Maya is an industry-standard digital 3D modelling, texturing and animation tool, useful for creating game characters, toy designs, 3D environments, engineering components and film animation.
While expensive, you can download it for free it you have a student e-mail, and if you subsequently use a different, free modelling package, such as Blender, the same skills and principles are readily transferable. The main difference between packages is the interface, variations on how features work, and the inclusion or exclusion of specialised features.
If you are new to 3D modelling packages, you need to know the basics of 3D space and 3D objects.
Dimensions define freedom of movement. In a 2D game we only have two degrees of freedom: you can go left and right on the X axis and up or down on the Y axis. The location of any object in this space can be represented by X and Y coordinates (0, 0).
For example, if coordinates represent pixels, (0,0) is the bottom left of the screen, and the screen resolution is 640x320, then a character sprite may start at (0, 0), walk to the far right (600,0), then jump onto a platform 100 pixels above (600, 100). In the image on the right, Mario’s ground is about 30 pixels up and about two thirds of the way across the screen, so his approximate X, Y coordinates would be (250, 30).
While a computer screen is two dimensional (2D), objects in real and virtual 3D space are three dimensional (3D) in that they have depth, i.e. an additional degree of freedom to move closer or further away into the Z axis. Consequently all 3D modelling and sculpting packages use X, Y and Z coordinates to represent the position of objects in 3D space: X is width, Y is height, and Z is depth. However, since the camera usually moves and rotates in and around the scene and it is easy to lose track of direction, there is a colour-coded gizmo with arrows pointing along each axis: red for X, green for Y, and blue for Z.
Every object in 3D space has a Transform with three groups of X, Y, Z values for Position, Rotation, and Scale, each represented as a sequence of numbers in brackets.
For example the position of the 3D model of Mario to the right might be the middle of the scene, at (0, 0, 0), but if moved up by 10 its location would be (0, 10, 0).
If we take the standing pose of the model as its default rotation (0, 0, 0), then rotate it on its Z axis so Mario is on its side, its rotation would be (0, 90, 0); if instead he was rotated on its X axis such that he was lying on his back the rotation would be (90, 0, 0).
If the figure’s default scale is (1, 1, 1), then changing its scale on the Y axis to 2 (1, 2, 1) would double Mario’s height, making him seem tall and thin, while changing his scale on the X axis to 2 (2, 1, 1) would double his width, making him seem short and squat.
Maya allows you to model 3D objects as either polygons or NURBs.
A polygon is a familiar 3 dimensional shape made up of polygonal faces, e.g. a cube is made up of six square faces.
There are three different types of polygonal faces:
Quads have four edges, e.g. a sphere is made up of a number of quads, and quads is the default shape to model with, as they are easy to subdivide, to texture upon, and its more predictable to deform.
In-gons have more edges than four: e.g. a polygon with 6 edges is an icosohedron. You should avoid these where possible because you can have issues subdividing them.
Tris, or triangles, are the lowest number of edges to define a face in 3d space. In games triangles are more common because the geometry needs to be simple. Note that when objects are rendered, they’re often broken into tris by default.
The more polygons an object has the more processing power is required to represent it but the more complex and smooth it looks. If you are creating a model to render as an external image the number of polygons might not be a factor, but in a game in which multiple objects are moving in response to dynamic player input the number of polygons can become an issue.
Consequently, it is common to ‘optimise’ game objects, either by making sure they have as few polygons as possible (a ‘low poly count’), or by creating multiple versions of the same object so that the game engine can swap models of a different Level of Detail (LOD) depending upon how far away it is. By analogy, in a movie the weapons, clothes and armour of the main characters in close-ups are much more detailed and carefully produced, whereas the props of background characters are less detailed and mass-produced.
NURB stands for a ‘Non-Uniform Rational B-Spline’, which sounds complex but is basically just a 3D object whose surfaces follow underlying curves whose paths are defined by control points. The example below shows a tube extrapolated from a swirling curve; a real life example of the same kind of process would be twisting a wire to pass through several points on a piece of paper (the ‘curve’) and then wrapping a tube around the path of that wire (the ‘surface’).
