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Maya 3DPrimer Guide v3
Maya 3DPrimer Guide v3
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“Maya® 3D Primer: Quick Start Guide to Begin Using Maya® for Environment Art”
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Knowing where to start and what you need to learn is the hardest part of
learning any new modeling software.
After the initial excitement and enthusiasm passes, you are now faced with
the default interface of Maya and a question.
“Now what?”
Following guide was created with one thing in mind – to help you start
learning Maya for game environment art.
Thank you for reading this guide and spreading the word about
World of Level Design.com
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“Maya Primer” guide is a great introduction to Maya for a beginner. But if
you need a deep-dive into Maya to learn more than what this guide can offer
then you need “Maya Foundation: Home-Study Course”.
Includes:
• No prior 3d experience/modeling
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• Learn Maya modeling and UVing as a
complete beginner
• Save thousands of dollars from attending
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• Digital Download
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Section 1: Principles and Concepts
• 4 Ways to Download Maya (For Indie Devs, Freelancers, Hobbyists and
Students)
• Learning Maya As a Complete Beginners
• Understanding 3D Concepts
• 4 Primary Modeling Methods
• What are UVs
• Overview of 3D Asset Creation Pipeline Workflow
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• Using Channel Box for Object Manipulation
• Correctly Set Polygon Primitive Size/Scale Values
• Selecting, Moving, Rotating and Scaling Objects
• Naming/Renaming Objects in Your Scene
• Right Click Access Object Component Mode
• Selecting, Moving, Rotating and Scaling Components
• Wireframe, Shaded and Textured Views
• Viewport Setting for Modeling
• Switching to XRay View for Modeling
• Enable/Disable Grid
• Use Isolate Select
• How to Snap Objects to Grid, Vertices and Edges
• Control Object’s Pivot Points
• Center Pivot Point on Objects
• Custom Polygon Display
• Custom Polygon Display: Highlight Border Edges and Backface Culling
• Custom Polygon Display: Face Options
• Custom Polygon Display: Reset Settings
• Properly Delete Polygons/Faces, Edges and Vertices
• Duplicating Objects
• Deleting Objects Construction History
• Press G to Repeat Last Used Tool
• Freeze Transformations on Objects
• Using Hotbox Controls
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• Bridge
• Target Weld
• Booleans
• Soft/Hard Edge Control
• Reverse Faces
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Section 1 contains overview of using Maya such as how to download,
important 3d principles, modeling methods and overview of 3d asset
pipeline.
If you are a student you can get access to Autodesk products that includes
Maya for 1 full year, for free.
More affordable Maya Indie version that is only about $290 annually. If you
want to use Maya as a hobbyist, freelancer or indie developer and you make
under $100,000 per year with Maya you qualify to get the indie version.
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Note: I don’t have any affiliations with Autodesk. I’m a user who enjoys
using Maya software. Also prices listed are based on November of 2022.
You have to ignore the tools and menus that you do not need to use and
only focus on what you do need.
But before you can focus on specializing, you have to understand Maya
interface, navigation, basic object creation and manipulation as well as
important principles so you build a strong foundation.
This is what “Maya Primer” guide is all about. It will give you the essential
principles and techniques to get started with Maya, the correct way.
Understanding 3D Concepts
Different words are often used to describe a 3d model: mesh, object, asset,
model, static mesh. All mean the same thing.
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There are 3 different types of faces you'll come across when modeling:
triangle, quad, n-gon:
Polygonal Modeling:
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Subdivision Modeling:
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Sculpting:
NURB/Curve:
Few other modeling methods that are more specialized are Photogrammetry,
Parametric and Procedural.
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What are UVs
UVing a model will allow you to make textures display correctly on a 3d
object.
Instead of going into terminology and theory, I'm going to simplify them into
this: it's a process of projecting a 2D texture onto a 3D object.
• UV = XY
Each object you model has to be Unwrapped and UV's have to be laid out
correctly so it can be properly textured and for that texture to display
correctly.
To open the UV Editor go to UV > UV Editor then select the object for the
UVs to appear:
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Overview of 3D Asset Creation Pipeline Workflow
3D asset workflow pipeline is a process of creating a 3d object from start to
finish to use in a game, film or a portfolio render. It combines many parts of
the production into one such as modeling, sculpting, UVing, texturing,
material creation, import/export just to name a few.
If you are a complete beginner, many steps below may not make sense.
