Maya for Beginners - Modeling a Guitar - Tutorial | Learn Maya

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[Music] welcome to my channel timid column in this session we are going to do the modeling of a classical guitar by the help of polygon here I am assuming that you know that tools and basic interface of Maya if you are new to Maya then I'll suggest first go through my Hama tutorial and after that go through this tutorial it will be helpful for you because this is an inorganic modeling the modeling process will be straightforward first I will start with the body of the guitar and for that I'm going to use a polygonal primitive that can be a cylinder so here is the cylinder and let's make the division up to 12 Here I am changing the shape of the primitive and first of all planning to make the sound hole and for that I am going to select the top length of the cylinder and go to mesh tool and extrude here I'm clicking on the global axis and making it smaller according to the size of the sound hole here I am going to the vertex component and selecting all the vertices from the outside of this shape now quickly adjust the shape by selecting the vertices and convert it into the body of that guitar I also feel that the body of this guitar is looking a little bit too thin so I'm going to scale this body now select all the outer edges of the shape go to edit mesh select bevel option make the width 1 to 4 with the segment 2 and apply so here is my shift it is looking fine a little bit adjustment is necessary so I'm just changing the shape [Music] okay this is looking fine now let's work for the soundhole select all the edges scale it up and push it forward now [Music] select all the circular faces go to edit mesh and hit extrude and scale it down a little bit once again extrude the area push it inside to make the thickness of the body and again hit extrude scale it up and delete now let's check the preview smooth mode and we can see the area is too smooth so I am selecting both the edge loops and bevel so the soundhole is done now I'm going to create some pattern around the soundhole and for that I am giving a couple of edge loops and going to extrude by selecting the faces [Music] I'm extruding once again another expression to make the pattern shop okay this is fine now let's make the bridge and for that I am going to use a polygonal Q very quickly give it a shape and position it properly for now I am only checking the proportion of it and this is looking fine now selecting Buddha sides and extruding it and with couple of more extrusions trying to give the desired shape of the bridge [Music] here I'm also adding the edge slope to make the corners a little bit circular and I think the blocking of the bridge is perfect now let's make the edges sharp by inserting edge loops as you can see and couple of more edge loops and this is going better we are getting sharper edges and I think I need to do some extrusion for some of the regions to get sharp edges so by selecting the faces I am extruding it and making it a little bit smaller to get two edges at the corner each corner so as you can see I am getting sharp edges and this is what I was looking for now the same thing I am going to do to the other areas so let's do it quickly okay so this is the bridge I was looking for now let's move to the other part now for these string pegs I'm going to take a polygonal sphere and I'm going to modify it [Music] you [Music] let's make this have division let's say 8x8 I think the hight subdivision has to be less so let's make it six now by selecting the edges modify the shape a little bit that's fine now selecting the bottom vertex and going to the faces and going to extrude it I need to do a couple of more extrusions for this to get this shape and I will place it on the bridge properly once I have extruded next time I am pressing G to extrude it once again G is the shortcut for the last use command going to the base of the string pegs and selecting the faces I am going to create a hole by extruding and this is the portion where the string will insult [Music] so now selecting these four faces and I'm going to extrude it push it inside extrude once again push it inside so here what I did I kept one loop to make the edge sharper and at the end also I'm keeping two loops and now scale it up and delete this is looking fine now let's position it very quickly [Music] Here I am filling the head of this string peg it can be a little bit cubic and tapered than the circular now select the top faces of the peg and I'm going to extrude it push it down yeah that's fine and I want to give all the corners so that I can get a very nice circular edge then selecting the vertex of the center and going to the faces option and growing the selection and I will push it down a little bit so that the head can be a little bit tapered and this is the shape I wanted now it is the time to duplicate the peg here instead of pressing ctrl D I'm pressing shift D so that I can get the equal distance between each peg no selecting all the pegs and the bridge and press ctrl G to make a group and going to modify and center pivert to get the pivot point at the center of the group now I am position the bridge at its proper place now we are going to create the saddle part out of polygonal cube first of all blessing the cube and I have to scale it down and I will scale it up in the z axis going to the mesh tools and creating two edge loops by using insert edgeloop tool' I'm going to give two more edge loops and we'll give it a shape what I am thinking it has to be [Music] now going close and inserting another loop at the top and at the bottom also to make the edges sharper and this is the result at the corner also I think I should insert more loops to get the corners while it with cubic in shape [Music] okay I think this is fine we have finished the body of the guitar now I am moving to the