An analogy for polygons vs nurbs is raster vs vector. Many images are raster, meaning they are made up of individual pixels and if you zoom in on them, or rescale them larger, they look blocky, losing quality (you can see this effect if you zoom in on the raster image above until the pixels become clear). By contrast, vector graphics are not made up of pixels, but a mathematical description of a shape. Fonts operate this way, allowing you zoom in and rescale them for screen or print without losing fidelity (if you zoom in on this text, you will find it stays crisp). Just as you need more pixels, i.e. a higher resolution, for a picture to look good when zoomed in, a polygonal mesh needs more polygons to look good at high resolution. However both vector and NURBs can look good at any resolution.
Note: Polygons are the industry standard in games, and it is possible to work in Maya without using NURBs. However, some highly curved or complex objects are much easier to make as NURBs, so it can save time to make an object as a NURB and then convert it to polygons.
‘Workflow’ just means ‘how you do things’ and is a term is used in modelling, animation, software development and many other artistic and technical fields. The term ‘pipeline’ often is used as a synonym for workflow, but places greater emphasis on how certain things need to be done in sequence, usually as part of a larger project, e.g. a 3D model needs to be made so that ‘further down the pipeline’ a 3D artist can create textures for it, and needs to be ‘rigged’ so that ‘further down the pipeline’ an animator can pose and animate it.
Maya has some standard workflows, but there is rarely a single way to do something. When you load the program you will see so many features it is typical to be overwhelmed. It is best to begin by performing small tasks to figure out one basic workflow, e.g. how to create a polygon, how to select different parts of a polygon, how to modify parts of a polygon, and so on.
From there, you should experiment with the Maya interface, ignoring icons, terms and functions you don’t need, and slowly introducing features to your workflow. If you repeat tasks the interface and basic workflows will become familiar and you will find a workflow that works for you.
Perhaps the most useful thing to learn are Hotkeys, i.e. keyboard shortcuts which save you from navigating menus and icons. For example, Ctrl+S will save a scene you are working on, H will let you hide and reveal a selected object, and so on. You can see a full list of these in the Maya documentation.
To get started you need to have Maya installed on your computer and start the program. Students and teachers can get a free license to download and use Maya using their institution’s e-mail from: https://www.autodesk.com/education/free-software/all
When Maya is installed on your computer:
▶ Double click on the Maya icon to load the program.
You will see an Output Window that gives you information about the version of Maya you are running and other information. You can ignore or close that window.
When you first load Maya an introductory window usually pops up with links to some short tutorials and indicates that any new features since the last version of Maya will be highlighted. You can untick the box so they do not show on startup and subsequently access that information via the Help Menu.
While the following document and its accompanying videos serve as a good introduction to Maya, you need to get used to finding a wide range of available resources online, much of which involves basic Google searches with a clear description of what you want to do.
1. Menu Sets: You can turn on different Menu Sets using this drop down Menu depending upon what you are working on: Modelling, Rigging, Animation, FX or Rendering.
2. Menus: The File, Edit, Create, Select, Modify, Display and Windows Menus are always visible as the first seven, and the Help Menu is always at the end. The other Menus change depending upon the Menu Set, e.g. the Modelling Menu Set includes Mesh, Edit Mesh, Mesh Tools etc.
3. Status Line: This contains shortcut icons for common commands such as Creating, Opening and Saving a scene, plus icons for selection, snapping, rendering and other options.
4. Shelf: This is a two-tiered panel that contains tabs for a range of shelves: Curves/Surfaces, Polygons, Sculpting, Rigging, Animation, Rendering, FX, FX Caching, Custom and Xgen. Each shelf has a row of icons below it. Polygons is the default Shelf, with icons for creating spheres, cubes and other primitives, followed by other options, such as Combine and Separate geometry.
5. View panel: This is your view onto the objects in your scene: usually you will alternate between a full screen view and a splitscreen view. At the top of each view panel is a view panel toolbar which lets you access a range of functions, e.g. View, Shading, Lighting, Show, Renderer and Panels.
6. Quick layout buttons: The Quick Layout buttons let you change the layout of your View into some standard configuations, e.g. single-perspective (full) view, four-view, but also can bring up option windows alongside your View, e.g. the Graph Editor for animation, or Hypershade for texturing.