That is ok. Right now you are absorbing information presented and with
experience you will understand.
The asset creation pipeline workflow can be broken down into 3 difficulty
levels. Beginner, intermediate and advanced.
Beginner Game Asset Pipeline Workflow: Great for low-poly and mid-
poly work that don’t require the creation of high-poly meshes and baking
normal maps.
Advanced Game Asset Pipeline Workflow: Great for all types of meshes
(hard-surface and organics) that require a sculpting pass to create as much
object and surface detail as possible.
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• UV the low-poly
• Bake Normal Maps from high-poly to low-poly
• Texture the low-poly
• Export/Import into a game engine
Many of these steps overlap during production. Also testing, re-baking and
exporting/importing is something you’ll be constantly doing throughout the
entire process.
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Section 2 will cover viewport layouts, navigation, viewport options, setting
up projects, creating custom tool shelf and much more.
Interface Overview
Quick interface overview and names we’ll use for various panels and
windows:
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Highlight What is New in This Release
Upon Maya Launch you’ll see "Highlight What is New In This Release":
This shows you what's new and updated in Maya with green brackets around
new features:
You can disable showing new features and disable pop up window from
showing up:
You can also disable/enable this from Interface Preferences under Window >
Setting/Preferences > Preferences > Interface > Highlight What's New:
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Using Viewports: Perspective and Four Views
Viewports allow you to see what you are creating. Most common set up you
will use for modeling are maximized Perspective View and Four Views (2x2
split).
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Perspective View:
Each viewport contains a lot of options for how to view your objects in it.
We'll cover some of them in later.
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For now, if you hover mouse pointer over any 4 viewports and hit Spacebar
- you will cycle between maximized and restored viewports.
Each viewport is mouse sensitive and by simply placing the cursor inside a
viewport and pressing Spacebar, Maya will maximize or restore that
viewport.
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Use Quick Layout Menu
Quick Layout Menu (bottom left) allows switching between different layout
panel configurations:
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Most commonly used are first 4 icons:
• Single Perspective
• Four View
• 1x1 Split (Front/Perspective)
• Outliner (shows you all objects inside your scene)
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Four View:
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Outliner:
Viewport Navigation
Navigating viewports in any software has to become natural and automatic.
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Orthographic Viewports are 2d views. Top, side, front and back. You will
often use these to move, align and model game environment objects. You
only need to know two shortcut keys for orthographic navigation.
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Now press and hold Alt + Left Mouse Click and Drag to rotate around it.
Doing this will temporarily center the rotational pivot point on the centered
object. Very useful function to look around the object as you model it.
• Hold Alt + Left Mouse Click and Drag = rotate around centered
selected object
Whichever Menu Set is active, the first 7 drop down bar menus will be the
same but the rest will change based what you have set:
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Let's hide these controls to maximize our workable area.
Go to Windows > UI Elements > Uncheck Time Slider and Range Slider. This
is also the menu you’d go to if you are missing some UI Elements to see if
they were turned off:
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• Alt + B = switch between different background viewport options
3D Views:
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Channel Box vs Attribute Editor
Channel Box and Attribute Editor allow editing and adjusting properties for
selected objects. Channel Box is the compact view and Attribute Editor is
expanded view.
Channel Box:
Attribute Editor:
Press Ctrl + A to toggle between Channel Box and Attribute Editor or click
on the tabs here:
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• Ctrl + A = switch between Channel Box and Attribute Editor
Each object will contain variety of different options to edit and adjust.
Channel Box will have some limited options to set:
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Attribute Editor will offer more options to choose from:
For environment modeling you will be using both Channel Box and Attribute
Editor to set various dimensions for the objects such as width, height, depth,
subdivisions, renaming objects, setting input/output components and editing
material/shader properties on objects:
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Organizing and Managing Your Work with Projects
Anytime you are working in Maya you'll be working inside a Project. It is a
specific folder that contains your project's scenes, textures, images and
preferences. It is a way for Maya to organize your work and keep everything
in one place.
Since this is your first time in Maya you will not have an existing Project to
work in and will need to set one up.
You'll follow these same steps for any future new projects you work on.
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Click "New":
Maya will allow having spaces but you want to develop good and consistent
work habits that extend beyond modeling. It is common practice to avoid
spaces in file names, shader names, object names, scripting and code. Of
course this depends on the software and game engine you are using. But it’s
best to avoid spaces all together so you don't run into problems in the future
no matter what software you are using.
