Modeling Essentials: Modeling a Wacom Pen
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- Опубликовано: 18 окт 2024
- In this modeling essentials video, we show you how to model a Wacom pen in Maya. It's useful for complete beginners and for people who wants to refresh their modeling skills.
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I consider myself quite experienced in modelling, so I clicked on this video mostly out of curiosity, but still ended up learning a lot just by watching you work and using the shortcuts.
same here
At the moment when they extrude the cylinder on the opposite side i was like,, holly sh*t, this is it. Flipped normals guys are going to joke about flipped normals. Great!!
You guys actually are very informative together. Its nice how one brings up a point and the other extends on it. *subbed with notify*
Thanks a lot! Really appreciate it :) It's so helpful for us to be two people in the videos.
Great tutorial guys! I really want to see a video about adding support edges, or work with subdiv in round shapes, as you said, is a common issue and I'm always having problems with those! Thanks again!
Please make an own tutorial on that specific pinching topic when it comes to support edges along a cylinder. Pretty needed ;)
yeah , do they make it already ? I just saw this video now and its a year ago, I wonder if they made separate tutorials about that
You guys are "F " amazing! very interactive and awesome working techniques !
I love this tutorial and I've learned a lot from it however it's presented as a "beginner" level tutorial I find some important steps that aren't very clear. You guys are so good at this I suspect you forget that many of the steps you use are foreign to us newbies. Some of these I can find by doing a little more research or experimenting. Others are causing me to yank out more hair (its thinned out enough already). One area that really has me now is extruding or resizing from a loop w/o resizing the entire cyl. If I put in a loop two loops (I'm assuming you are using the multicut tool to create the loops) and then trying to rescale the outer one expecting it to only rescale between those two loops, as you did at the pen tip, it scales from the far end of the cylinder staying the same size to the other end getting scaled. I'm certain that my problem is selecting those two loops from the rest of the cylinder but I can't seem to isolate them from the rest of the cylinder. I realize you have a lot to cover in tutorials like this and even at the speed you work it still makes for a long tutorial. Is there a way to split out techniques and maybe shortcuts you use to accomplish them onto a readable attachment. I suspect after you do a couple that you could cut and paste to adapt to new tutorials.
Again I really like this tutorial. It gives a lot of information in an interesting project rather than just playing with a primitive without a specific goal.
I see I've almost written a book here so I'll shut up now and go back to figuring out how to do the resizing.
Well damn, straight out of the gate I learned something new about image planes...I never knew you could set them up like that, I always worked in the way that Morton mentioned
Both have advantages, but image planes like this are pretty handy :)
you guys are awesome! thanks for all the tutorials! they've definitely helped my workflow exponentially!
Great tutorial. I am looking forward to seeing more.
Great - thanks! :)
9:45 - Delete History (Delete by type, not all) | **Shift + Alt + D**
10:46 - Separating your initial object into different parts/materials (Select faces > Shift Marking menu > Extract faces)
12:11 - Duplicate Faces - Creating a new element from a face
12:35 - Isolate | Ctrl + 1
13:25 - Delete Unecassary hidden faces
14:11 - Getting rid of triangles (Deleting edges, Multi-cutting a new edge flow)
15:30 - Aligning vertexes with (Marked menu) Average vertex
Repeat last action - G
You can also use the bevel command to create supporting edges.
Yup! Be aware that a bevel will also round off corners, so it's not always the best approach, but it's a powerful tool for sure
This is what I do. Only problem is you can loose control of the edges, you just need to make sure you don't over do it.
Exactly what I was going to say. Bevel the edge loops and turn off chamfer. Easy. Whole model done in a few clicks and one tool.
Great vid, thanks. I'm reasonably solid at hard surface but there's always tons more to learn, esp from peeps as experienced as you guys.
If you're looking for a more challenging model to demonstrate advanced hard surface techniques, maybe do an image search for a scuba regulator first-stage. One I'd love to see you guys tackle is the "Apeks MTX-R 1st Stage". Go on, you know you want to :)
Hey, thanks a lot! That's a really interesting shape. Might give it a go, though no promises :)
Really enjoying the broad spectrum video releases.
Thanks!
Guys, need more hardsurface modeling techniques!
Hell yes!
Pro tip : you can watch movies at Flixzone. Me and my gf have been using them for watching lots of of movies these days.