7. Tool Box: This lists icons for the commonly used Select, Move, Rotate, Scale and Show tools.
8. Sidebar icons: These allow you to access commonly used windows: Modelling Tookit, Attribute Editor, Tool Settings and the Channel Box/Layer Editor. You often manipulate objects indirectly by opening these tools and manipulating the variables listed in them.
9. Sidebar: This displays the current editor windows that are open: each lets you access/edit a range of variables associated with an object, and if the icon is active you can select the desired sidebar using the relevant tab. The Modelling Toolkit gives you a range of modelling options, the Attribute Editor will list all the properties of an object that you can change, the Tool Settings lets you change the functionality of a selected tool, and the Channel Box/Layer Editor provides a list of object properties you can change, including the object’s history and the ability to create and move layers in the scene.
10. Time slider: You use with when animating, dragging the cursor through a timeline to ‘scrub’ through an animation, or using the playback controls to its right.
11. Range slider: This lets you identify the range displayed in the time slider, useful when you want to focus on a part of the timeline.
12. Playbox controls: These let you play and navigate your animation timeline.
13. Animation/Character menus: These let you change the Animation Layer and Character Set.
14. Command Line: This lets you input or view command-line functions using Maya’s MEL scripting language. If you click on the script editing button at the far right of this you can bring up the full script editing box.
15. Help Line: This gives you information about items you move your cursor over and may provide you with prompts as you work.
The following are the core controls used with mouse movement when navigating a scene in Maya:
LMB (left mouse button) is the primary button for selection and most manipulations
RMB (right mouse button) brings up the selection menu, e.g. to change selection modes
ALT + LMB to rotate (or tumble) through the scene.
ALT + MMB (middle mouse button) to scroll, pan, or track, through the scene
ALT + RMB or scrollwheel to zoom in/out (or dolly) through the seen
A will fit all objects in the scene into the viewport
F will focus on the selected object so it fills the view panel.
CTRL + ALT to draw a square in the view panel and snap zoom to that area
Space lets you tap into any specific view, e.g. if your view panel shows all 4 views (top, front, side and perspective), bring the cursor onto one view and click space for it to fill the view panel, then click space again to go back to the 4 view mode.
Holding space brings up the Hotbox, which shows all the command menus.
G repeats the last command (very useful during modelling)
D brings up the pivot manipulator (the axis around object manipulations occur)
You can choose different types of selection/manipulation:
Q – is standard selection, which will select based on the current selection type (vertex, edge, face, object as set by the RMB)
W – transform gizmo (lets you move objects)
E – rotation gizmo (lets you rotate objects)
R – scale gizmo (lets you scale an object’s size)
T – manipulator gizmo
You also can choose different representations of objects in the scene:
1 – Low detail
2 – Medium detail smoothing preview
3 – High detail smoothing preview
4 – Wireframe mode
5 – Shaded view, simple rendered view indicating basic lighting of volumes
6 – Textured shaded view, which shows all of a characters UV textures
You may want to learn other hotkeys (keyboard shortcuts) to speed up your modelling.
Every 3D model that you create and edit in Maya is made up of polygons, or ‘polys’, and often you build a complex object from one or more basic polygons, or primitives: Maya’s primitives are a sphere, cube, cylinder, cone, plane, torus, prism, pyramid, pipe, helix, soccer ball or platonic solid.
You create primitives in three main ways:
1. Click on one of the primitives in the Polygon Shelf.
2. Create > Polygon Primitives, and choose the type of polygon from the list (below).
3. Create > Polygon Primitives, and click on the adjacent 󠇒⎕󠇒 box to the bring up an options window (below right).
By default a new polygon appears at 0,0,0 coordinates, i.e. in the middle of the grid plane in the view panel.
You may want to go under the view panel’s options to change the way the polygon is displayed. If you click on the View panel > Shading menu you can toggle the options for Smooth Shade All, which will make all objects look solid (below left), and also Wireframe on Shaded so as to clearly see the edges of each face (below right).
Once a polygon is created you can select it with the LMB. However each polygon is made up of different components, and you often need to select one or more of these rather than the entire object:
· Vertex: a point in 3d space, a dot represented by x,y,z (vector 3d)
· Edge: a line that connects two vertices
· Face: the visible surface, or plane, between 3 or more edges.