• MyFirstProject
• My_First_Project
• My-First-Project
Define storage location for the project. This will be a folder where all files are
to be stored. Choose a location on your computer:
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I have "MyProjects" folder where I store all my projects into.
"Primary Project Locations" are folders where Maya will store specific
files within your project such as scenes, images, textures, sounds, scripts
etc:
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maintain simplicity with your first project - keep everything as default. Click
on "Accept":
PROJECT FOLDER
You now will have a Project folder inside defined location directory. This
folder name will be "MyFirstProject" (or name you used) and will contain
subfolders to store your files in:
You only need to set a new Project once. Maya will keep the last worked on
project active after you close and re-open the software.
With the Project set, if you attempt to start, save, open a scene or assign a
texture to a material, Maya will automatically look inside this project folder
and open appropriate subfolder to look into, organizing your content.
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SETTING MAYA TO EXISTING PROJECTS
Select a folder where your project is stored and click Set. For example, I
want "ModelingTests" as the active project. Select the folder and click Set:
Maya will now look into new set Project folder to retrieve and store files into.
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Starting a New Scene
Start a blank new scene by going to
File > New Scene:
This will save the update of the current scene over the same file.
• Ctrl + S = Save
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To save increments of the scene go to File > Increment and Save. This will
add an extension of .0001 to your file name. This is a quick and automated
way to save your scene as a new version without using Save Scene As:
Note: you must save your scene at least one time for "Increment and Save"
to work:
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All auto-saved files will be placed inside "autosave" subfolder:
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1. Maya will look inside a set project and into "scenes" subfolder
2. Select the file you want to open
3. Click Open
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But if you don't then go to Display > Heads Up Display > Poly Count:
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But it is better to create your own to place tools that you use the most.
Let’s create a custom tool shelf specifically for game environment modeling
to speed up our workflow.
You will now see new and empty "EnvModeling" shelf appear:
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ADDING ITEMS TO THE SHELF
Now that you have a new shelf, start adding most commonly used tools to it.
Hold Ctrl + Shift and as you keeping these two keys pressed, go to any icon
or drop down menus and left-click to add them to your custom shelf.
Here is small list to start with, but of course you can keep it empty and add
only what you want to add:
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MOVING AND ARRANGING ICONS IN TOOL SHELF
Moving icons on your tool shelf is simple. You can either go to Shelf Editor:
In Shelf Content area, select the shelf you want to modify then the tool to
move up or down:
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ACCESSING TOOL SETTINGS FROM CUSTOM SHELF
Many tools in Maya have options menu for additional settings. These setting
are accessed by clicking on small square box within drop down menus:
To open the tool settings from custom tool shelf, double clicking on the
icon from the shelf:
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SHELF EDITOR
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4 Editors You Need to Know About: Outliner,
Hypergraph, Hypershade and UV Editor
As an environment artist using Maya, there are 3 commonly used editors
you need to know about. These are:
• Outliner
• Hypergraph
• Hypershade
• UV Editor
OUTLINER
Outliner is one of two scene management editors in Maya (other being the
Hypergraph).
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The Outliner shows a hierarchical list of all objects in the scene in outline
form. It includes objects that are normally hidden such as default cameras:
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You can control what objects appear in the Outliner using drop menu. Use
Show > Objects > Filter by Which Objects to Show:
You can rename objects by double-clicking on the text inside the Outliner:
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HYPERGRAPH
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The Hypergraph offers a bit more extensive scene management and control
than the Outliner, such as the ability to show and edit hierarchical
relationships or dependency relationships between nodes.
HYPERSHADE
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There are three ways to access the Hypershade.
As a side note, you won't actually be creating materials in Maya for your
game assets. These will be done entirely inside your game engine. But you
will use Hypershade to create simple materials for UVing and checking your
textures in Maya.
UV EDITOR
In order to texture your object, you have to Unwrap UVs first. The UV Editor
is going to be used very extensively by you to create environment assets.
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First: go to UV > UV Editor:
You can also add UV Editor icon to your custom tool shelf.
Using Workspaces
Workspace allows you to maximize Maya interface for whatever you are
using Maya for.
You will find Workspace drop down menu at the top right of Maya interface:
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Setting Preferences Window
Maya contain a lot of various preferences that you can go through.
You could write an entire guide just on these preferences alone. But the key
is to use them on need by case basis.
