Based on the reference on the left, I had to replicate this within a 45 minute time limit, I used methods like Bridging for the framework, combining two cylinders and selecting all the faces I want to connect- changing the mode from Linear to Blend and add divisions to curve the wheelchair. After looking at the wheelchair, I built one half of it first and used the mirror tool from the Z axis to replicate it to save time.
I had a go at redoing my Hero Piece from December to test my Maya Refresh. Given it took around a month to plan and prepare my Hero Piece ,
NURBS stand for Non Uniform Rational B-Spline. They are a way of adding curves and drawing objects using these curves. This is a wine glass modelled for a starter task, starting with a cylinder and using multi-cut to split the side of the cylinder in two, subdividing the model allows me to add more detail when the glass curves. I changed the material to a transparent lambert.
You can use NURB curves to draw out a shape and then bend the curve into a 3D Model. You can also draw the curve using code.
Bezier curve makes a straight line when left clicking. tapping right click can allow you to edit curves afterwards. Using the bezier curve you can create curves by selecting points to join up lines. These points can be edited to alter the curves.
If you add two NURB curves, you can use the Loft tool to join two together. These can be scaled to alter the line between both cruves.
The next task was to draw out a glass using NURB curves. The first step is to go into the frontal orthographic view and draw out half of the curve of the glass. I pulled up my previous glass to use as a reference image for the next model. Once I'm satisfied with the shape, I used Surfaces < Revolve to turn it into a model and Curves < Reverse Direction to prevent the faces from being inside out. The other problem with this is the mesh isn't polygonal so I needed to go into Modify < Convert < NURBs to Polygons. One problem with this is it creates lots of Ngons in the mesh which can be fixed by Mesh < Cleanup and set the transformation of the model to quads to remove any faces with more than four verts.
To further embed this, I practiced on another example using a sombrero, following the exact same process.
Using what I learned last week, I had to make a flower. I drew a curve and Surfaces < Revolve. Then Curves < Reverse Direction and then Modify < Convert < NURBs to Polygons.
Sweep Mesh can be useful for modelling vines or wires, objects that would tangle or wrap around another object.
This is my attempt at making a brick surface in ZBrush. I
First, I made two Torus, using the create MASH network with the links adds more links to make a chain. Change the distance to 0 and the number of points to 10.
Go into the MASH editor and add a distribute and a curve and increase the number of points.
Starting by subdividing a cube and making a roof tile, making two versions and overlapping them. Add a plane and rotate, changed the method to mesh instead of linear, fixing the tiles to the plane. The Distribute node allows you to display the tiles all the way across the plane, using the scale tool to making the tiles touch, leaving no gaps. Using a random node on the MASH Editor, the different roof tiles can be distributed in a random asortment.
Using a heavily subdivided plane and adding an nCloth to it and a Collider to the cube, the plane in the animation cycle will fold over the cube.
Transform Constraint can allow one set of verts to make the verts ignore collision, causing this effect useful for curtain drapes.
The next task was to model the bed and use the same nCloth method for the duvet and
for the pillows.
The final use of this over the lesson was with a flag, attaching verts of the flag plane to the pole and adjusting the wind speed allows the flag to float in the air during the animation cycle.