@Samuel Imran Yup, I have been using Flixzone for years myself =)
Awesome. Now we need some hard surface tutorial! Like an armour piece, a gun. Some intermediate tutorial...the free kind too kek
Would love to do more :)
I hope you guys do more hard surface modeling like this in the future, may be a bit more complex, there is not much hard surface modling tuts on this channel, not complaining just a suggestion. : )
We'd love to do more of them! :)
I see that you always use the multi-cut for creating a hard edge in smooth mode.
But you can also use the bevel and change "chamber" in the box for the same effect. And this with the G key is just really handy ^^
Yes indeed! Like we mention in the video, there are 100 different ways of modeling these t hings :)
@@FlippedNormals when i hit G i get a second cylinder, no snapping rotation, am I doing something wrong?
This video will help a lot of new modelers :D
The pinches remind me when I was working on a 3d model with holes on a spherical shape and after 2 days of tries, I always had thoses pinches and I give up :'(
Thanks!
The pinching is really annoying, and it's just something we'll have to deal with, unfortunately.
@@FlippedNormals Do you have tutorials on how to fix it?
Awesome video! Would be awesome if you guys made a game ready asset, I'm really curious how the LP to HP workflow for games is in Maya. I see all the kids with their 3ds max and their darn smoothing groups making dank assets :D
Great video guy's, I would like to see a complicated object, for example the helmet from your becoming a better 3D artist video
The undesireable pinching effect that happens when extruding into a cylinder is a problem I've come across myself numerous times. You fellas mentioned you might do a video talking about how to fix it, that would be much appreciated!
Eric de Fromont go have a look at arrimus’s videos on RUclips. He explains how to deal with those issues. Just search for “cylinder” in his channel
@@92309858 thanks!
Eric de Fromont you’re welcome:D I hope that helped. He uses 3ds max but most 3D softwares have similar tools when it comes to modeling.
@@92309858 yes it seems the way to get around it usually involves having a greater amount of sides in the cylinder. I guess that cannot be avoided... oh well.
Eric de Fromont there are ways around it but it’s very painstaking. Better to just start out with more sides
nice!
did you ever used "creases" or "crease sets"?
YES, I NEED VIDEO ABOUT PINCHING!
Thank you
more modeling essentials please
Will do!
At 5.28 you say " Shift + Right button and then to face -to faces. But isn't it Ctrl instead of shift?
Btw - these tutorials are extremely helpful and fun. Great jobb guys!
u can use drag shift + and move tool to extrude faces and edges also like 3ds max and select face shift + scale tool to make supporting loops :))
Needed this to transition from Blender...ooof! Haha Blender is so different.
Hi, I really love your tutorial, could you make tutorial modelling takraw ball, and find tricky/fast way to modelling it using maya?
5:26, its control then right mouse button guys,(Ctrl + right click) , not shift and right mouse button, I was stuck for a while trying to figure it out.
Ah, thanks! So many hotkeys to keep track of :)
Thanks! In a year-and-a-half of using Maya, I never even knew that awesome feature existed until I watched this video. But then I couldn't figure out how to get to that menu lol. Problem solved!
Thank you so much for this. I was like "This thing you guys are doing... IT DONT DO THE THING"
Another way to avoid pinching could be to control it through edge creases. But then you would have to convert your smooth mesh preview to polygons to see the actual lines crease tools adds - which is also kinda of semi-shitty solution. But it all depends on the individual tasks :)
Awesome video btw :)
Ah yes :) That would also work.
Thanks!
Would be nice to see a video on making complex shapes. Like for instance that sexy scifi helmet that has appeared in a couple of your previous vids and courses. xD
We'd love to do videos on that! The issue is that, well, as you say - they are complex shapes, so it requires a lot of prep
i'd like to see a video on modular environments or just modular props in general.
When modeling for film, is it also important to keep even spaced edges/polys for less warped UV's?
As a general rule, try to make the UVs as clean as you can, which as you say, often means you need more polys. It can be pretty tricky at times to balance the polycount with getting all the detail in there.
What did you do at 27:24 to make the edge scale equivalent width? Or just scale along the X axis?
pls do more maya modeling tutorials!
Do you ever use Creases instead of support edges? Is there a benefit to using one or the other?
Creasing is used a lot in production and it has a bunch of advantages, mostly that the topology will be less complicated and a lot lighter. The other departments really like it, as we can give them models which are far less heavy. The downside is that certain render engines wont support them and bringing the models back and forth between various packages might not work that well.
