkill so usually I think a good happy spot is about for you could see how this looks with four and then if we can disable it right you'll start seeing a little bit of artifact in there so it really makes for pristine wireframes while you're working especially if you're doing screen recordings or even if you just want to take screen grabs and show off your wireframes so I'll go ahead and enable this obviously this will cause a little bit of lag if your PC is outdated from this point I will enable the move tool I'll hit deep to enter edit pivot mode Z to vert snap here I'll hold down X and that's gonna allow me to snap right here to the center of the grid one thing I'm noticing about this model is actually built upside down so on the Y here if we go this way this is our positive I tend to basically work from the grid up it's just kind of a best practice especially when you start doing more complex things like rigging and lighting and just working in a team environment so what I'll do here is I'll hold down J and that's gonna constraint to 45 degree increments it's 45 because this is the setting so when you hold out in jail you're really doing is toggling and the modeling toolkit you see that you're toggling the step snap and really it's just whatever you have it set so I have it set to 45 but whatever degree you have it there when you hold down J that's what you'll constraint your snapping to so let's jump here to perspective and then I'm gonna go ahead and snag a cylinder here in the channel box I'll go to the inputs this is gonna have to be 48 so if we take a look at this cylinder here we can see that it's not really that subdivided right and the problem with that is when you start cutting away all these little shapes into it and your main overall shape that you're cutting into is relatively light that's gonna give us problems actually matching that topology and actually cleaning it up towards the end right so ideally you want to have the same resolution of your bigger mesh and those smaller boolean cutouts be pretty much the same that way it's easier to connect the edges that's why I'm actually going with a slightly more dense cylinder from the beginning so I'm gonna put this back where it was I'll put this here and I'll jump to the side of you and I'll make sure this guy is snapped right here on the grid and now I'm basically gonna go in here and just block this out so I'm just gonna scale this up just to get pretty much the overall width I'll put this up here with the multi-cut I'll go ahead and drop one cut there to match that one cut here one cut here I'll jump to my four views here and sometimes I like to use all four views at once I'll go ahead and select this vertex here then going to select convert selection and you see that I have it right here hockey but we can do two faces right so I'm gonna do control three select this guy do control three and that's going to just convert that to faces and have this cap selected so with the scale tool I could come in here and just filter these two axis ease out and basically just scale this way now what I'll do is actually bring this down a little bit right about here and then just scale out from this point we could just take the original here and push it off to the side I'll drop one more loop right about here take these faces extrude them out give us some thickness like so so this looks pretty good now keep in mind since this is pretty much a repeatable pattern right we only really need to model a four for this and then the rest is gonna be readily duplicated the flip side to that is that I can't create like I normally would create a trim because I'm actually using bullying's for this and for bullying's for the operation to go properly you actually have to work with watertight meshes I'll create a cylinder here this is gonna be pretty much our boolean geometry and I'll give it 24 divisions I'll jump here towards the top enable wireframe on shaded scale this down actually jump in here into wireframe move this into place and I can go ahead and just pop this up like this I'm gonna go ahead and select these faces here deselect these so that way I could just have the cap and I'll bring this down what I can do is just jump over here to the side and just zoom in and bring this down like so I'll just take these verts here and plop them out just that way we're going all the way through now one thing you want to keep in mind when you're creating these meshes to be a bullying is that like in this case right you want to be real strategic about this so right here you really don't have much of that much space to give us a clean loop here right so you really want to think about spacing when you are creating these meshes for boolean's it's not just about creating a whole bunch of primitives randomly and then just subtracting or combining or adding to them right you want to be real strategic and you definitely want to give yourself some breathing room between you know these hard edges right here like right now we really don't have a lot of rooms if we were to clean up this match so I actually draw up some nice edge flow here so that's the first thing that you want to think about is spacing the second thing is matching the density of these two objects so this a main shape right is a little bit too light in geometry and then this smaller one is actually too dense at the end of the day what you're gonna have to do this to clean this up is actually match this topology right so all these edges coming from here we're gonna actually need an edge to hook up to the essentially you want to match the resolution of the large primitive to the smaller primitive and that's kind of what I'm gonna do right here in this section so if I start eyeballing this this slice of the cylinder is really not that much different size-wise - this doesn't have to be exactly the same but the closer you can get this the easier it is gonna be to clean up the geometry after the boolean operation so I'll jump in here and select