next part of it now let's block in the neck and the head stock by cube itself first of all scale it up in the z axis and the x axis how much it is necessary and place the cube at its proper position so this is going to be the make now I have to make the headstock so selecting the end face and I'm going to extrude it and pull it out how much it is necessary and go to the front view and pull it down because the headstock will go a little bit backward now giving a couple of edge loops to the headstock to give it a shape and going to the perspective here I think the neck should start from the connecting area of the body so I am decreasing the size of it and we'll position it once again so let's say so this is the correct position of the neck and this is it now inserting an edge look at the middle of the neck and I am shaping up the volume of the neck portion so that it should look a little bit circular and I am going to the other parts also to give it a correct shape how it has to be also give edge looks at the corners to make the edges sharper so this is fine at the corner I need to give another edge loop so this is fine now moving towards the hill part for that at the base of the neck I'm giving another loop from where I'm going to extrude the hill by selecting the faces now quickly giving it a shape now going to select these four faces I'm going to extrude it and scaling it down to get the corners sharper as you can see I am going to insert another edge loop yeah now the neck is fine next I'm going to create the fretboard out of a polygonal cube taper the cube because the board height will be very short and place it exactly on the top of the board this fretboard will be from the soundhole up to the headstock now shape it up according to the neck width taking insert edgeloop tool' and giving edge loops to all the corners so that the outer edges will be sharper now this is the time to create the frets and I'm making it out of the polygonal cube placing the cube at its proper position first of all let's make one fret and after that I'm going to duplicate it so scale it up Here I am also thinking the fretboard can be a little bit circular so I am inserting an edge loop at the middle and by selecting the edge I will pull it up so that the shape can be a little bit circular returning to the fret and start modifying it by scaling it placing it on the fretboard I need a couple of edge loops so insert a couple of edge loops and give it a circular volume Here I am inserting more edge loops at the edges so that I can retain the cubic shape of it [Music] now very quickly let's duplicate the frets and complete the fretboard the distance of the frets should be gradually increasing here we can see a problem that at the end of the fretboard the scaling of the frets are not correct so I'm selecting all the frets and going to mesh and combine now going to the top view and going to the animation module deform and let ice deform and let's make the divisions all to two - I am going to the lattice point and scaling it down at the end part of the neck and now I am getting the correct scaling let's move on to the last fret and convert it into a nut so here I am changing the fret and changing the scaling through this part all the strings will go up to the keys so by selecting the vertices very quickly I change the shape and I will also insert a couple of edge loops and will change the shape after inserting in the loops I am dragging the loops by using slide edge tool [Music] Here I am planning for six loops because six strings will go through this area so now I am going to convert each loop into three loops by using offset edge tool and later on by selecting the middle of the edges I'm going to push it downward so that I will get that gap now the string can go through this groove now I want to exaggerate this group by inserting two two edge loops both the sides of the group and here I'll get the shape [Music] now I am moving to the next part that is the capstan or the string post so I am creating a new layers selecting everything and keeping it in that layer and clicking off the visibility taking a cylinder and taking the subdivision 12 scaling it down selecting the top phases [Music] going to the edit mesh' extruding it scaling it down [Music] selecting these alternate vertices and scaling it down to make this area hexagonal now again selecting the faces and extrude once again so out of a cylinder I am getting this hexagon now again selecting the faces extrude once again scaling it down and now I'll select the vertices alternate vertices scale it up to get the cylindrical form once again selecting the toughest is extruding it pull it out extrude once again and scale it up again extruding and hold it out and here is the block in now by inserting edge loop I'm making the edges harder so that I can get the sense of the hard surface now selecting the vertices from all the corners and pushing it downward to get a proper shape now selecting the alternate sides and extruding scaling it down now selecting the other sides again extruding is getting it down so that I will get the hard edges and okay this is fine [Music] now click on all the other objects from the layers and place the capstan at its proper position and then I am going to duplicate it [Music] now let's move on to the next step let's create the tuners so keeping everything inside the lair and clicking off the visibility taking a polygonal primitive cylinder and making the subdivision trails scaling it down first I am trying to make the body and giving two edge loops so that later on I can make the base and the tuner key out of it selecting these faces and extrude it scaling it down so that I can get a flat surface at the end modifying the height of it giving another edge loop and one cross loop so that from this four phases we can create a circular loop scale it down and now selecting alternate vertices