Thanks, guys. Now I have a lot more understanding on how exactly Maya modeling sucks( just joking, around 30% joking). It seems like the multi-cut tool has only one way to exit except switching to another tool: pressing again ctrl+shift+x, iI didn't hear you mention this. And connect tool requires you to press enter to apply the action for some reason. I hope this can be rebound in some way.
Do you have some recommended script packages for Maya?
Having pinching in a model like this is probably okay. But it's good to know how to avoid it on such a simple cylindrical surface. In Blender, there is a built-in function to revolve a strip of edges around a certain point. Yeah, maya doesn't have one. But it's function can be somewhat replicated by converting a strip of edges into a linear curve, then revolving it with another number of edges 32 seems like enough here and converting it back to polys. Then you can slightly inset 4 polygons instead of two and have little to no pinch. It's probably possible to script it. I know there are a tremendous amount of scripts for Maya so it must be somewhere, but I think this function should be available. Well, Autodesk. After what 10 years they gave us poly circularize script that has been in a blender by default for I, like, ages.
In the middle between SVG and combine tab there is a tab of center pivot delete history and freeze transformations
So Whats the difference between the crease tool and adding supporting edge loops?
Please give basic introduction to Arnold hypershade and meterials...
I had been studying substance painter and notice they also separate the mesh in maya, but for games you can't have a separated mesh so i have to use material ids. Is there a better workflow for work meshes for games?
If you press the G key, you will do the same action as previous time. So instead of going to extract faces menu, press G.
Good point! :)
28:30 creeeeaasseeeee , and/or add inner extrudes (two supporting edges on one side)
Tnx guys, I'm having a hard time switching from C4D to Maya cause I'm not used to the interface while im an expert in C4D
It's pretty tricky to switch software.. It's like somebody took your neat toolbox and threw everything out, so they are all on the floor
What about a more hard surface object like a base mesh for a stylized gun before taking it into zbrush or substance for topologies sake?
Would be great if you could make a video for hard surface modelling tips,
We have another hard surface video coming out on Thursday 3.30 PM GMT :)
FlippedNormals great. That would be really helpfull. 👍
Would the parts where the faces were deleted cause a problem when exporting a model to zbrush or substance? should they be closed off before exporting?
No, that should be fine.
Around 31:11 You slide some edges around how do you do that with out moving the surrounding edges?
That lil heart attack when u guys tell me shift+right button to switch to faces by mistake when it is actually control :)
If you are already using the manipulator tool you can skip over having to use the marking menu to extrude if you hold down shift while moving the manipulator.
Nice! Great tip :)
The shading issue is indeed quite hard to solve, here is a geometry that works quite nice:
imgur.com/a/bFmtNeW
hard surface models man Like a crate out Doom that would be great
Hi people! I have a question regarding separating ur object into different mesh according to the distinct materials as it would be in reality. So say if i bring this into substance and have the textures exported i would still assign multiple shaders with the texture values to different materials that make up the object? Thank you for any help you may provide! I hope i am asking this right.
Hey! It depends on how optimised you want to go. If you want to keep it really simple, you can make as few shaders as possible and just control the various attributes with the different maps. That said, I find it to be a lot cleaner having different shaders for the different objects.
Thanks for the reply really appreciate it!
Pleaaaaase do the video about making square holes on cilindres
Is there a video about how much poly counts to use for games
Rex Art they bake a high poly smoothed model onto a lower poly model so it looks high poly, generally speaking for non baked you'd have the enough so you're not compromising. So say you have a cylinder it depends on the size if it's really small you might want 8 with smooth shading but if it's giant and you can see the edges you might want 40 so it looks rounded, hope I helped
Good lesson guys :) ... NOW MODEL A TRANSFORMER :EYES:
Right! From wacom pen to transformers :D go!
hi there can you show how to model some drapery like bag and clothes.plz
We've actually been talking about a tutorial like that :) We have a tutorial on clothing though, using Marvelous Designer.
it would be great to see a sword with teeth modeled... i have trouble keeping the edge of the blade clean when the shape of the blade is not straight down .
Why are you modeling in Maya not Max, Blender or Modo? Programs great for modeling? Seriously, I'm curious.
Maya is also good.. Note that whatever they teach here can also apply to other software ass well..
Maya is Industry standard, and these guys have worked in the industry for a while up until recently. Blender is free and good but not used anywhere, Max has powerful modelling tools but is build around hard surface modelling and Modo is becoming a bit redundant. This channel is aimed at people who want to do 3D for a living, and maya is the program used in 90% of industries.