Click the RMB to bring up the selection menu to choose the type of component you will select:
The colour of an object’s components will change from red, green to orange if you roll over, select or roll off a selected object. The image below shows the three main types of selection: vertex, edge and face, respectively.
In addition to selecting a vertex, edge or face, you also have options for:
· Object: the entire object
· Multi: will select whatever type of component you click on.
We also can click the icon for Select by Component Type in the Status Line, and clicking the bar to its right to bring up icons for the type(s) of component selection you want to be active.
Changing selection modes plus using the hotkeys for the core Tools: Q (Selection), W (Move), E (Rotate) and R (Scale) is the best starting point for basic modelling. The image below shows a simple example of two vertices of a cube that have been selected and moved away from the rest of the cube.
The base shape will highly determine the kind of shapes you can build from it. This is similar to how, when learning to draw, it helps to break a complex shape, like a person, into simple shapes, such as spheres and cylinders, except in a 3D package you often literally create complex objects from a series of simpler objects.
When we create a polygon we have a default size and number of faces, which limits your ability to manipulate it, but there are three main ways you can quickly add additional faces, or ‘subdivisions’:
1. As noted above, use Create > Polygon Primitive but choose the □ option box, define the polygons size and other settings, then click in the view panel to create it. These settings will apply each time you click on the icon to create that type of primitive.
2. In the Channel Box we can set the defining properties, e.g. the radius, width, height, depth and so on, depending upon the polygon. The number of polygons can be altered by changing the Subdivisions Axis.
To access this, click on the INPUTS options for the object, e.g. polyCube1, and you will reveal some additional options. In the example below, a basic cylinder has had its height subdivisions increased from 1 to 6, which has added faces up its sides. You can change a variable either through 1. direct input, or 2. clicking on a variable, moving the cursor over the view panel, then holding the MMB and draggin left or right to increase/decrease the variable(s). You also can use <SHIFT> to click on and highlight (blue) multiple variables and edit them all at the same time.
3. In the Attributes Editor, we have a host of different tabs (or ‘nodes’) that identify a different range of an object’s properties. In this case if you look for the geometry tab labelled according to the type of polygon, e.g. polyCylinder1, you will see some of the same variables as in the Channel box, but you can adjust them via the sliders. In the example below, the same cylinder has had its axis subdivisions reduced from 20 to 9, making it more blocky.
Another way to add faces, and thereby provide more geometry to modify, is by using edge loops. An edge loop is a sequence of edges that runs around the outside of a polygon.
To create new edge loops:
▶ Mesh Tools > Insert Edge Loop Tool
Click on the edge against which you wish to insert a perpendicular edge loop, and drag the edge loop into position.
To edit existing edge loops:
▶ Right click to bring up the selection mode option and select Edge mode
▶ Double click on an edge, and it will select all the adjacent edges in a loop around the object, i.e. an ‘edge loop’.
▶ You can move the selected edge loop up and down.
While the Move and other basic tools give you the ability to make drastic changes to a polygon, often you will want a more precise ability to deform faces: the extrude tool is particularly useful for this.
▶ Right click and select Face
▶ Left click on one or more faces
▶ Edit Mesh > Extrude (or Ctrl E).
This will allow you to extrude the selected faces, i.e. pull them in or push them out, without deforming the surrounding geometry.
The extrude face pop-up menu will let you manipulate Thickness (degree of extrustion), Offset (scale), Divisions (how many subdivisions are added to the extruded volume) and Keep Faces Together (which will move all selected faces as a single group).
You can extrude edges as flat planes, and points as triangles. However, you can only extrude from existing geometry, which means sometimes you may have to create additional edge loops or subdivisions until you can isolate a face to extrude.
Many objects, such as animals, characters and vehicles, are symmetrical, so you often want changes made to one side of an object to be reflected on the other side.
▶ Double click on a Tool, or click on the Tool Setting icon or tab, to bring up Tool Settings
▶ Scroll to and open the Symmetry Settings submenu, and click on the arrow to open the Symmetry dropdown menu (if it is greyed out it may be because your Soft Select is still active).
▶ Set Symmetry to off, or x, y and z for either Object or World space, or to Topology.
By default you would use Object space, but there are instances you might want to mirror World space or use a reference point for your symmetry. Depending upon the orientation of your object, you may have to change these axes and select parts of the object to check that the symmetry is working the intended way.