these edges right so you see that my mesh is pretty much selected this border line I can go ahead and detach these components right so detaching what it's gonna do is just gonna separate those components and now even though there's still one right if we go in here and we select this face they're actually no longer attached so the great thing about this is that we are utilizing edge loops to kind of slice that geometry right and then we can just double click and now this is a polygon island that we can delete so from here what I'll do is also let these guys here I'll shift right-click I'll go to bridge and then I'll take these two faces with the move tool hold down shift extrude out and there is our boolean geometry what I'll do here is just select those bottom verts and then just nudge them down right about here just to kind of match this design a little bit closer before we run the boolean operation we want to keep in mind two things one is the actual distribution of faces that these two separate objects are actually gonna have once they combine right so we did a pretty good job here in actually matching these faces right that's why I put a lot of thought about you know this cylindrical face here right is actually pretty even so this is going to give us even quad distribution once this is clean the other thing that we want to think about is actually adding edge loops now before we create the bulling process and why is this important well if we go in here and we run a boolean's operation real quick right now this actually broke up all our quads and using a tool like the multi-cut our edge loops are not going to go all the way through a better option is to actually add the edge loops that you're gonna need before you run the bullies so what I'm paying attention to is looking at this shape and seeing where these edges intersect this shape and I know that I'm gonna need edges to actually connect and that's where I'll go ahead and drop my edge loops with the insert edge loop tool so I'll do control middle mouse click to add one between this span right here and then I'll do control middle mouse click again to add some loops in the middle so now that we have a good edge distribution I'm gonna select this shape first which is the shape that I actually want to cut into and then I'll hold down shift and select my balloon or cut out geometry I'll go to mesh Bowlings and then we'll run a difference and there is our shape and if we zoom in here we see that we did a pretty good job of matching those edges and our cleanup work has actually been reduced quite a bit right and typically I like to respect those cylindrical areas because even a small shift you can start seeing imperfections in that perfectly rounded surface so what I'll do is actually take the outside verts and actually weld them and kind of respect that a cylindrical bended area so I'll go into vert mode activate my target weld and then just weld onto those you areas like this that they're really close together right you see that they're not merged but they're so close together that target wealth can be a pain so in this case we can just select both of them and just merge them down in the modeling toolkit enable edge slide so I'm gonna take this edge slide it along this surface or along this edge in this case and essentially I want to get this a little bit closer to help me reinforce this corner and also drop a edge that's gonna go all the way around here and it really just give me a nice support for this curb surface I'll grab this vert as well slide it over slide this over here and slide this over here so now we can just take this edge here delete it and with the multi-cut we could actually continue this edge manually in this edge is really going to help support this shape once we go into sub D mode so I'm gonna take this loop here and just delete it and now we're gonna be all quartered select this edge drop a bevel here and I'm gonna basically deviate a little bit from this shape from the original reference so now we're gonna take that original bevel re bevel and when you put a bevel on top of another bevel you'll take your modeling to a whole new bevel all right I write it was a shameless merge plug but I had to take it there's a perfect opportunity I'm babbling on top of the level I got a t-shirt named whole new bevel come on now it's just perfect it fits so getting back to work I'm gonna go in here and I want to basically space these out a little bit more so you see we're a little bit wide here so what I'll go ahead and do is going to vert mode select these verts and just make sure I have or actually a surface slide in this case and we're going to just feather these out a little bit more so it looks pretty good I want to go in here start focusing on this edge and making sure that it's going to crease up fine and we're gonna need a couple more divisions so with the insert edgeloop tool' I'll add an edge here I'll also add edge here with the multi-cut I'll go ahead and select this verdict ctrl shift ctrl shift is actually gonna allow us to cut in 90-degree angles we'll do the same thing here and we'll go ahead and extend this way will also connect this this should crease up a little bit better let's go ahead and clean this poll here as well so I'll take this vert from here to here connect this right and this is gonna plot this out from here we can go into our sole paint selection mode and just pretty much paint these right here and we're just gonna clean this pull-up multi-cut tool again ctrl shift its gonna snap to 90 degree increments we get those nice straight lines and we'll go ahead and just cut this way as well any time that you do bullying sometimes there's those verts that are not really merged but on top of each other so what we can do is go in here select all the verts and with a low threshold right sometimes this can be tricky if you're just dragging left or right but if you do ctrl + shift you actually get an extra decimal space which gives you real gradual