What Josh said :) Maya is the tool which the film industry uses, so it makes sense to stick to Maya. Blender and Modo are fantastic modellers, just not used as much as Maya professionally.
The Volume Cut out at 21:00 so I didn't know What you Said ?
I think they meant to say that you shouldn't model in smooth mode, because you dont have a Clear overview on what your doing.
somethink about avoid modelling in subdivision mode
Sorry, we had some mild audio issues in this one!
Make sure to not model in subd mode :) Work in regular polygon mode and then smooth your model to control check it.
please make a tutorial about hair using xgen with arnold render
On our list :) No promises as to when though
Did you use a Wacom pen to model your Wacom pen?
could you please make the shortcut apear or say when you use them?
We'll look into it! Thanks.
thanks to you, i really love what you do on your channel, it's very helpful
when you xray how come it only xrayed the object and not the image
TLDR: Turn down the Alpha Gain in your imagePlane Shape to make your image planes transparent.
The xray button only works on meshes. And only when they have native materials assigned to them. Hence the "Use default material" button. The one that looks like a circle with half grey and half checkers.
If you need to see through the image plane you can change the Alpha Gain in your imagePlane Shape. Which makes it transparent.
Which is very handy if your reference image has a ton of white in it. Like a sketch. Turning down that Alpha Gain lets more of the grey background through which tones down the white of the image. That white light blasting into your eyes for extended periods isn't very good for you. Specially late at night. (Not what you asked, I know. Just thought I'd share a tip)
What JedZed said! :)
Didn't even know that you could create a image plane through the camera, have always gone via view>image plane>import image XD
Happy to help then :D
where is its uv and rendring
Some shading hacks procedural and utilities and others..😅
28:53 XD
:D
😂👌
What's wrong with history? I delete but honestly don't know why.
It's like building a house of cards, where after a while, it just collapses. Maya becomes very unstable after a while and weird things start to happen.
High Poly
Yep
Arnold...
I'm having a hard time understanding why everybody considers Maya a better program? This seems just as arbitrary as Blender if not more so, is modeling just a strength of Blender but it fall short elsewhere like sculpting? Or is Maya just preferred because it has technical support of payed software, in which case would i be better off saving my limited money and learn Blender then transition over to Maya if/when i reach a level where it is required for a job?
You are watching a video where they are purposely working slow in order to explain concepts to complete beginners. Blender and Maya all boil down to personal preference neither is outright better for modeling. For me, Maya's marking menu is much quicker than using shortcuts and makes my life much easier so I can justify the price,plus i really love using Arnold. But if the only thing you are doing is modeling then I would just suggest keeping with Blender until you feel you have the core principals down of modeling and topology since that doesnt change from software to software. After that I would look towards learning Maya LT which is pretty much all the tools for modeling and texturing but much cheaper than standard Maya @$30 monthly (But you do lose rendering and FX).
I'm so new to this i can't even begin to decide which aspect i want to focus on, so from what i gather it looks like my $30 a month would be better spent on quality tutorials for Blender rather then on Maya and aimlessly do free Maya tutorials which most likely are free for a reason and either teach bad habits or are unnecessarily complicated from not using a proper work flow. I figured i better just throw the question out there in case somebody more experienced chimed in with dire warnings telling me not to wast my time.
TBH i wouldnt even spend the money on Blender tutorials theres more than enough free content on youtube and the web to get you going. And the most important thing is the fundamentals concepts that are universal across all software. Dont just search for Blender tutorials look at everything no matter the software cause im sure theres a tool in Blender that can do the same thing. Flipped Normals shares alot of good industry level tips too just look at their other vids. Check out Artstation too theres alot of good modelers who share topology tips for both hard and organic models.
Heres two really good ones
www.artstation.com/andrewhodgson/blog/4aZN/modeling-blog-03-approaching-the-asset
www.artstation.com/artwork/5JvbW
Hope that helps a little, but save your money as much you can. This is the internet, with enough searching you can find all most every information you need for free somewhere.
So we dont use Maya because we think it's a better program, but instead because it's the dominant software in the film industry. It's actually not relevant whether it's 'good' or not, as you need to learn it if you want a job.
There is maya student version... as long as you don't plan to sell any product / make revenue from it it's exactly the same as far as I am aware. Same goes for substance products. Only one is zbrush and it's up to you what you do there.
i'll be helpful if you included the reference image in the description.
We just googled 'wacom pen' :)