Subtitles by Carlos Álvarez V. for MayaTubers ^_^
if you will found any errors into the subtitles please write to mayatubers@gmail.com Thanks !
Welcome back to MayaTubers!!! to another tutorial with me I´m Carlos Álvarez Velázquez
nd the tutorial of today is about the, How modeling in Autodesk Maya?
the minimal surface Gyroid or known in Spanish as "Giroide"
I should better show it to you instead of explaining it to you, Okay?
Now !! you are already watching !! I'm going to rotate on..
this axis for you can see it better
and now
on its vertical axis
well, this is what we are going to get in today's tutorial, this is the most complex part,
the end result is much easier
so I remove this !!
before proceeding I make a pause
because the subscribers always write me comments about doubts or
problems and for make future tutorials, right?
but in this case it is the first time one subcriptor of MayaTubers
he wrote to me to send him GREETING!! (I put here the comments), so Gustavo Adolfo Rada Martín
I send you a strong Greeting from Spain to Venezuela !! *^_^*
well let's continue with the presentation, (I put here the result
final we're going to get) Why I do this tutorial?.. no only
by the uses that can be given to this piece, right? ... As can be in Architecture,
Video games as in weapons, in VFX, etc ... that our imagination wants !!! or
for any type of spaces
but also because to see very different tools
to which I have accustomed you for example is the use of curves or
or Nurbs Curves,
obtaining so the piece with the use
always of the mathematics !!! *^_^* so nothing MAYATUBERS! I remove this out of here
and let's work it!! hehe ah (VERY IMPORTANT THIS TUTORIAL)
Let's do
for me the mathematical expression most beautiful, the most cute of the planet that is the Gyriod !!
The 1st thing we are going to do is specify what our axis will be
axis of coordinates, it's very but that very important to define this !! I will start
define it as seen in the video
Agree?
follow this step well, because...
because then I give you some rotations and data for it you to works correctly
DO NOT USE ANOTHER ORIENTATION DIFFERENT OF THE COORDINATES AXIS
you can use another orientation when you master the modeled technique, okay? *^_^*
leave the axis or perspective as show in the video and leave too
turn in Off "Two Sided Lighting", ¿Okay? because if we do not realize of
the errors we can have in the model !!
... bla bla ...
We create a cube, which will be our "Cube Guide"
with a size of 10 x 10 x 10 cm
with a subdivs of 4 x 4 x 4 for use as guide
this defines the center of the final object, but in
this case it´s coincides with that of the grid, our center is in X, Y, Z = 0, 0, 0
and this we will use it to generate the curves necessary with a height of 2.50 cm
Remember that number, 2.50 centimeters Why? ... we'll see later, but I want
that it´s has that dimension, and using integers numbers makes the tutorial easier
now let's select these 4 faces as a guide, (to find them in the Top view),
done, I'll deselect it and go to
Menu > Create > Curves > Three Point Curve Arc to create an arc curve with 3 points
activate the Magnet to the Vertice
Do 3 clicks with the mouse as shown in the video
I don't care what radio have the arc
I that interests me is the height of 2.50 cm to finish I give the Enter
I add it to the Layer that I created for the Curves
...
center the pivot of the curve as in the video using the "Ins" or "Insert" key on the keyboard
we leave the magnet to the vertex point enabled and now we are going to do is
continued to next since this cube face has its curve
the next curve will be here , okay?
