Modeling the "Legend of Zelda" Master sword in Maya 2017

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this video has been made possible by rebus form the professional render service hey guys well it's a subscriber request time today a request from a hangout group member on my Facebook group and he asked me whether I could model the master sword from The Legend of Zelda okay so that's we're going to do let's start here we go hey guys well we're going to do the Legend of Zelda Master Sword and it was requested by one of my hangout group members on Facebook so let's say load up a reference image and get started okay so let's go to our four queue here we're going to go to our front view view image plane import image and on my desktop I have this Zelda file now I'm not a huge Elvis fan so I had to look it up and this sword it seems there are many many different types that all look somewhat similar so I'm going to go with this one and hopefully it's close enough to what is expected from this model and that said I'll take this and all is e to rotate it hold on GA as we do that and try to get the sword overall kind of straight if you all alright and like I said kind of straight because looks like it's a little bit off but we'll see that's pretty close okay right so let's start with this section of the handle here okay so I'll jump into my perspective view and we'll go to my polygon menu we're going to start with this bottom section here so for that we'll take a polygon here hit each rotate it all done J as we rotate it over it W to move it over here and then we're going to jump in we're going to hit for for wireframe mode so we can see it and what we'll actually do is turn on our x-ray okay so we can hit 5 pre shaded mode and we got our x-ray on ok now I'm going to hit the injured key I'm going to move my pivot point to the bottom right there hit the Android key again and hit R to scale this down until we roughly have the angle we need for that bottom section of the sword and it looks like that is what we got okay so we're going to right click go to face we're going to drag select let's see these faces to about here and we're going to add delete ok have to zoom in and I'll just move my image here select it it W move it back a little so that's that and then it needs to come together on the top there so we're going to right click at an edge double click on that hit ctrl e to extrude and are to scale N and you can see the pivot point is not in the middle so that's the problem so ctrl C and ctrl C to go back object mode we're going to go to let's see if modify and center pivot that's better let's try that again right edge and we want those edges all the way around it doesn't seem to want to play ball so we'll do it here that's fine drag select and unshifted drag select - deselect that one okay that looks better we're going to hit 5 preciate it mode we're going to ctrl e to extrude and are to scale that and like so okay now we don't have to come in all the way and we'll see how far we need to go but first let's check this now the whole thing looks a bit low poly and if you know my channel you know I'm not a huge fan of low poly but we'll keep it low poly considering it is probably a game prop so I won't go any higher than this all right now we need to eyeball that dimension here but we'll see we're at so I'm going to go into the shield right I'm going to right click at the edge you still got that edge is ctrl e again we're going to hit W to pull that out and here you can see that although we are slightly high on a reference image we're pretty close and also you can see that this shape seems to be a bit rounded and I'll have a look it's hard to tell from that original so we'll do here is a little go to object mode we'll go to insert edgeloop option box let's do multiple and we'll do three we'll add them right there and then queue on a keyboard and then we're going to select all of those and this w to slightly raise that up don't go crazy on that and then we're going to take these and do that one more time that should be about enough okay so just a little bit of thickness there then we're going to do is we're going to go in right click it of vertices drags like peas and drag that out to about there okay and then we're going to go in to enter X loop option box and let's see what we'll do is we'll do multiple and then we'll do one and as a result that one will be in the middle which is good and then we're going to control a to go into the attribute editor and we're going to set the poly split ring and we're going to go into this section here where it says multi it's not a multi you should set some multi and this make sure they got the right one because I think I don't let's see now I do not so I'm going to hit ctrl G to go back and there is another one that we want so we're going to select that come on control these go back Q on a keyboard we're going to select that one and let's see where it's at if I can sign it are probably taking way too much time for this so we'll just do it another way let's see we'll go back in injured edgeloop option box we'll do three on multiple and it will do three here three here q on a keyboard then we're going to right-click cut the edges direct like all these edges and then shift to drag select these okay and then we're going to go to edit mesh and bevel and we'll have to adjust that so the fraction will try 0.1 that's about right not bad and then we'll go in and we'll right-click at a face and I please a quicker way to do that as well not there here I took a face drugs like all these faces and then we're going to try to quickly deselect the ones and the middle layer okay I'll get that we're going to do is we're going to hit ctrl e to extrude I'm going to tweak the offset a little bit not too much 0.01 maybe let's see and then the thickness will increase that 2.01 that's not bad yeah I actually like that okay cool so then it's time to tweak that handle at the end there so we're going to go in and we're going to right click go to come on right-click go to vertex try to click these vertices it's our kind of flare that up like so