The Tolerance setting determines the minimum amount of movement before which Maya will start mirroring your changes. This would be useful if, say, you wanted some minimal differences in symmetry to better capture the imperfection of a natural or damaged object.
The seam options are for NURBs, so you can ignore this for now.
Note that as you start selecting and moving groups of vertices, edges and faces you want to avoid them overlapping so that some become hidden inside the object. This may not be an obvious issue while building your basic shape, but geometry with overlapping or hidden vertices has major implications later in a modelling pipeline. If you smooth overlapping geometry you can end up with warping or pinching effects, and animating such geometry can lead to unexpected deformations; furthermore, if you add UV textures, or colour, to problematic geometry the textures may be correspondingly warped or pinched.
If you select several vertices and move them, or extrude them, you will find that they create sharp contrast with adjacent vertices. If we want a more organic manipulation, you can use soft select.
▶ Double click on a Tool, or click on the Tool Setting icon or tab, to bring up the Tool Settings panel
▶ Scroll to and open the Soft Selection submenu and toggle the Soft Select option (you can press B as a shortcut to toggle this).
You will see the display will change with a colour gradient on the edges and vertices, showing the degree to which manipulation will affect the highlighted region more organically. This will work for the Move, Rotate and Rescale tools.
The Falloff radius is the most important feature, as it determines the scale of the soft select function. However, you can control the way in which the falloff works by adjusting the Falloff curve, as well as the interpolation mode, and you have some presets for these curves.
You also can change the Falloff colour by just left clicking on the colours or moving their position; however this is just to change the visual interface that shows the falloff settings.
Note: make sure you turn off Soft Select when you’re finished.
Physical objects have a combination of smooth and sharp edges. There are four main methods of creating smoothness:
1. Smooth Mesh Preview Smoothing
Use the number keys 1-3 to preview your object:
1 – shows your base geometry.
2 – shows your smooth mesh with your geometry overlaid.
3 – shows a smooth mesh preview.
Select Mesh > Smooth and it will apply smoothness. You can edit the number of divisions it uses to smooth your object, or initially choose the option box to edit the subdivisions as well as other controls. This will retopologise the object in the manner of your smooth mesh preview.
2. Crease Tool Smoothing
Use the Mesh Tool > Crease Tool to select edges and move them along to create sharpened edges
You could use the Mesh Tool > Crease Set Tool to add a series of creases to a single set to get consistency across a series of edges.
3. Edge Loop Smoothing
We could also Edit Mesh > Insert Edge Loop Tool to add a new loop of polygons .
4. Subdivision Smoothing
1. View Modify > Convert To > Subdiv
2. In Component > Vertex mode you will see the base complex geometry, but if you select a vertex and right click > Refine Selected you will create more detail. Each Refine Selected will alter the Display Level in the Attribute Editor.
If you go into Display > UI Elements > Polycount you can track the number of verts, edges, faces tris and uvs.
The process of creating basic primitives and modifying them is called ‘box modelling’ and it allows you to create very complex objects.
You should experiment by creating a dome, a chair, and some other simple shapes, and then try your hand at box modelling a plane:
1. Go to File > Set Project, create a new folder on your desktop called Spaceship, and when it prompts you to do so, create a MEL workspace. (MEL simply refers to the scripting language that underpins Maya.)
2. Select the Polygon Menu Set.
3. Create > Polygon Primitive > Cube (or Cylinder, depending upon the type of fusilage you prefer).
4. In the Channel Box set the subdivisions for height, width and depth to 10.
5. Use the Scale (R) option to stretch your cube’s length along the Z axis.
6. Hold down the RMB and select the Faces selection mode.
7. Double click on your Selection tool to bring up the Tool Settings window and turn on your Symmetry (Object X, it will be different if you stretched your cube along a different axis than Z).
8. Select several faces along the middle of the sides of the plane and use Ctrl-E to Extrude the wings.
9. Select faces behind the wings and Ctrl-E to extrude horizontal tail fins
10. Turn off Symmetry, select a short row of central faces on the top rear of the plane, and Ctrl-E to extrude a vertical tail fin.