now we create the continuation... Duplicate the Curve, (Ctrl+d)
and we move and orient as seen in the video (the rotations are always multiples of 90º)
We repeat, duplicate and orients as in the video
then I already have the three main faces now i need the curves those that are opposite or facing
example, the 1st curve I'm going to do is this with its opposite that goes right there but with opposite orientation
now you duplicate and orients as in the video
We repeat with the second curve opposite duplicate and orients as in the video
We repeat with the third curve opposite, this is the last, duplicate and orients as in the video
perfect !! Now I am going to change the axis of coordinates that we had initially but before
we are going to take the cube, we select it and we are going to turn off its layer but
with the selected cube and note that the coordinate axis of the cube matches
in this case with the Grid = 0,0,0 and I have also changed to the new axis coordinates of the
perspective as seen in the Video, we do not change it until the 6-pointed star is formed and
this is the center of this piece so So much doesn't have to be specified if not
if the center does not match because we have wrong or whatever, or we start the
tutorial again or we will look for it us with a "Center Pivot" but now
we have the center defined. Now let's model
the curves of union of the curves confronted, that is, this curve with
this other curve, they are confronted and we will join it with another curve will happen through the center 0,0,0
Okay? this one with this one and this one with this... very simple hehe
for this we are going to use the "Arc of two points" but before we select this curve
and activate the "Edit Point" mode of the curve and we go to the Front-Z view
we activate the Magnet to Vertice and go to curve tools and select, "Two Point Circular Arc"
everything by default you do not have to configure anything and with the magnet to the vertice activated click here and now
turn off the magnet to vertice and activate the magnet to the Grid and click on the Center from grid or on the coordinates 0,0,0
we already have a curve arc, we can invert it with the manipulator that we see in the video and with the other
defined the radius of the arc but I want it to be smooth in the
exit of the curve and that reaches here
now I'm searching the radio smooth..
There is good!! I'll leave it in an integer number in 6, but firts we give "Enter"
and we go to the INPUTS of the curve,
imagine you that a "-2.44" appears instead of "-2.50", this is may happen that without realizing the point
this is not defined correctly, (before I clarify the incoming), these are the coordinates of point 1 and these are the
coordinates of point 2 is in X, Y, Z = 0,0,0 therefore, this is correctly defined
and in point 1 everything is correct minus this coordinate
this coordinate would fail, this would have to be 2.50 cm
Do you remember it? ... the initial 2.50? the mathematics do not fail hehe I put it in -2.50
it already coincides again! but, if the curves do not coincide this will give us problems in the next step
very good!! we have already made the first curve !!
Now let's do the opposite of the first, so that it meets with the others
duplicate the first curve several times, it's very easy
press "Ins" or "Insert" of the keyboard and we move
the pivot with Magnet al Grid for example, as seen in the video and duplicated with "Ctrl+d"
and we rotate the curve
with "j" activated until it meets the curve of the front
we select both curves and add them in the Curve Layer
we put them inside a Group with "Ctrl+g" and we duplicate again with "Ctrl+d"
and rotate them multiples of 90º, as seen in the video and we return to do the same operation for the vertical
Perfect! We have finished all the Curves!
Now very well, but what do we do with the curves? ...
convert it into polygons! we can do it directly in Nurbs but
I do not like Nurbs, (puag) hehe even though sometimes it serves to model quickly, okay?
well, here we have the curves
but how we convert them, these segments or the intersections of the curves in..
in a polygon? with a tool from the Menu > Surfaces >
> Birail > Birail 2 Tool - bla bla...
Tenemos 4 intersecciones entre 4 curvas, entonces necesitamos
minimum with Birail 2 tool or the 3 but it is enough with Birail 2 Tool, then
we press the Option Box of Birail 2, and I put the initial configuration of the tool and if you want to learn
how it works all the more than 12 options that it gives us when creating it with polygons the surface
this is complicated and difficult to understand but I leave the following tutorial that deals with
modeling moldings in Autodesk Maya where I Explained you all the sections that have many
and you learn to handle it pretty well !! okay so click on Quad and General,
now we change the numbers U, V in: Per surf # of iso params,
and we modify the subdivisions to 5 in both axes
the vertical and the horizontal, right? we give the Apply button
now you just have to select the 4 curves but with an order, 1st from the inside left to the outside right
and of the inside right to the outside left. it's generates this minimal surface
important: the normals are oriented towards us not to the opposite side !!