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Then select a category you want to set preferences for:
Restarting Maya will sometimes fix it. But if not then you have an option of
resetting Maya back to factory settings.
By resetting Maya’s preference you will lose any custom shelves you
created, custom shortcuts you've set and custom tool settings. You will NOT
lose any files or projects.
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Steps to Resetting Maya:
• Close Maya
• Navigate to C:\Users\YOURPCNAME\Documents\maya folder
• Go into Maya Version folder you have installed such as maya2023
• Make a copy of prefs folder
• Delete original prefs folder
• Relaunch Maya
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Section 3 will focus on tools inside Maya that allows you to work with and
manipulate objects.
Two ways to create Polygonal Primitive objects are through Polygon Shelf
and through Create menu.
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Poly Modeling Shelf:
Going back to Create > Polygon Primitives, you will notice a small box next
to each object:
This is tool settings menu. Many functions in Maya contain this options box.
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In the case of Polygon Primitives, you use an option menu to define few
parameters prior to creating that object. So instead of creating a cube first
then resizing it, you can enter specific values and create it:
Every time you create the same Polygon Primitive for whose tool settings
you've changed, it will retain those values until you reset the options back to
default.
To reset settings back to default, bring up the options menu for Polygon
Primitive object and go to Edit > Reset Settings:
In addition to Polygon Primitives, there is another object type you could use
to model with - NURBS.
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NURBS is geometry type based on surface curves.
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Everything you see in the world can be broken down to a cube, cylinder or
sphere. These basic geometric shapes are going to be your building blocks
as you construct your objects. Many of your game assets will be started
using these primitive polygonal shapes.
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Also this option was enabled by default in earlier versions of Maya. Knowing
how to turn it off/on is helpful.
Now, choose which Polygon Primitive you want to create and in perspective
viewport left-click and drag to create it. This will often require multiple clicks
and steps to set size and scale of each different Polygon Primitive:
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To disable go to Create > Polygons Primitives > Interactive Creation
(Uncheck):
Option Boxes
There are many tools in Maya that contain additional options. You will notice
a square box next to them when using drop down menus:
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Left-Click on the option box to access tool settings.
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Quick Way to Find Correct XYZ Direction
How do you find which color represents which XYZ gizmo direction?
This will tell you the direction of each gizmo for XYZ.
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Using Channel Box for Object Manipulation
With Move, Rotate and Scale tools you are able to manipulate the Polygon
Primitives without constraints.
But what if you know the specific values for movement, rotation or scale?
Let's say you know your cube has to be 300 in XYZ and rotated 45 degrees
along X only – how do you do this?
Using Channel Box you can Translate, Rotate and Scale a Polygon Primitive
with specific values. Select the object and look inside the Channel Box:
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Now before you start using Scale option in the Channel Box, there is
something you should know about the workflow of setting specific size of
your object to start with.
Make sure the object is selected so its properties show up in the Channel
Box.
In the Channel Box, scroll down to INPUTS text and left-click on the name
below Inputs to open a menu. The name below INPUTS will vary depending
on the object you created. In our case it is "polyCube1". The menu will also
contain different options depending on the object:
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This is where you want to set the
first initial size and scale of your
object by defining Width, Height,
Depth and Subdivisions:
Here are a few different options you will see depending on which Polygon
Primitive you created.
Cube:
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Cylinder:
Sphere:
Using the Inputs property to set the initial width, height and depth is very
important. This is what I use at first and I do not use Scale XYZ values
above in the Channel box to start with.
The values you enter for Width, Height, Depth will be relevant to the scale of
the game and game engine you are using to export.
Important: all these values to enter to set the size are in centimeters (cm).
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Selecting, Moving, Rotating and Scaling Objects
To enable Move, Rotate, Scale and Select objects tools in Maya use the Tool
Box (left hand side menu below Shelf Options Gear):
• Q = select tool
• W = move tool
• E = rotate tool
• R = scale tool
Left-click to select an object in the scene then use shortcut keys (W, E, R) to
cycle between 3 different manipulation tools (Move, Rotate, Scale). For each
tool you will see the gizmo change:
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Left Mouse Click or Middle
Mouse Click Hold and Drag
on X, Y, Z gizmo handles to
manipulate move, rotate or
scale that object.
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Scale on XYZ together:
Left Mouse Click or Middle Mouse Click Hold and Drag on middle
gizmo to move along XYZ together or scale on XYZ uniformly.
