1. Modelling in Maya
Continuing on from the last tutorial, create a cylinder as the front window. Adjust the shape
and extrude thickness.
Using three-edge-bevel method to bevel the window.
the wood plank then select the edge loop nearest to the window. Go to Modeling
Toolkit, change the Transform Constraint to Edge.
the selected edge loop to fit the window shape.
steps for the bottom edge loop and for another wood plank. Then turn off the
the faces of wood plank within the window frame.
Create a cube as the window glass to cover the hole. Bevel with three-edge-bevel method.
previous steps for the back too.
the wood plank and make live.
> Curve Tools > EP Curve Tool.
Click on the live wood plank to create a circle. Don’t connect the end and root.
Create a cylinder, reduce the Subdivisions Axis to 6. Delete the faces and only leave the top surface.
the cylinder, snap the pivot point to one of the vertices (D and V), then snap
the cylinder to the side of original cylinder.
one more cylinder and snap to the bottom. Combine all three cylinders by clicking
Mesh > Combine.
the vertices to connect the cylinders to each other. Select the border edge of
the combined Cylinder > Modify > Convert > Polygon Edges to Curve.
the new curve and delete history, Shift-Alt-D, snap the pivot point to the
centre of the cylinder. Delete the cylinder.
the curve we created before, go to Display > NURBs > CVs.
to Curves > Rebuild options > Increase the Number of spans and click Rebuild.
the second curve to this curve’s first CV by holding V. Adjust the size and
the second curve then First curve > Surfaces > Extrude options >
change the settings following the image below.
the extrudedSurface, go to the Extrude input, increase the Rotation number.
Go to Modify
> Convert > NURBS to Polygons options. Select Control points then click on Tessellate.
history for this rope geometry, Shift-Alt-D, and delete the long curve and
NURBs. Select the edge loops of the rope’s border edges > Shift-Right
click and select Bridge.
EP curves tool > go to front view > create a straight curve > back to perspective
view > move the curve to front.
the curve in Step 16 to the new curve’s first CV, then repeat Step 17-22.
a cube as the gem, adjust the shape according to the concept art.
more edge loop to form a more details shape.
Use three-edge-bevel method to bevel the gem geometry.
Step 9-23 to tie up the gem stone.
the previous steps for the gem stones at the back.
a cylinder as chimney.
the top and base faces, adjust the shape of chimney.
the top border edges and extrude to form the shape like image below. Use three-edge-bevel method to bevel, you can slide the existing edges to make the
bevel by using Shift-Right click > Slide Edge Tool.
another cylinder for the chimney base, then use three-edge-bevel method.
a cylinder as the wood stick.
Multi Cut Tool, draw some lines to create a cracked surface. Push the middle edges
an edge loop in the crack surface to create bevel, then use five-edge-bevel method
at the top surface.
steps for other wood sticks.
to front view, create a spiral curve using EP Curves Tool. Back to perspective
view and move the curve to front.
the spiral curve and move backward.
With bot curves selected, go to Surfaces > Loft options > choose Polygons and Control
the shapes of this cloth geometry, then extrude thickness and add three-edge-bevel.
the ropes like Step 11-23.
some cylinders and adjust the shapes for the hanging pots and spoons.
the steps from the previous tutorials for the wooden staircase. And also the
ropes to support the staircase.
we'll not be making the interior of the cart, create a big plane as curtain
to cover the door. Go to FX module > nCloth > Create nCloth.
2-3 vertices from the top, go to nConstraint > Transform Constraint.
this step for the following vertices. Leave some vertices in between the two constraints without assigning the Transform Constraint.
all Transform Constraint from outliner, set key at the first frame by pressing
S, go to frame 25, move the transform constraints to the left side and press S
again to set key.
Playback the animation, pause at the frame which the shape looks nice, duplicate the curtain geometry, delete all the nCloth, nucleus, Transform Constraint and original curtain plane.
Lastly, extrude some thickness and add three-edge-bevel for
We've now finished the modelling part, in the next part of the tutorial series, I'll show you how to unwrap the UVs.
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