then we're going to jump in and we're going to right-click go to edge and I want that entire edge but yeah it looks like I got it okay ctrl e to extrude w to pull out let's just put a little edge in here we've got that bring the AGID repeat last command we're going to our to scale out cheat repeat last command and W to pull out and it's just got a little creative freedom if you will but you know that's fun so our reference image is quite grainy as you can see so let's see what we can make of that we're going to hit G to repeat last command I can add our key scale let out just a little she'd repeat again w to pull out again and then let's go up to mesh and fill hole okay we have some end guns going on there that we need to clean up and tweak and so forth and we will no worries let's look at this guy right here okay so how do we do that let's have a look okay will do there is let's see what are our options what are our options okay so what we'll do is we'll take a polygon cube when it's our to scale let in and pull that out and then W to move that in each of rotate hold down g8 the snap and tell us upward switch views okay we're going to add W to bring that into bout there as you can see it's too big so we're going to are to scale it into roughly the correct thickness okay and then we're going to go to insert edgeloop option box multiple let's do seven like so and we're going to queue on our keyboard and we're going to do is we're going to right-click go to vertex and we're going to start to take these outer vertices at W I kind of bring that towards where they need to be and drags like the next set without slipping the others sorry so that's that one and that one one more set here okay let too bad then we're going to go to Forex again we'll take these two outer vertices and we'll skip one skip one again when these two can come in very very slightly okay after zoom in let's have a look now the thing there is that this will probably have a little bit thicker body in the middle then at the top there so we'll have a look from this angle let's see four four wireframe mode I'm going to right click on object mode and hit ctrl H to hide the sky I'm going to select it right-click the referred sex drugs like these top two eight are and kind of scale it in slightly we'll try that again here try it again and one more time okay just not too bad now we want to have these guys flower out obviously so we're going to do there is go to insert edgeloop option box and we want three sections so I want to have three there and three there q and a keyboard and we're going to right click on a face one two three is it for section is there but we'll make it work one two three four okay we're going to control e to extrude we're going to W to pull that out like so and I'm just kind of eyeballing this guy's so we're going to hit our and we're going to start to layer that out like so okay I'm just tweaking that angle with this control okay that in itself is not bad let's tweak that a little bit more yeah okay now we want that curved surface so we're going to do is I'm going to go back into insert edgeloop option box let's do we Walt will do four okay so I'm going to do four here and four there okay then we're going to jump into this mode here Q on our keyboard and let's see if you can tweak this guy okay I'm going to slip those and those and we need W move them out and hit R and looks like I need to do hang on guys what I'm going to do is I'm just going to right click at a face and I'll mirror that other half over what it's done okay so I can just focus on this one okay that would be much quicker and easier okay so I'm going to go to vertex I'm going to take this one right here at W and I'm going to start to move them just moving the individual vertices and sometimes it's easy crypts sometimes it's easy to come on to do that in symmetry but not always so in this situation apparently not so just going to do it this way okay we'll just kind of tweak these a little bit okay let's see we got so that's not bad I think these are a bit thick so we'll just hit R and kind of push that in a little the question is do you want the bottom or the top to be wider actually it's not too bad so we'll keep this now what I'm going to do though is I'm going to go in and right click at the face and we're going to take will take these edges actually okay under the same a descend okay and then we're going to go to edit mesh and Bethel will set it to you 0.01 maybe a little bit more to pansy rutile okay and then we're going to do is we're going to right-click on the face and we're going to select these faces same at this end okay looks like come on it's for our frame mode make sure we got everything clean and so forth looks okay at five we're going to do control e to extrude let's do 2.20 0.02 and 0.02 that's still a lot 0.01 and let's tweak the offset to point zero one on the offset looks like we have a little issue there that one looks okay that one does not sometimes it controls you to go back and see what the problem is and the problem is probably that I selected one of the faces in the gaps in between and that's what you get when you want to work too fast I'm just going to go back ctrl Z ctrl Z okay guys just hang on what I'll do is I'll go in here and you're going to right click go to face and I want to make sure that you select them and do not drag select them because if you cross that line you see that one face that seems to be off for whatever reason hopefully that fix the problem we'll see control e let's pull that thickness out and see if it looks better now still some issues to put 0 1 let's see and the offset to put 0 1 as well still got a problem here with this guy okay okay so we got our handle time to put in this guy here and I can't help myself I have to smooth this guy I think it's just something I gotta do so let's see we're gonna get an insert edgeloop let's do single setting and we'll put a few in here to reinforce that shape I'll put one in there and I'll put one in there and then we're going to go in and I'm going to put one here and here I'm just going to start to enforce that shape