Maya: setting the scene

Whether we plan to create animation or architecture, modelling is the first step we take. A scene is created from objects positioned into space with relations to each other. Each object will have texture, shading and lighting. However, we have to shape the objects before we can paint them or furnish them with texture. In this article, we’ll look at some of the modelling techniques available in Maya and see how we can create objects for our scenes.
Using primitive shapes
While developing a scene, we can classify objects as simple objects, solid objects, curvy objects, objects with details and multi-component objects. To create simple objects, we use curves. These are objects with no depth, serving as an outline. It’s common to use curves to create components of objects, rather than representing full objects. We later create solid objects using polygons. These are objects with not much detail. For example, tools such as hammers, nails and simple furniture will fit into this category.
Curvy objects are objects with shaped surfaces, such as vases, plates, screwdrivers and so on. We create such objects using curves and surfaces. The surface details and curves are achieved using the editing tools. We create objects with details using NURBS shapes. To add details, we use sculpting techniques (we’ll cover the use of sculpting in a moment). The same techniques can be used with polygons.
It’s very likely that we’ll need more than one item in our scene, as in the case of the temple we created in the previous article, to form a multi-components object. We create shapes using the ‘Create’ menu before using the ‘Edit’ menu to edit and manipulate the shapes. We should be comfortable with changing between front, top and side views as it may be needed to give us a better idea of what the shape is going to be. Rendering it out brings things together.
Revolving a curve
We can create shapes using Control Vertices (CV) creation techniques. These techniques are based on curves, so we’ll start with ‘CV Curve Tool’ options found in the ‘Create’ menu. We use the front view and start by selecting points on the graph grid.
Notice how these points form almost half of the shape we want to draw – in this case, a fruit serving dish. Once all the points are on the screen, click the arrow on the left-hand side toolbox to stop the CV Curve Tool, then select Surfaces|Revolve.
To edit the created shape, right-click on it and select ‘Control Vertex’ to show all the associated CVs. Select one or more of these points by holding down [Shift] and left-clicking. Using the tools on the left-hand side toolbox, we can manipulate the selected points to change position, to scale and rotate them. The possibilities of what we can eventually create are almost endless. This is a good way of creating curvy objects such as vases, plates and cups.
Sculpting techniques
When we design a scene, we effectively create sculptures, be they humans, animals, trees or vehicles.
Sculpting can be combined with polygons and NURBS shapes. There are four sculpting techniques, or tools, to use. These are ‘Push’, ‘Pull’, ‘Smooth’ and ‘Erase’. It’s very much what we would do when sculpting clay. ‘Push’ will create inward dents, while ‘Pull’ creates outward dents. ‘Erase’ removes the sculpting effects. We can use ‘Erase’ with the ‘Flood’ button to remove all sculpting effects we have created. Remember, it works in a similar way to what sculptors do with their hands and fingers, selecting different shapes to alter the sculpting effects. For example, the first shape might generate a circular effect, while the second creates a similar effect but with faded edges. The size of the affected area can be controlled through the radius attribute.
Modelling a face
To create the overall face, select Create|NURBS Primitives|Sphere with Radius = 6, Number of Sections = 30 and Number of Spans = 30. Rotate the Z axis attribute to 90. To make the shape more oval, you should increase the ‘Scale’ attribute for the X axis to 1.3. You can make this change using the ‘Attribute Editor’, which you can access from Display|UI Elements, or by using the freehand tools from the left-hand side toolbox. When we select the object, vertical and horizontal lines appear. These are referred to as ‘isoparms’ and they’re linked to the number of sections and spans. We can add isoparms to the object by using NURBS|Insert Isoparms.
Select the shape and press [5]. This will display the shading of the shape. Right-click on the shape and select Materials|Assign New Material|Blinn. Change the colour to a lighter shade using the slide bar and change ‘Eccentricity’ to ‘’. This will give you a solid smooth shape and will make it easier for you to see the effects of sculpting. Make sure, however, to select the shape before trying to apply sculpting effects. Also, try to click on the select arrow tool from the left-hand side toolbox after each effect to deselect the shape. By deselecting the shape, we can see the sculpting effects. Remember, if the effect is not what you were looking for, use ‘Erase’ from the sculpting ‘Attribute Editor’, or Edit|Undo and start again.
Sculpting the nose
Select Panels|Orthographic|Front from the scene menus. By doing this, we’ll see the front side of the object, so it will be much easier to manipulate. Select the ‘Pull’ operation from the ‘Sculpting Tool Editor’ with Radius (U) = ‘1’ and Opacity = ‘0.2’. These values will affect the size and dimensions of your sculpting strokes. To begin sculpting, select the shape with a small dot in the middle. Start at the middle of the oval shape and create a nose using clicks, rather than dragging the mouse.
Eyes and brows
To create the eye sockets, we use the ‘Push’ operation instead of ‘Pull’. With the same setting, we click on the two eye sockets. For eyebrows we use ‘Pull’ again. It’s easier to deal with eyebrows in the ‘Perspective’ view rather than the ‘Orthographic’ view.
Mouth
The mouth will require the use of both operations, ‘Pull’ and ‘Push’. We use Radius (U) = ‘0.2’ with ‘Push’ operation to form the mouth opening, while using ‘Pull’ with Radius (U) = ‘0.3’ to form the lips. You may find that, where we’re adding the mouth, the area is quite small. We can increase the precision by adding some isoparms. Right-click and select ‘Isoparm’ and left-click on two of the horizontal lines, selecting Edit NURBS|Insert Isoparms. A dialog window will open with a choice of places to add the new Isoparms and the number. Add two Isoparms between the two you’ve selected. This will increase the points to which you can apply your sculpting effects.
Rendering
To complete the scene for presentation, or to save it as an image, we need to render our objects. Rendering is about turning objects from overlapping shapes into recognizable objects. This includes adding some object features to our shapes, notably lighting, texture and painting effects. Select ‘Rendering’ from the drop-down menu on the upper left-hand side to view the menus. We have already changed the face rendering attributes through adding new material and changing colour. The ‘Lighting/Shading’ menu provides further tools, enabling you to work with material assignment and attributes.
If you’re adding paint effects to your shape, you may need to change the brush style. Select Paint Effects|Get Brush. There are several styles to choose from to create any effects you want. For instance, ‘Brush Animation’ and ‘Curve Utilities’ are very useful tools, found under ‘Paint Effects’.
Notice that most of the texturing tools work only with NURBS shapes. Finally, the ‘Render’ menu provides us with options for rendering, so that we can produce the final recognizable image of the object.
It’s likely that, at some point, you’ll want to bring your separate scenes together to form a new scene. For example, let’s assume you’re an architect and you have several shapes for a roof that you’d like to import for new buildings you want to create.Exactly the same applies when you want to produce animation. To import a previously saved scene, click File|Import. A dialog window will open showing previously-saved scenes. If you’ve saved your work with revolving curves, you can import it on the sculptured head scene.
The imported scene is very likely to appear at the top of the current scene. However, we can change the features of the imported scene, such as the position of the scene, as we do with any Maya shapes.
This enables us to create complex scenes with less work. Consider the temple we created in the previous article. We had four pillars but we only needed to create one in a separate scene and then import it four times. In addition, we can import a variety of file types beside Maya scenes. We’ll see more of this when we look at animation in the next and final part of this Maya series.