11. Select a rectangle of faces on top of the plane, and Ctrl-E to extrude a cockpit.
12. In the Tool Settings window, turn on Soft Select.
13. Select the faces at the front of the plane and use the Move tool to pull out the nose.
14. RMB and select Vertices selection mode.
15. Tumble around the ship to front, side and back views, selecting groups of vertices on the wings and then the cockpit (turning Soft Select off and on where appropriate) so that the wings are swept back and the cockpit turns in.
16. Cycle through 1, 2 and 3 to look at the smooth mesh preview. Take note if there are any pinching or knotted areas: this indicates you allowed vertices to overlap during modelling. It is possible to repair these using other tools, but much easier to avoid them, and sometimes best to just start again!
17. Make any final manipulations to the geometry.
18. Click on Mesh > Smooth.
19. File > Save your Project.
You can save a scene using the Status Line command, or by going into the File > Save (Ctrl+S), or File > Save As (Ctrl+Shift+S) when you wish to save a different version.
However, as you work on complex projects you may find you want to save regularly in case of problems, in which case you can use Increment and Save (Ctrl+Alt+S). This will save the file, but add a number to the file name so that you can return to different iterations of your saved work.
You can save a Scene in one of two formats: Maya ASCII (.ma) or Maya Binary (.mb). The manner in which you save a scene does not change its appearance, only the format in which it is saved.
A Maya ASCII file converts your model and scene into a series of text commands in the standard ASCII character codes (i.e. alphanumeric characters), which means you can open it in a text editor such as Notepad or Wordpad. If you know what you’re doing, this could allow you to repair a corrupted file.
A Maya Binary file has all its text components stripped out and is saved as numeric values. This makes the file smaller but unable to be opened in a text editor. This is the default method, and perfectly fine unless you know enough about MEL scripting to repair a file.
Window > Outliner shows you all the objects in your Scene. By default you will have four cameras as well as any objects you have create (in the example below there are two cubes, one on top of the other: pCube1 and pCube2).
If you double click on an object you can rename it.
If you MMB click on an object and drag it to another object, you can make it a child object.
You can create a new group by selecting multiple objects and Ctrl+G
You can ungroup items by selecting an item and pressing Shift+G.
When you are performing a sequence of transformations on an object, e.g. a series of extrude functions, you usually want to retain the object’s History so that you can access and change its INPUTS in the Channel Box (e.g. to increase the number of subvdivisions). This also is particularly useful if you want to change the level of detail on an object.
However, once you have geometry you are happy with and are ready for another transformation, you often will want to clear your object’s history to avoid accidental alterations.
Edit > Delete by Type > History (or click Alt+Shift+D) to delete the Input history.
Note that you usually have to have the object in question selected for this command to work!
When your 'freeze transformations' you are effectively resetting the current positions as the default '0'.
Go to Modify > Freeze Transformations and go into the Options to define what aspects of the Mesh you want to ‘freeze’.
When you begin moving an object in a scene, particularly in relationship to other objects, you often need to specify ‘snap settings’ which constrain movement to stepped increments.
You can go to Modify > Snap Align Objects, Modify > Align Tool or Modify > Snap Together Tool to link objects together.
However, usually you use the icons in the Status Line to snap to Grids, Curves, Points etc.
You also will see an object for ‘Live’ objects: objects will snap to any ‘live’ object.
You should make a point of using layers during a Maya project. This is a simple as selecting an object and clicking on the right hand layer icon with the sphere, which will add those objects to a new layer. The other icons let you move a layer up and down, and assign a selected object to the selected layer. You can click on the icons next to a layer to make it visible/invisible, or set it as a transparent or reference layer, i.e. a layer that is visible but not selectable. You also can double click on a layer to rename it or assign it a colour etc.
Once you have figured out how to create basic polygons, you want to streamline the process and explore other tools and aspects of modelling workflow.
There are a range of other polygon editing tools. Particularly useful is being able to use Reference Images, to Duplicate objects, reset an objects Pivots and Parents, as well as a host of other Mesh Edit and other editing tools, as well as lattice and non-linear deformers.
If you are modelling a specific design you usually want to import a reference image. This is brought into the scene as 2 or 3 image planes, one for each perspective.
Press Space or the 4-view icon on the left to bring up the 4-pane view.