Select the object and in the Channel Box left click on pCube1 text (or other
default name Maya gives):
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Type in new name:
• Avoid spaces
• Use underscores or dashes instead of spaces
• Lower case are ideal but it is ok to use Capital Letters
These guidelines extend beyond Maya into game development to keep your
project and naming convention consistent.
For example, some game engines do not like if you include spaces in names
or capital letters. You can break the guidelines but it is best to maintain a
process that is consistent across modeling and game engine usage to avoid
problems and errors in your development pipeline.
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As a beginner, ignore everything else except vertices, edges and faces.
Here are 5 hotkeys for Object Component Mode. Select the object and press:
• F8 = object selection
• F9 = vertex
• F10 = edge
• F11 = face
• F12 = UVs
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Selecting, Moving, Rotating and Scaling Components
Just as you can move, rotate and scale each object using the following
shortcut keys:
• Q = Selection Tool
• W = Move Tool
• E = Rotation Tool
• R = Scale Tool
You can also move, rotate and scale various selected components (vertices,
edges, faces) of an object.
Switch over to one of the component modes and select one or more vertices,
faces or edges to move, scale or rotate. Here is a cube with top face scaled
in:
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Wireframe, Shaded and Textured Views
3 important viewing options are:
• Wireframe
• Smooth Shade All
• Textured
You can left click on each icon to activate it but shortcut keys are faster for
workflow:
• 4 = wireframe view
• 5 = smooth shade all view
• 6 = shaded view textured
Wireframe View:
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Smooth Shade View:
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There is also "Use All Lights" view, but you won't be lighting your scenes in
Maya LT/Maya, as it will be done inside the game engine.
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Switching to XRay View for Modeling
Unlike Wireframe view, X-Ray view will make your objects in the scene semi-
transparent.
Enable/Disable Grid
Sometimes you'll need to disable grid from displaying in viewport to better
see your model such as when you need to check bottom of the object.
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Click on "Grid" icon to cycle it on/off:
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When you need to show all, click on "Isolate Select" again or Ctrl+1.
To do this you have to know how to snap to grid, vertices, edges and modify
pivot points.
• Snap to Grids
• Snap to Curves/Edges
• Snap to Points/Vertices
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Left mouse click to enable Snap to Grid, Curves/Edges or Points/Vertices.
You can enable one or all of them:
In the viewport, select an object then Left Click Hold and Drag or Middle
Mouse Click Hold and Drag the object to snap.
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Control Object’s Pivot Points
Pivot Points control where the object is going to snap to, rotate and scale
from. It is very rare for the pivot point to be exactly where you need it
without modifying it. There are 2 ways modify pivot points:
First way is to select the object and press Insert; this will enable you to
modify the pivot:
You can now modify object's pivot point and position it where you want it:
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You could also use X, C, V shortcut keys to snap the pivot point to grid,
curve/edge or vertex or enable snaps in the Status Line. Press Insert again
to exit pivot point modification tool.
Second way is to select the object, press and hold D key. This will
activate the pivot point modification tool:
While keeping D key pressed move and modify the pivot point. Also
use X, C, V shortcut keys to snap the pivot point to grid, curve/edge or
vertex.
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Custom Polygon Display
Custom Polygon Display allows sets visual preferences for how you want to
view objects in Maya.
To enable settings for Custom Polygon Display go to Display > Polygons >
Custom Polygon Display:
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"Custom Polygon Display" window will open:
Most of the options inside Custom Polygon Display are also available under
Display > Polygons drop down menu:
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For quicker access to Custom Polygon Display settings, add it to your custom
tool shelf:
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On:
"Backface Culling: Keep Wire" will show the display of polygon faces that
are not going to be rendered in-game. Backfaces on game assets are
invisible:
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As you can see above, "Backface Culling" will show you which faces will not
render in-game.
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Triangles: every game asset inside a game engine is made up of triangles.
While you model objects in Maya LT/Maya, it is easier to work with quads (4-
sided polygons) rather than triangles. But even though you are viewing
everything as quads in Maya, it is still made up of triangles. You can enable
to display triangles on your geometry with this option:
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In side view, you can see that one of the vertices has been moved which is
causing a non-planar face:
The above settings are a good start. The rest should be enabled on the
"need to use" basis and as you become more proficient with modeling in
Maya.