since we do not see the faces in black and yes it is in gray, we add the minimum surface to the layer "superficies = surfaces"
and change the layer to "T" mode, Now it's perfect to continue
we apply Birail again and we do the same for the next
and with the same order
Follow the order or it will give you problems later
later I'll put you an example of this problem with a example
we repeat the Birail until we finish the 6 minimal surfaces to final surface minimal
Note-01: if you do not use the Birail-2 correctly it will generate an object, but it is empty, erase it and do it again
Note-02: Birail-2, you do not need to press the "Enter" key or anything, just select the 4 curves in the desired order and done
we do the last part
turn off the layer of the curves that are no longer useful and activate the layer of the surfaces
observe that we have already made the final minimum surface here, but if you see here,
there is hard or rigid union you have to soften it a bit this,
It can be done with the Sculpt Tools, but it's better than not, so as not to touch any of the outside vertice because it has to
match then, okay? better not to use that tool, we selected the 6 objects and
we combine and sew it with "Merge" we erase the historical and select the vertex
central and with "SHIFT"+">" we extend the selection, I use it 3 times and we do not select the outer vertices
and we relax the vertices with the tool "Average Vertices"
observe that they have already relaxed without config nothing, I repeat it for you to check it
delete the history and activate the Smooth preview with the "3" key on the keyboard
and we already have the main piece very soft and perfect
we have finished the first piece of
final module, it´s okay? even that this is a module too because we're going to repeat 7 times, but it's
important that you have the coordinate axis with the same orientation as in the video
very important!! ¿okay?
...
...
because i'll give one's rotations, for the orientation of the axis that he is seeing in the video
if you do not have it that way, they will not serve you and you will have to find the rotations for your case
and that all the faces are oriented as in the video, the black ones on the back and gray on the front
duplicate with "Ctrl+d" and we do the first rotation, imagine that this
is a 6-pointed star, well let's make this point first with "j" activated
we move 10 in X and rotate always multiples of 90, in this case 90 + 90, okay?
done the 1st pas of 6, look at the union is right here and with continuity
and here it is all black and continuous, we continue we duplicate again and follow the steps you see
each rotation will appear on the screen and observe the displacement of each piece in multiples of 10
perfect, it would only be missing one but it does not need rotation
the double and the displacement 10, -10, -10 already repeat and it's starting over again
We have already finished the Gyroid module! What do you think is easy or difficult? It is easy !! hehe
...
see that everything that has to be black, is black and everything that is gray, is gray, (Normals Correct),
It is very important that your Gyroid are same to mine or will give you problems and
I have insisted on it a lot and I will explain because,but firts we're going to combine it with "Combine" and
let's sew it with "Merge", greats it's already united and finished the module
we delete the history and duplicate with "Ctrl+d", 2 times
so in the third copy I will generate the error on purpose, example mode
I'm going to make "Reverse" to some faces, imitating the error by not doing well the Birail and rotating badly the duplicated pieces
imagine that you come to this result unintentionally
see that the faces are not uniform in their of the normals orientations
What happens if I extrude the piece?
we extruded it with Z = 0.500 and 3 in the subdiv
and change the display mode by pressing the "1" key without smooth..
you already see the error !! it´s in the unions and the polygons are crossed to look for the correct orientation
if I pulse in the "3" activating the smooth, the error is better seen too...
If I do not explain this to you, so it will happen it to you and you will think if I have done everything well, why do maya give me this error? ...?
You already know why this error happens. good I delete the piece with the error
now I use the correct piece and I apply the same extrude, and everything has works perfectly! hehe
we activate the smooth "3" observe that it is perfect and it is beautiful
You can extrude it to your liking and whatever your imagination wants ...
this has a big potential for architecture but it´s not very used at the moment, but has a lot of potential
not only for architecture, else for weapons, effects or scenes of video games or for
example for make jewelry what you want and much more! Well we continue! hehe
we already have the module now we can increase the largest piece
just duplicating the module as many times as we want, as seen in the video tutorial =D
It is important that you keep this selection of faces you might need in the future, we keep it
doing a "set" or as seen in the video applying a different material to the base
perfect !! Here you have the final result! What do you think? Easy or difficult?
I leave you with the final Render, made in VRay + Maya
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