To create a free image plane (not attached to the camera):
In the top Menu tab use Create > Free Image Plane (select the options square if you want to set the dimensions in advance). Once you have created a free image plane you can open up its Attributes (click on the Attribute icon in the top right) to set and change its image reference.
Usually, however, you simply set an Image plane for the view (attached to the camera):
Under View > Image Plane > Import Image and choose either an individual image for the appropriate plane or an entire orthographic (the image can simply be moved and cropped to display the appropriate part of the orthographic for that perspective)
Select the image plane and manipulate as necessary. Under the Channel Box Editor you can directly enter input to change the details for the Image Plane.
Click on all 3 image planes and under the Layers panel add these to a new layer and set to Reference so they aren’t accidentally selected during the editing process.
By default your images will intersect at 0,0 where you will be modelling, so use the Move Tool or Attribute editor for the ImagePlane to move the images back.
To crop or alter the placement of an image on an image plane, go to the Attribute editor and adjust the settings for the ImagePlaneShape under the Placement Extras section, e.g. Coverage X/Y and Coverage Origin X/Y (see image below).
Often when modelling a symmetrical subject you delete one half of the model and duplicate it to ensure that the geometry is properly mirrored.
Note: If you expect to do this, make sure your model it has an even number of polygons, i.e. a centreline.
▶ Go into Object Selection Mode
▶ Select the object you wish to duplicate
▶ Go to Edit > Duplicate Special and click on the square for options:
to create a copy or an instance (changes to the original will be reflected in each duplicate)
choose to group the duplicate under the object, in the world, or as part of a new group
set a number of copies (common when you are creating turrets, cogs etc)
specify where each duplicate is located in terms of position, rotation and scale.
If you want to duplicate one half to the other side change the Scale to –1.
If you want to duplicate the object multiple times, e.g. to create a ring, turrets, cogs etc, then you have to adjust the rotation and translation offset for each duplicate.
When we rescale or rotate an object, Maya does so relative to its pivot point. Usually this is the middle of an object, but sometimes we need to move it. To do this, simply press D or INSERT, and you can move or rotate the pivot.
The following object has its pivot located first at its centre, and so rotates around it, and then at its bottom edge, and so flips around that point when rotated.
We also often want to be able to move objects in relation to one another, especially complex objects such as cranes. When this is the case, we usually want to parent objects to one another. The most common means of doing this is to use the Outliner:
You can bring up the outliner by going to Windows > Outliner or clicking on the icon on the left hand side of the screen.
If you select multiple items and click on Ctrl G, they will be grouped together so that you can move the group as one entity. If you have a group selected, you can go to Edit > Ungroup.
If you click on P you can parent one object to another, so the first one will move the second with it. If you click on two objects you can press Shift P to unparent objects.
However it is usually easiest to hold down the middle mouse button (MMB) while drag and dropping objects in the outliner so as to reposition them in their hierarchy.
There are a whole host of tools for more complex manipulations of objects that can be found under the Menu bar for modelling. Experiment with these to extend your toolset as you work.
For example, under the Mesh Menu you can use Boolean to subtract models from one another (e.g. subtract a sphere from a cube, as per the image to the left), Combine to make to meshes part of the one mesh, Separate to split meshes (especially useful when trimming faces from a model), etc.
Under Edit Mesh Tools are a range of regular tools grouped by Component, Vertex, Edge, Face and Curve. Of these the most important are: Add Subdivisions (to increase the polys in a selection, as per the image to the left), Extrude (as noted above, take a face and extend it to create new geometry), as well as the Merge and Merge to Centre options (which let you collapse vertices to a point).
Of the Mesh Tools, the most regularly used are: Append to Polygon (to fill gaps more precisely than Fill Hole, and to add polygons to the edges of an object), Insert Edge Loop (as noted above, adds a line of edges around an object), and Multi-Cut (basically manually slice new edges through your polygons to create new geometry, as per the image to the left).
Model a simple low poly rock by creating a sphere and using the sculpting tools to deform it.
Model a simple low poly standard box tree by creating a cylinder for the trunk and a sphere for the foliage.
Model a simple low poly pine tree by creating a cylinder for the trunk, adding subdivisions, and rescaling these out to create the layers of branches and needles.