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Properly Delete Polygons/Faces, Edges and Vertices
Deleting Components such as vertices, edges and faces seems like a
straightforward process. But there are a few issues with using Delete key
that can cause problems, especially for edges.
DELETE POLYGONS/FACES
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• Delete or Backspace = remove selected face on the object
To delete multiple faces at once, select the face, press Shift + Left Mouse
Click to add to selection:
Press Delete:
You can delete faces without selecting them. Switch over to face component
Mode and hover over a face you want to delete (don't left-click on the face
to select it, just hover over it):
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Press Delete while the mouse cursor is hovering over it:
DELETE EDGES
Deleting edges using Delete key will not remove shared vertices. This is a
problem.
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But switching over to vertices component Mode, you can see there are
floating vertices left:
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To properly delete an edge you must go to Edit Mesh > Delete Edge/Vertex:
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Here is what happens when you remove a supporting edge that helps to
form geometry of a cube using Delete:
Here is what happens when you remove a supporting edge that helps to
form geometry of a cube using Ctrl+Delete:
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Use Ctrl+Delete for most of edges you need to remove.
DELETE VERTICES
Using Delete key will work on floating vertices or vertices that are not
connected to 2 or more edges:
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Delete key will not work on vertices that are connected to more than 2
edges:
You will have to force delete by using Edit Mesh > Delete Edge/Vertex:
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Or use a shortcut:
Be careful force deleting certain vertices as it can create errors and collapse
your geometry. Here are 2 vertices deleted which collapsed our cube:
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Duplicating Objects
There are two ways to duplicate objects: Duplicate and Duplicate Special.
Duplicate will copy the object normally without any special options or
transformations:
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Now with the duplicated object still selected, press Shift+D again. It
will duplicate again but now remembering the previous transformation
values.
Continue to press Shift+D and it will continue to duplicate it along the same
exact pattern. This is very useful for creating repeatable patterns of
architecture:
Once you deselect the duplicated copy, Shift+D (Duplicate Special) will no
longer work for that object.
Duplicate Special will remember translate, rotate and scale. If you duplicate
using Shift+D, then modify distance, rotation and scale of the object and
press Shift+D again, it will remember and duplicate with these values.
For individual objects use Ctrl+D for repeated pattern use Shift+D.
At some point this will begin to increase your file size, decrease scene
calculation speed and slow down viewport rendering - unless you delete
construction history on that object.
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Here is an object that has been worked on and accumulated Construction
History:
Select an object in the scene that you want to delete construction history
on:
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Go to Edit > Delete by Type > History:
Or use a shortcut:
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Do this every once in a while as your object accumulates history.
So if you moved the object, scaled and rotated, the values in the Channel
Box will be updated:
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You can freeze these values to 0
without changing the
size/rotation/scale of the model by
selecting the object and going to
Modify > Freeze Transformations:
This is very helpful when you want the object to return to a position in the
world where you "Freeze Transformations". For example, you Freeze
Transformations on an object at world origin 0, 0, 0:
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Then, if you move the object anywhere in the scene:
The object will return to the position where you last used "Freeze
Transformation". Very useful for bringing object back to Maya's world origin
for re-exporting back into the game engine.
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Using Hotbox Controls
Hotbox is a way to access various drop down menus across the top of the
interface without having to go all the way up.
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As you slowly become proficient in new software (3d modeling application, a
game engine or level editor) you have to put the acquired knowledge gained
so far into context of an exercise to better assimilate what you've learned.
Following exercise provides a framework to practice in.
Repetition is key.
Exercise Overview
We are going to use simple geometric Primitive Polygon shapes and model
the essence of an environment from a photo.
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Here is our goal in Maya:
Once you've gone through this exercise once using the photo reference
above, you can find a new photo of an environment to practice on.
You want to break the photo reference down into simple, primitive,
geometric shapes such as cube, cylinder, sphere etc:
You will then use these basic shapes inside Maya to block in the scene with
only Polygon Primitives.
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This photo reference is very simple and it only contains modified cubes:
Then right away, save this scene, File > Save Scene:
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Name this anything you want. I named mine "PrimitivePolyExercise".
1. Scale values for basic architecture that is specific to the game engine
you are working in
2. Human reference scale in the scene that matches the player character
in-game
Scale values will vary depending on the game engine used. These include
specific height, width and depth for walls, doors, stairs and windows so
everything you model will match from Maya LT/Maya to game engine upon
export.
