Professional Tips for Modeling Complex Shapes: Part 4

In this tutorial, we'll learn some key fundamental concepts for modeling with polygons. Software required: Maya or Your Preferred 3D Application.
Course info
Rating
(31)
Level
Intermediate
Updated
Dec 22, 2015
Duration
6h 45m
Table of contents
Introduction and Project Overview
Professional Tips for Modeling Complex Shapes: Part 4
Optimizing the Maya Interface 13m Example 01 - Making Sure We Have the Correct Amount of Geometry 12m Example 01 - Blending the Two Primary Forms of Our First Iteration 12m Example 01 - Blending the Two Primary Forms of Our Second Iteration 12m Example 01 - Comparing the Two Iterations 13m Example 02 - Blocking in the Primary Forms 12m Example 02 - Finishing the First Iteration 13m Example 02 - Finishing the Second Iteration 12m Example 02 - Exploring Options for Beveling and Edge Tension 12m Example 03 - Blocking in the Primary Forms 12m Example 03 - Blending the Two Shapes Together 13m Example 04 - Analyzing the Form, Creating the Larger Shapes 12m Example 04 - Cleaning up the Geometry from the Boolean 12m Example 04 - Aligning the Form to Accommodate the Boolean 11m Example 04 - Blending the Tight Edges into the Rest of the Surface 7m Example 05 - Breaking Down the Basic Forms 13m Example 05 - Creating Thickness for the Top Bar and Blending It In 12m Example 05 - Exploring Different Ways to Blend Two Objects Together 13m Example 05 - Continue Exploring Different Ways to Blend Objects Together 13m Example 05 - Combining the Two Sides and Getting Tension on the Edges 10m Example 06 - Blocking in the Primary Forms 13m Example 06 - Continue Blocking in the Primary Forms 12m Example 06 - Getting Tension on the Edges to Hold the Shape 10m Example 07 - Blocking in the Primary Forms 12m Example 07 - Blending the Primary Forms 13m Example 07 - Creating the Horizontal Bar That Connects the Two Pieces 13m Example 07 - Cleaning up the Geometry and Getting Tension on the Edges 12m Example 08 - Options for Creating Objects That Aren't Aligned to the Grid 12m Example 08 - Creating the Circular Piece in the Center of the Panel 12m Example 08 - Cleaning up the Geometry and Creating the Center Piece 13m Example 08 - Continue to Build Our First Panel and the Center Piece 12m Example 08 - Finish the Front Side of Our Center Piece 11m Example 08 - Finish Building Volume for the Top Ring 9m Example 08 - Tweaking the Panels to Make Them Fit Better 10m Review Work and Sign Off 2m
Description
Course info
Rating
(31)
Level
Intermediate
Updated
Dec 22, 2015
Duration
6h 45m
Description

In this tutorial, we'll learn some key fundamental concepts for modeling with polygons. We'll cover troubleshooting your models, breaking down shapes into basic forms, and using primitives to create more complex forms. We'll also discuss correct edge flow, geometry amount, edge tension, and some really great tips and tricks. By the end of this training, you'll have a greater understanding of creating and troubleshooting correctly formed geometry. This tutorial is done using Maya, but any preferred 3D modeling application can be used as the focus is more on workflows and best practices, than software or tools. Software required: Maya or Your Preferred 3D Application.

About the author
About the author

Paul Conner is a modeler and digital sculptor based in Denver Colorado.

More from the author
More courses by Paul Conner
Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
Hey everyone, my name is Paul Conner. I'm the founder, instructor, and industry relations lead at the Digital Animation Center at the University of Colorado. I'm a modeler and digital sculptor based in Denver, and since 1996 I have been Maya certified trainer and freelancer for the entertainment industries. Most recently I was an IPAX Fellow at Sony Pictures Imageworks where I had the absolute privilege of working with assets from The Amazing Spider-Man 2, Edge of Tomorrow, Cloudy with a Chance of Meatballs 2, and Smurfs 2. In this course we're going to learn some key fundamental concepts for modeling polygonal forms. We will be modeling some fairly basic examples, each designed to challenge you in a specific area of modeling. These key concepts can then be applied to any model that you're working on. I will be modeling in Maya, but all of these concepts will very easily translate over to any modeling package. Some of the key takeaways from watching this course include troubleshooting your models, breaking down forms into more basic shapes, getting correct edge flow, geometry amount and tension on your edges, using primitives to create more complex forms, identifying the primary, secondary, and tertiary forms, and understanding your place in the production pipeline. By the end of this course you'll have a greater understanding of creating correctly formed geometry and how to troubleshoot if issues arise. I am totally excited to work with Digital-Tutors and share these techniques with you, so sign in, sign up, strap yourselves in, and let's get started.