control and you really want to do low tolerances on this now all these should be merged we can hit 3 and you see that we're getting some nice deformations here on this side and this is really the only side that we're worried about since this is gonna get deleted soon so this piece looks all quieted let's go ahead and start preparing for the final leg abyss which is creating this piece right here so I'll go in here select this range right I can bevel this and I'm looking for pretty much the overall thickness of this piece right that way it's gonna fit in better so something like that and I'll clean this up in a second not really worried about that at the moment I'll go ahead a day edgeloop right in the middle that's gonna help us with alignment purposes I'll create a cylinder and let's go ahead and bring the divisions down quite a bit we actually don't need there's many divisions for this for the small piece so I'll go ahead and set this to about 12 I'll hold down J here just to snap and get this pretty much flip scale this down move it out of the way will actually jump to the top view here it's gonna help me align this a lot quicker so I'll plop this right about here and I'll actually keep scaling this down so at this point I'm pretty much just trying to eyeball the overall thickness of this so as I start trying to basically match this right as far as the height that's why I like to have those edge loops in the middle especially when you go into wireframe right it really helps you make sure that you're almost flush where you need to be right and there's not a lot of guesswork so I'm going to take this scale filter and just scale down slightly here I'm also just gonna delete everything but that one cap and I'll just extrude that thickness back out I'm gonna jump here to the side of you and just line this up a little bit better scale down like so and sometimes with these surfaces I like to work inside and kind of model my way out so I'll extrude give us some give it an offset here just to kind of match that initial shape from this point we're gonna go ahead and take these verts here we'll take slide off scale flat and then start scaling up like this and we could also take these guys and scale up like so right and what I'll do is I'll move this down a little bit like this and maybe just scale up like that take these verts push them all the way in and scale up one more time and now let's see how this is fitting so now in the object mode I can just nudge that over get this pretty much flush with this edge give or take now I can go in here delete these guys right I'm gonna go ahead and scale up then what I'll do is I'll take these verts again and just scale up here essentially I pretty much want this edge here to be flush with that so that looks pretty good from this point I can select the object here extrude out push out here like so normals will flip we'll go to mesh display and we'll go to reverse and they'll just reverse our normals there I'm gonna make this Junction a little bit easier on me so I'll go ahead and push this out I'll take these guys here I can start extruding out scale to scale that flat and you see that's gonna make our life a little bit easier what we're also gonna need to do is actually delete those edges as well right so I'll take both of these objects here combine my mesh also needed to lead these faces as well with the insert edge loop tool I'll match these guys up like so now we can select these border edges shift right click I'll go to bridge now these are one mesh now I can take this border edge delete it so we'll go to the top here I'll select one of these edges and we'll zoom in and you can see that we have a slight slant here so just just to make sure these are perfectly straight what you can do is take these verts hold down D V snap to this edge scale flat same thing with these verts I'll select them get my scale tool head D V want a vert snap here and then we'll go ahead and scale flat and you saw that as we scaled flat there was a little bit of movement that means that they weren't perfectly flat to begin with so we'll take this edge here this edge here apply a bevel take that bevel give it another bevel and what do you get now enough enough jokes enough puns for today I think you guys had enough and actually looking at this I think we could actually kill this edge here so we'll do ctrl + delete and now we can go ahead and just hold these guys up like so with target weld and then from this point with the insert edge loop tool we'll start dropping some holding edges take this and just clean this up go ahead and delete that so let's quad this guy out here I'll delete this edge and then with target weld weld this guy up so the nice thing about working near symmetry line is that you could always reroute geometry towards the middle right and it's fairly easy to clean up so we'll do something like that we keep everything quartered and we'll just go back here towards the cemetery line with the insert edge loop tool or drop another edge here it's gonna help reinforce this shape we'll go ahead and break this big end gone up with the multi-cut tool control shift just to snap to 9 degree increments so that looks pretty good insert edgeloop tool' again drop an edge here we want to reinforce this going this way we'll drop an edge right about there Multi cut from here and we'll connect that up and we'll break this big anagon up as well into all quartz we'll need some loops here just to reinforce this edge so I'll drop an edge here drop an edge here obviously we're not gonna want that going this way so what I'll do is I'll kill these guys right about here I'll just kill these two little edges now I can double click kill the rest of them and what I'll probably do is I don't want to extend that all the way out here so I think what I'll do is take these guys delete it so now that those are deleted I'll go in here delete this hang avert drop an edge right about there that's going to help crease this up with