a little bit I just hate it when it looks so rough and normally we do a low poly and a high poly and bake the normals and all that stuff but we're not going to do that here so kind of a compromise to still have something that looks really decent okay we'll put a few here there there and then down here Q on a keyboard right click object mode and read the preview smooth let's see how that looks yeah much better okay so we're going to get a mesh and smooth to actually smooth it instead of pre use smooth all right so now we can move on okay all right so for the handle here we're going to do is we're going to take a polygon cube we're going to W we're going to move that in and then from this you we knit our we're going to scale that way in it W bring that in like so and that's the zoom in or basically at the center of our model here and I'll turn off my x-ray second C or I'm at ya good and I'm going to get our and skill the whole thing in from the top there okay we're going to do is we're going to go to the insert edge loop option box multiple and four is fine and actually I'll do one first so I'll do one so it will be in the middle and then I'll do four so I have four here and four here okay then I'm going to go in let's have a look at this thing right click object mode hit R and push that in like so and then issue we're going to right click go to Forex come on right click and what that right click and vertex there we go yeah so what we're going to do is we're going to focus on top here because I'm going to cut away that bottom half in a bit yeah it's going to push this back push this back is to kind of get a natural line flow for the most part alright I'll take the one in the middle I'll push that out just a bit and then we'll right-click at a face and drag select and delete the bottom faces okay now this needs to come in a little bit so we're on object mode my pivot point is down here which is perfect second eighth art to scale it down and kind of bring me in like this like this okay now again right-click go to vertex and I can take these vertices at W and start to move them out like so and then this front part here we need to treat later so we're going to set that about here and that one it's fine okay so now that we have that we're going to take a distant vertex and move that over here to create that outer line and we need to have these guys come out of this section here okay so I'm going to do is I'm going to take this one and move that here on that one and that here so we basically have the right shape for that to come out okay then I'm going to the insert edge loop option box multiple and we'll do three and we'll add that right there q on a keyboard and I'm going to jump in and that down here will sort that in a bit I'm going to right-click on a face one two and three and we'll take the fourth on this wall and we'll make that work hold up ctrl e to extrude W to pull out go back to this U and we're going to go to about here and then recognize E and hang on it E and start to rotate until we're roughly here when it's our to scale that up and flare that out like so and then we want to add some curve to it okay so we're going to go back into inter edge loop option box we're at 3 let's do 5 this may be better first I have a look and see if our shape which okay and it does so we're going to add these 5 here and a Q on our keyboard okay then we're going to do is we're going to right click at an edge double click that edge it W slightly move that up and we're going to try to kind of get that curved feeling to it okay this one will just push down slightly looks good to me let's tweak that thing down there but first that problem is right-click vertex this one will bring that down okay not quite there yet we need to extrude sections of the sky so we're going to go and bevel these edges first okay so we're going to right-click that edge and I'm going to select these guys make sure they're going all the way around and yeah that's fine I'm going to go to edit mesh and a bevel don't worry about that fraction 0.01 maybe a bit more so compared to maybe that's better and let's see yeah that's fine then we're going to right-click we're going to go to face select these individual faces and hopefully I don't select stuff that I shouldn't okay and let's just clean that up I'm wondering whether I should do these and I guess I want you so yeah there we go alright prehnite control e to extrude let's do two from zero one on the thickness which is quite a lot actually doesn't look like a lot but and this will point zero one on the offset and that looks very nice maybe a little bit less 0.001 maybe now different throw one on the offset I'm liking it okay so now that we have that we need to duplicate this guy over and we do have an issue darn it right there so I'm kind of adding that let's see ctrl V to go back control C to go back and it's such a little thing where apparently I selected that little face there in the middle that's what created that problem okay so I D selected it and we're good we're going to control again so when Drew one on the thickness offset through from zero one as well yeah nice okay now we got this we're going to go to object mode we're going to see where our pivot point is at so if I hit W on this thing you can see that my pin points down here okay so what I'm going to do is I'm going to basically hit ctrl D to duplicate it e to rotate and hold down G a as I snap down the copy to 90 degrees okay so these two are now together sort of it's like this one and shift like that one I'm going to go to mesh and the combine so now I can go over and merge the vertices together the ones in the middle alright so I'm going to right click that our vertex we're talking about these vertices here so I'm going to go to let's see edit mesh and merge and we're going to set that distance to 0.01 and hit enter that should be good and the only way to find out is not but in that is if we go in right-click the object mode object mode 3 to preview smooth now if this smooth is good here you know that we're good right now I'm just looking at our example here to see whether we