There are multiple ways to get anything done in Maya, and as
a beginner it's virtually impossible to learn every single tool right out of
the gate.
It's easy to fall into a routine, thinking you're doing something
efficiently, and then seeing someone else do the same task way better. I
remember early in my own process of learning Maya—nobody showed me the lattice
tool, so it was quite awhile before I realized it even existed.
When I finally happened to see someone use a lattice, it
completely changed the way I approached certain modeling tasks.
Here are five tools that I use extensively in my Maya
modeling workflow that can help speed up your process tremendously when used
properly:
01 Lattices
As I hinted previously, Maya's lattice tool is amazingly
powerful, and is often overlooked by novices to the software. Lattices let you
make efficient wholesale changes to the overall shape of a high resolution mesh
without having to push and pull hundreds of edges and vertices.
Although lattices are a powerful modeling solution,
beginners often miss them completely, because the tool is actually located with
the animation tools instead of on the polygon shelf.
If you're not familiar with lattice modeling, play around
with it for awhile. You might be surprised how quickly you can achieve certain
shapes. One caveat—the lattice tool can occasionally be buggy; I always create
a new save point before using the tool, and delete history after finishing with
it.
02 Soft Selection
New to organic modeling in Maya? Tired of moving every
single vertex individually?
Like lattices, the soft select function lets you modify the
shape of your mesh more efficiently by giving every vertex, edge, or face
selection a controllable falloff radius.
This means that when soft is selection turned on, you can
select a single vertex, and when you translate it in space the surrounding
vertices will also be effected (although to a lesser extent as they get further
away from the selected vert.)
Here's a short clip on YouTube that demonstrates soft
selection a bit more thoroughly.
Soft selection is fantastic for organic character modeling
because it allows for smoother transitions when you're trying to nail subtle
shapes like cheek bones, muscles, facial features, etc.
03 Duplicate Special
Ever been frustrated trying to model something with
regularly spaced elements? Like a fence, or a circular array of columns? The
duplicate special command allows you to create multiple duplicates (or instanced
copies) and apply translation, rotation, or scaling to each one.
For example, imagine that you need a circular formation of
Greek columns for an architectural model you're working on. With the first
column’s pivot set to the origin, you could use duplicate special to create (in
a single step) 35 duplicates, each one automatically rotated ten degrees around
the origin.
We have a brief demonstration of duplicate special in action
in this article, but make sure to play around with it yourself. This is one of
those things that will really come in handy when you need it (and believe me,
you eventually will).
04 The Relax Brush
Beginners to organic modeling have a tendency to end up with
“lumpy” models when they turn smoothing on. Although Maya doesn't (yet) have a
true sculpting tool-set, there are actually a few basic sculpting brushes, the
most useful being the relax tool.
The relax brush attempts to normalize the surface of an
object by averaging the spacing between vertices, but doesn't destroy the
silhouette of your model. If your organic models have a lumpy, uneven
appearance, try giving it a once over with the relax brush.
The relax tool can be
accessed as follows:
Select a polygonal object (must be in object mode).
Hold down the right mouse button until a menu appears, and
choose Paint -> Sculpt.
Under the Sculpt Parameters tab, choose the relax brush. You
can change the brush size (radius) and strength (opacity) under the brush tab.
Brush over the surface of your model to normalize the mesh.
It helps to have a Wacom graphics tablet, but it isn't something that's
strictly necessary.
05 Selection Sets
Have you ever had the
following experience?
You go through the tedious process of selecting a complex
array of faces, perform a few mesh operations, and then move on to the next
task. All is well until ten minutes later, when you realize you need to make a
slight adjustment to your work. Your selection set is long gone, so you do it
all again.
But it could have been avoided. Maya actually lets you save
selection sets so that you can quickly and painlessly activate them later on.
If you're working on a model where you find yourself
selecting the same groups of faces, edges, or vertices over and over, or if
you've just built a time-consuming selection set and suspect you might need it
later on, save it just in caseit's incredibly
easy.
To do so, select the the faces, edges, or verts, that you
need, and simply go to Create -> Quick Select Sets. Give it a name and click
OK (or "add to shelf" if you want to access it from a shelf icon).
To access a quick selection set later on, simply go to Edit
-> Quick Select Sets, and choose your set from the list.
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