Extruding polygon components

You can create new polygon components from existing ones using the Extrude

feature (Edit Mesh > Extrude). When you extrude a polygon component (for

example, a face, edge, or vertex), you create additional polygon components

from the ones you selected.

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Model symmetry

Whenever you model an object, take advantage of any symmetry

that the form provides.

one half of the model and then later copy it across the model’s axis of

symmetry. Place the sketch along the symmetrical line, its center line

(YZ plane).

To delete the faces on the left half of the mesh

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Snap to Grids lets you move selected components to the closest

grid line or grid intersection point.

Duplicating an existing object is a useful way to make an exact copy of it

without having to start over. When you duplicate an item the copy takes on

the characteristics of the original. Using the Duplicate Tool you can

additionally apply transformations to the copy move, rotate, scale.

Camera tools

In Maya, you view the scene through a set of virtual cameras. These cameras are either orthographic or perspective in nature. You can adjust how these cameras view the scene using the Camera Tools.

The three primary methods for manipulating the camera view are dolly, tumble, and track.

Polygonal Modeling

Polygon surfaces are a network of three-or-more sided flat surfaces called faces that get connected together to create a poly mesh.

Polygon meshes have vertices, faces, and edges.

The wireframe lines on the mesh represent the edges of each face. The regions

bounded by the edges are faces. Where the edges intersect each other is the

location of a point called a vertex.

When a polygon mesh is rendered, its edges can be set to appear hard or

smooth. As a result, polygons can easily represent both flat as well as curved

Using 2D reference images

You can use front, side, and top views from drawings, sketches, or photographs

to help visualize your 3D model in Maya, much like an architect or engineer

creates their designs from the plan and elevation views of a blueprint.

You can import 2D images into your orthographic camera views as image

planes. An image plane is a 2D object (plane) that places an image file in the

scene view. By default, an image plane only appears in the camera to which

the image plane is connected. Image planes are also used to create backgrounds

and environments when rendering.

To smooth and subdivide the cube primitive

With the cube still selected in the scene view, select Mesh > Smooth >

and set the following options in the window that appears:

Click the Smooth button The cube primitive is smoothed and is rounded at its corners. The cube

has also been subdivided into smaller faces.

The polygon faces are still four-sided even though their shape and position have been modified by the smooth operation.

Modeling a polygon mesh in shaded mode gives you a better sense of the 3D volume that the model occupies as well as how any

surface details appear.

You can control the shading of an object separately in each view.


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cursor over any transformation tool icon you see the name of the tool appear

next to the mouse cursor. The tool’s name also appears in the Help Line at the bottom of the Maya

window. The Help Line has an additional purpose: it displays summary

instructions as you use tools that require several steps.

The Channel Box

The Channel Box is an editing panel that provides you access to an object’s

transformation information and much more. It provides information on three

distinct areas for any type of object: The transform node, shape node, and

input node. Nodes are where information about object types are kept track of within Maya.

Nodes are comprised of attributes.

Attributes refer to information related to

what the node is designed to accomplish. In this case, information about the

primitive cylinder’s Y axis rotation is referred to as the Rotate Y attribute. You

will learn more about nodes later in this tutorial.

When you moved and rotated the cylinder primitive using the Move Tool,

you were doing this by your own visual judgement. This will usually be

sufficient for many of your creative applications.

If you need to control the attribute of an object with more accuracy you can

do this by entering the precise values into the appropriate attribute field of

the Channel Box.


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In the Channel Box, adjust the attribute values so they match the above

image by clicking in the field and entering the correct numerical values.

This accurately positions the base in your Maya scene.

Maya named the cylinder primitive when it was first created. Rename

the cylinder to something more meaningful to your project.

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The workspace changes to a four-view layout. The perspective view is located in the top right corner and the other views show the object from the top, front and side. The layout shortcuts have other options that you

will learn later in this tutorial.

It’s now possible to see the base from the side view, but it would be easier

to determine the position of the base if the side view were enlarged to a

full view. To enlarge the side view, position the mouse cursor in the side view, and tap the spacebar of your keyboard.

The workspace changes to a single view layout with the side view in an

enlarged view. You can position your mouse cursor in any scene view and tap the

spacebar once to toggle the view. If the view is a full panel view, it will change

to a four panel view and vice versa.


The Toolbox: Transformation tools

You need to move the base slightly upwards in the Y direction so it is

positioned on the X, Z plane. To do this you use the Move transformation

tool located in the Toolbox.

The upper half of the Toolbox contains the tools for transforming objects

selection, move, rotate, scale within Maya. When you move your mouse