need to add any edge loops to make it look a bit more square and we'll actually do that so we're going to go to insert edge loop single and then I'm going to jump it to see you let's add a few so I'll do one there will be one there let's do one here and one here and I think that will give us a good ship hold it one here there and one there Q on the keyboard right click object mode 3/2 PV smooth looks nice and we're going to go to mesh and smooth to actually smooth right now let's make sure this is a good fit so I'm going to go in here I'm going to turn off my x-ray I need W and we're just going to bring this in until it touches okay now let's see we have this section going on here which is kind of hard to see but it's something that we're going to have to create so we'll start by cutting that triangle and for that we'll take a polygon cube we'll bring that in at our scale that down a lot W to bring that in and we'll have a look from this year we'll turn back on our x-ray so it's starting somewhere around here it R to push that down and that seems to be about right and then we're going to right click it off vertex drags like these to push them into a point and it W and bring them in to about there now like I said I'm not a Zelda expert by any means so I just need to see what this is and how that works okay so we're going to go to object mode and we're gonna hit our and we're going to push that in you want it to stick out from both sides just slightly and then we want shapes to extrude from that okay so we're going to do with this is we're going to right click go to face like the face here and there come on Plus again face one there and not quite sure what the problem is one thing to face there we go can Foley to extrude we're going to tweak the offset 0.01 then we're going to hit G to repeat last command and our to skill come on sorry about that guys just to reset my workspace here so we got one and we got two and we're going to ctrl e to extrude and our to pull out I don't know so we just tried to figure out what the best move is here okay we're going to go ctrl Z ctrl Z to go back alright so what we're going to do is we're going to hit our to scale let out okay then we're going to G to repeat and W to pull out and it'll be basically our at where we need to be we're going to get our and we're going to bring that in and I don't really know what that shape looks like so and I am a position these vertices manually so I'm going to right click go to vertex and to maintain the symmetry I'm going to do that both ends at the same time so we're going to scale that up and hit W and move that forward to about there and then we'll take these two and we're going to our and scale that out and then W to bring them in and like I said it's kind of hard to wrap my head around that they're gonna take these two we're going to hit our we're going to push them in and then we'll hit W and we'll move them forward and here it's kind of what we want to do hit R to push that up you can see our reference image is a bit off that's why I wanted to use symmetry with my mesh so that seems to be okay and then we need to extrude these two guys so right click face this one here and this one here ctrl e to extrude let's do 0.01 again on the offset that's a bit much 0.005 maybe that's better seed repeat last command W to pull out that didn't extrude properly so I'm going to control again and then hit W to pull out that looks a bit better let's see how far we want to go so this is about right and I'm good with that okay looks alright yep let's see if the dimensions are okay now like I said if it's symmetrical on the top it should be symmetrical on the bottom so we're not going to worry too much about this down here and then we're going to do is look at our blade okay now a couple ways we can do this but what I'm going to do is I'm going to push the blade straight in so I'm going to take another cube it's our to push that way imp let's push that down w to push that in here open look from the top view after the zoom in for for wireframe mode that seems to be a fairly appropriate thickness so we can bump it up a little bit if you like but that seems to be okay so we're going to W we're going to bring that in and we're going to do is we're going to go to inch of edge loop option box single and we'll add an edge here maybe slightly inside there hit Q on a keyboard so we can go to vertex not there on this guy vertex take these two vertices hit R and push them in and W to push them out slightly now we don't want to see that gap obviously so that seems to be okay yeah so now we're going to go to vertex take these two and pull that way out that's the zoom in and we're going to go to about here actually let's go all the way to here and what we'll do is we'll go into insert edgeloop option box multiple and we'll do five and we'll add five right there q on my keyboard and then I'm going to go in and add come on 5 here and 5 here okay Q on the keyboard right-click vertex drugs like these and by now I'm going to right-click and go to my image here and come on in object mode select my image and hit ctrl H to hide it so I know that I need to come in here so I'm going to bring those in and I'm going to start to shape these guys let's see if we need to do a bit more here the original doesn't seem to be extremely pointy for whatever reason so we'll do that okay links seems to be okay I'm going to go to display and show all to turn that back on now we do have a very distinct shape here in the blade so we're going to go in and insert edgeloop option box single setting I'm going to look from the shoe and let's see that is about here okay we're going to queue on a keyboard and that is going to be this one right here so what I'm going to do is put in one more just about there q on a keyboard and then we're going to right click and this is kind of tricky we're going to right click the end we're going to select the vertices from at that we're going to select the top and bottom vertices here and then we're going to select top and bottom top and bottom top and bottom top and bottom that one that one and then those