the multi-cut just extend this this way and now what I can do is go in here and just perform that mighty reroute pattern right here and I'd rather not take these edges all the way over there when I could just kind of terminate them right here and just kind of reroute them towards each other and let's actually do the same thing here we don't want to reinforce this edge that's going to give us some pinching so we'll go ahead and take this range here control delete same thing here take this range here control delete will take the multi-cut here and then we'll just perform our reroute pattern like we did on the top and I'm gonna take this loop here deselect this enable X lied slide this guy up rather have a straight edge at this point here the other thing that I'm noticing is I'm going to need to reinforce this from the other side so we will need to rewrite this a little bit more but I'll go ahead loop here and drop an edge loop from this side right that's gonna help hold up this corner I'm gonna take all these guys right here as well delete them so not going to delete that edge I could do lead that edge and I'm actually gonna delete this initial reroute I don't even want it that high I rather have it here on this flat surface and that way we're not compromising this pretty much exactly what we did here at this level right so now it's less stuff going all the way in there and it's not gonna actually affect or crease these edges where we don't want any creasing so the cool thing about this is that this is actually going to lend itself well for a diamond pattern will select all these verts we're going to merge them down we can take this edge delete it now believe it or not this is our diamond pattern right and these are actually quartered so we'll go into three mode and this actually looks pretty good those areas looking good as well so now it's time to finish our pattern so if we look at this final shape it actually has some radial symmetry and this is the way that I built it is that we can take an eighth here and duplicate it to the other side giving us a fourth and then having that fourth we'll be able to readily duplicate it so from the top here I'll go ahead and just select this half delete it I'm going here so like this half right now we have a fourth and now we want to go ahead and get our eighth at this point I want my poly count information I'll go to the display heads-up display poly count this is going to give me the poly count of my scene and also my selections I'll select this strip right here that's gonna give us 12 faces so if we go six out right that's going to give us our eight because this is already down so forth so from this point we'll go ahead and take this symmetry line we could simply detach that component double-click this and that's our clean eighth from this point I'll go ahead and do shift right click mirror options will set this to copy we're in the world so that's gonna work as well we'll hit mirror here from this point there's a couple of ways that we can create our final shape what I'm gonna do here is just make sure that the pivot is snapped to this pole right this is where we're actually gonna want to duplicate from and the newer versions of Maya actually lets you with any transform of the old down shift you're actually able to duplicate it as well and this is what we're gonna do in this case and for this case I'm gonna need to activate step snap with the rotate enabled and making sure that pivot right there is on that pole I can hold down shift and this is set to 45 we're actually gonna want to set this to 90 now we'll hold down shift and you see that we're snapping to 90 degree increments which is exactly what we need once you have a for F if you take 360 and divide that by 4 that's gonna give you 90 that's why I said that to 90 so now everything is basically finished and the last part of this is gonna take all these components here we'll go ahead and do a combine we'll take our verge here do a merge do control shift just to get a very slight tolerance right now this is important because you don't want to crank this up and start over pinching right so you want to basically use the lowest value that's gonna work so point 0 2 looks like it should work I'll hate 3 and this looks pretty good I don't have any pinching here and all my edges are being held up quite nicely I'll have 3 this looks good I don't see any pinching if this bothers you a little bit the way this is banding what you could do is actually rewrite this whole but this doesn't really bother me that much but what I would like to do is take this edge here and actually just bevel it slightly again and I promise normal bevel puns but I'll take this guy here and then just slide it this way right towards the pole that's just going to contain a little bit of banding that you saw now if we hit three we'll kind of get these nicer loops right here on the top right so if we take a look here there's no pinching everything came out good and this was kind of our original result and we can go ahead and turn on wireframe and this is pretty much what we started with what we sought to clean up and this is just our final shape that's the end of the video folks thank you so much for tuning in to another Maya hard-surface model tutorial as always smash that like button subscribe to the channel if you haven't done so already drop your comments in the section down below and I will catch you guys next time
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Channel: JL Mussi
Views: 74,610
Rating: undefined out of 5
Keywords: maya modeling tutorial, maya modeling, hard surface modeling, hard surface modeling maya, 3d modeling for beginners, 3d modeling maya, 3d modeling tutorial, hard surface modeling blender, maya panel lines, hard surface, maya tutorial, maya, 3d modeling
Id: E0G1Z8EK6X4
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Length: 31min 44sec (1904 seconds)
Published: Tue May 12 2020
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