Model a simple low poly tree with multiple roots and branches by extruding some faces along an EP Curve, adding spheres for foliage, and sculpting the foliage with a sculpting tool.
Model a simple low poly hilly terrain with a riverbed by creating a plane and using the sculpting tools to add 3D textures to it.
Model a simple bridge by creating a cube, and a mix of extruding, bridging, and duplicate special.
Duplicate, group and arrange objects into a scene in an orderly manner.
Save your scene files and copy them to a portable drive so that you can access them later on another machine. (You should take note of the version of Maya you are using.)
Maya’s interface is highly customisable. The main forms of customisation are:
1. Panel dragging. You can click on the double line of dots at the top of each panel and drag them into different panel slots, or separate them out as floating windows, into the format you prefer.
2. Display menu. If you go into the Display > UI Elements menu (below left) you can toggle different panels in the interface, as well as hide, show or restore all UI elements. Similarly, under Display > Heads Up Display you can toggle additonal information on the screen: Polycount is particularly useful as it shows you the number of vertices, edges, faces, tris and UVs in a scene and object, as well as the number currently selected.
3. Windows menu. If you open the Windows menu (above right), you have options to turn on specific subpanels for the main editor modes.
4. Preferences. If you go to Windows > Settings/Preferences > Preferences, or click on the little cog and running man icon in the lower right of the screen, you can bring up the Preferences window.
Some common Preferences options are:
Green highlight: Toggle whether or not Maya should highlight new features in the current version (you can change this under the Help menu).
Background: You can change the background of the scene to minimise artefacts and ensure a clear view. The quickest way is Alt+B, which will cycle through some background view options. However it is easier to go into your Preferences > Display and toggle off your Background Gradient.
5. The Viewcube shows you your current camera angle, and, when you click on it, lets you choose a new camera angle. If it isn’t visible when you load Maya it may be for two reasons.
a) It is not turned on: simply click on Display > Heads Up Display > Viewcube.
b) From Maya 2016, if the view panel’s renderer is set to Viewport 2.0 the ViewCube will not appear. If you can’t see the viewcube, click on the View panel’s Rendering menu and select Legacy default Viewport or Legacy High Quality Viewport.
6. Hotbox. If you hold down the space bar you can bring up the Hotbox, which shows every Menu option for the main Menu sets. Click and hold the mouse bar on a menu option to view it.
If you find the Hotbox overwhelming you can customise it by holding the space bar, clicking and holding down on Hotbox Controls > Hotbox Style, and choosing Zone and Menu Rows, Zones only or Centre Zone only to alter which menu options appear.
7. Hotkeys: You can check and/or change the Hotkeys by going to Windows > Settings/Preferences > Hotkey Editor.
8. Shelf editing: You may wish to create your own shelves with customised commands that don’t have short cuts and/or which you want to use regularly. To do this click on the cog icon to the left of the Shelf panel and bring up the Shelf Editor. This lets you edit the existing Shelves, or create your own Shelves using icons for any available function in Maya.
When you have a model saved in a 3D package like Maya, there are a few things keep in mind when exporting to your game:
Standard Maya files are in Maya Binary (.mb) or Maya Ascii (.ma) format.
Maya binaries are just raw data describing the geometry of your model, whereas Maya Ascii includes all the MEL script used to create your model. If an .mb files is damaged, it's difficult to impossible to repair, but an expert Maya modeller potentially could open up an .ma file in a text editor to try and repair it.
When you export a model to a game the standard format is Filmbox (.fbx). However you have a lot of options when you export, e.g. including materials and animations.
When you import models you may find the scale is incorrect (the model is too small or large).
To fix this in Unity click on the asset in your Project Panel, click on the Model tab (right image), and adjust the scale factor. Usually 3D package scales are off by a factor of 10 or 100, i.e. your model's scale factor may need to be changed to 0.1 or 10 etc to look right in your scene.
If you try to keep in mind that a unit of 1 in Maya is equal to a 1 unit grid in Unity, you may be able to avoid problems in advance!
How Do I Import Models from My 3D App (Unity Documentation)
How to Export Maya models and import into Unity (video below)
Maya to Unity with Animation (video below)
Quad Draw Tool (to retopologise a mesh for animation or game by reducing/increasing polycount)
Maya Animation Tutorial for Beginners (1:02:19)