scale it down I'm getting a circular loop now select the faces once again and extrude it pull it out here by selecting the edges I am modifying the shape making it a little bit circular now selecting the top faces and scaling it down and extrude scale it down again extrude and push it in so that in this area I can get a circular pattern now inserting edge loops to make the edges sharp now I'm going to create the base so selecting the four faces I am going to extrude it [Music] I'll make it circular so now I'm going to insert some edge loops to make the edges sharper now it is fine moving on to the key area selecting the faces I am extruding it scale it down and shaping it again X should pull it out again extrude and scale it up how much the key size will be I can extrude to pull it out this will be that key [Music] inserting the edge loop and making it circular now selecting both asides extruding and scaling it down so that all the corners will be sharp now this is looking fine also inserting edge loops all the corners [Music] now the key is looking a little bit too flat so selecting the vertices of the key skilling it up twenties our thickness [Music] and I think this is fine this is it now I need to create a screw by which this tuner will be fixed with a headstock so starting with a polygonal cylinder or scaling it down and making the subdivision level to 8 positioning it properly selecting all the top faces and extruding it scaling it down now select the alternate edges had the corners handle it and very quickly I will split some edges and will give a shape of a cross [Music] now select the faces of the cross and extrude pushing it down going to insert some loop's to make the edges sharp and this is fine now select both the objects and mesh combined the key is ready fix in the headstock unhide everything from the layer then I'm positioning it at its proper place and later I am going to duplicate it [Music] now by control-d I am duplicating it and I'll position each key at its proper place [Music] so the guitar is ready for this string and now selecting everything and putting it inside the lair and clicking off the visibility going to the front view create taking EP curve tool and creating a straight line then go to knobs free motives take a circle keep it aside select this circle and shift select the cow and go to extrude and increase the rotation increasing the height I think I should increase the rotation more to get at least three coils now go to the ISO comb component of the surface and duplicate surface Cove so here is the spiral now I have to create a curve for the string clicking on everything from the layers and placing the spiral at its proper place then I'm going to duplicate it [Music] after positioning the first spiral I am going to create all the six spirals and position it [Music] [Music] now I have to create this string so selecting the bridge and the knot and mesh and combine so except the bridge area and the nut I am selecting everything else and putting it into the layer and clicking off the visibility [Music] now selecting the object and using the option make life making the object life you can snap anything on the object so I am going to create a car that can be snapped on the object so now I am creating a CV curve for this string [Music] through the nut up to the spiral here I am snapping to the curve the curve can be modified a little bit by selecting the vertices and so the first curve is complete now similar way I am going to create all the six curves [Music] [Music] [Music] so all the cups are ready now selecting this shrink up and the spiral cow I'm going to curves and attach how to connect both the cobs so I'm doing it the same thing for each and every strings [Music] so all the strings are ready now going to the nobs primitives taking us how come keep it aside select the circle and select a string curve going to the surfaces and extrude to add path component profile normal you have to select and extrude now selecting the circle and scale it down because of the history automatically the radius of this string will be reduced so I am starting the string from point zero one so now select the circle and select the second string and going to the extrude option and this time the curve radius circle radius I am using 0.0 0.5 gradually I am increasing the radius so the next one will be point zero two and next one point zero two five and so on [Music] [Music] okay so all these strings are ready I'm clicking on everything else now I am selecting all the objects and smoothing it with one subdivision level so doing it for all the objects now doing the last thing that would be the big girl for that I am going to the top view and I'm using create polygon tool I'm drying it very quickly Here I am getting only one plane now modifying it by using the vertices and taking multi-cut tool and manually drawing the topology the next job is to give a thickness so selecting all the faces going to edit mesh and extrude pulling it up a little bit I am giving a very little thickness to it now taking the insert edgeloop and making the edges harder [Music] okay so this was today's session hope you enjoyed it here I am sharing some of the close-ups from the module itself and thank you so much for watching don't forget to subscribe thank you [Music]
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Channel: TrimitKala
Views: 118,390
Rating: undefined out of 5
Keywords: Guitar, Guitar Modeling, Maya Modeling, Modeling Basic, Maya, Tutorial, 3D Modeling, learning maya, Maya tutorial, maya tutorial for beginners, basics, maya 2015, maya 2016, maya beginners tutorial, maya online course, maya basic, Maya for Beginners-Modeling a Hammer-Tutorial, maya modeling tutorial, Maya2018, Learn Maya
Id: klq5LEbs9BE
Channel Id: undefined
Length: 38min 28sec (2308 seconds)
Published: Sun Sep 09 2018
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