okay and we're going to do is we're going to hit our two skill that in first I control that okay here and we're going to push that way boy in kind of get a sharper edge there which will give us that effect on our blade now I want to hold that shape so I'm going to go and go into my injured edge loop again I'll put one in here in here and I'll put one in here okay q on a keyboard right click object mode read the preview smooth let's see how that looks 1 and 3 that seems to be okay so I'm going to select my blade and I'm going to go to mesh and smooth to actually smooth okay alright so that concludes the modeling bit for our sword and for those of you who want to stick around I'm going to do a texture on it in the key shot I know the lot of people say hey I don't have a shot you know and why don't you he it and do it in Maya and all that kind of stuff reason being that this tutorial is intended as a modeling tutorial okay I just want to add some textures to it so you can have a sense of what it could look like and of course you can go out and UV dish and texture this alright so that said it's all selected I'm going to go to edit and delete by type and history then I need to identify the number of different and they're not that many so we have let's see this guy and this guy and all the same material so I'm going to assign a new material do a simple Lambert and we'll just put the heck of it make it blue so I know what to expect and then I got that little section here assign existing material not Lambert one number two now I want those two little sections to be gold so I'm going to get a face like select these faces on this guy only come on face let's do it from here at this young man like it face directs like all of these this guy is getting in the way so we can place to hide it get some stuff on the way guys hang on camera out of the way control H from my image and there you go okay so for all these tiny material let's do another Lambert and let's do I don't know yellow okay and then we're going to go to display show all take our blade and as the blade already has a different color we're set okay so I'm going to right click at object mode I'm going to select everything go to mesh actually if I do mission combined I'll mess this up so I'll just have to quickly tweak this inch of edge loops let's just do that we'll do one here and I'm trying to hold on to that so I'll do one up here one there and let's see Q on my keyboard right like object mode 3d to preview smooth want to go back let's see okay so there is we need one more okay we're going to get an object mode I look like everything and go to mesh and combine which will give us and this looks okay so now that we have all that we can select this guy and we can go to file and export selection and we'll move it in here I'm going to export it as an obj export selection and I'll call this Zelda obj and I'll save it on my desktop and now we're going to jump in to key shot and I'll see you guys there actually guys I shouldn't view this as an obj I should do it as an FBX so we're going to do file and export selection again and I actually did this before the problem there is that you will lose your color information okay so so f would be X okay and on my desktop and here we go you guys were in nakisha I'm going to get a file and import and here's my FBX not the obj like I said that's something need to be aware of that should have all my color information and one thing I forgotten Maya was this little triangle so I made that yellow as well and that said it's time to apply some materials now in the original image the whole handled everything looks a little bit like plastic apparently that is what the original looks like so let's see if that's something that I can live with we're going to go to see plastic one will do clear shiny plastic this should be about the color yeah that's actually very close to the original and then the yellowish color looks a little bit like gold so let's see if we can actually do that let's go to precious metal gold let's do 18 karat gold why not and the same here and then for our blade we're going to take let's try stainless steel and there's quite a lot going on on that steel there that we can tweak once we have set up lighting and so forth so first I want to go to my backdrop and we're going to do the studio back drop slightly grayish then for our environment I'm going to pull something in that has quite a lot of color which makes this look kind of cool and let's see we're going to need to tweak that metal for the blade so let's see we're going to go to a basic steel here yeah I think that looks better yeah let's see if we run that up a bit now this one's good maybe even polished yeah polished nice ok so we have that and let's see it's always kind of a thing to get this position correctly excuse me so let's see we're going to go to full simulation for our render and then I'm going to go back into lighting and turn off caustics we don't need that and let's see we're going to go into our render mode here go to render under options maximum samples and in our output 1920 1080 that's good JPEG is good I'll call this build it up and yep shoulder render that's ok and let's see I'll save that out on my desktop everything else looks ok so I'll pause the video render the image and be back with you guys when it's done here we go ok guys well they have it there is our Legend of Zelda Master Sword hopefully it looks a little bit like the original like I said it's not something that I have hands-on knowledge of so I do my best so hopefully you guys enjoyed the video and don't forget to hit that subscribe button and that said thanks for watching and see you guys next time bye you
Info
Channel: Mike Hermes
Views: 16,956
Rating: undefined out of 5
Keywords: 3d model maker, zelda, legend of zelda, sword, game, fantasy, action, adventure, zeruda no densetsu, maya tutorial, maya 2017 tutorial, mike hermes, mh tutorials, learning 3d, how to model in 3d
Id: TKB_zxqSUbk
Channel Id: undefined
Length: 60min 15sec (3615 seconds)
Published: Wed Jan 18 2017
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