There are too many game engines to cover for correct architecture and
player scale values. You'll have to look up these values for the engine you
are using. For Unreal Engine 5, see this and this in-depth tutorial.
So, what are the architecture and player scale values are we going
to use for this exercise?
• Player Height: 6
• Player Width: 2
• Player Depth: 2
• Average Wall/Column Height: 12
• Average Wall Depth: 1
We will create a human reference scale that resembles the height, width and
depth of a possible character and model everything to it.
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Use Channel Box Inputs to set scale values:
• Width: 2
• Height: 6
• Depth: 2
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Modify the pivot point to bottom corner and snap the cube to the grid:
Quick way is to use Move, Scale and Rotate tools to shape the walls and
pillars without paying attention to grid and object snaps:
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This will create a lot of problems. Your objects will not snap to the grid,
there are no modular components that can be reused and there is a lot of
overlapping geometry. Note the mis-alignment of geometry on the grid:
Correct way is to create a cube, use Input Channel Box with specific values
to reshape the size and to make sure that this object is snapped to the grid
and can be aligned to other geometry in the scene:
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Let's create our first initial wall. Create a cube and using Inputs in Channel
Box set the following dimensions:
• Width: 1
• Height: 12
• Depth: 12
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Modify pivot point to snap to a bottom corner and snap the wall to the grid:
Take a look at the player scale reference and the wall to see if they are in
proportion:
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We are only going to create this wall piece once and duplicate it for the rest
of the environment.
Now onto the column. Create a cube and using Inputs in Channel Box set
the following dimensions:
• Width: 3
• Height: 12
• Depth: 3
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Position the column to align next to the wall. Hold X key to snap the column
to grid and other objects:
Go to vertices Component Mode for this column and select top 2 front
vertices and move them forward to create a slight angle in geometry. We
won't snap these vertices to the grid:
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We now have a wall and a
column. We will duplicate both of
them around our scene but
before we do that we need a floor
piece.
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As you move these vertices/edges, hold X so they snap to the grid.
Resize the floor piece while looking at the reference and the human
reference scale to what seems the correct size:
Make sure the ground is below the grid and the player reference scale is on
top of it:
We now have a wall, column and ground which are all snapped to the grid:
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Duplicating Objects
Let's duplicate wall and column.
Duplicate the walls and columns making sure they are aligned to the grid
and next to each other. Duplicate them on one side of the floor:
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Now we want to do the same thing for the other side. Select all the walls and
press Ctrl+D to duplicate.
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Move them while snapping to the other side of the hallway, while snapping
these objects to the grid:
In the channel box, rotate the column 180 degrees. The axis you use to
rotate will depend on the scene orientation. So your rotating axis may differ:
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Reason for column rotation is to keep the angle of the object facing the
hallway.
Move and snap the column to the opposite side of the hallway next to new
set of walls:
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Duplicate the column along using Shift+D:
Pillar Support
We now need to add pillar support near the ceiling:
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Create a cube and set the Width, Depth and Height to:
• Width: 3
• Height: 3
• Depth: 3
Modify the pivot point and place it in the top corner of the object:
Snap the pillar to the top of the column and so it overlaps the column like
so:
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Switch to vertices Component Mode and move the four vertices on one side
to the other side, snapping to the grid:
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We have a small problem with the pillar overlapping the column:
We need to fix this. We want to scale the pillar so it is fits inside the column.
If we do this now then it will scale from the pivot point like so:
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This way could work, if we manually move the pillar over but we want exact
precision for future duplication. So we need to temporarily modify the pivot
point. Select the pillar and go to Modify > Center Pivot:
Scale the column on one axis, in my case this is z-axis. Notice how the pillar
is now being scaled evenly on both sides:
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The pillar is now no longer overlapping and it is in the exact middle of the
column.
Modify the pivot again, but this time place it on the grid near the pillar
vertices. It will not be in the corner of the pillar model due to our scaling of
the pillar. But the pillar will now be on the grid due to our pivot point:
Duplicate the pillar across the ceiling using Shift+D to Duplicate Special:
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Ceiling
For the ceiling, take the floor, duplicate it and move it up:
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In real modeling scenario, you
would insert an extra edge and
extrude the top face like so:
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Switch to Component Mode to vertices or Edges and move the bottom edges
up:
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Switch to faces Component Mode and move the front face of the wall detail
to make it extend beyond a bit, so it is not overlapping:
Duplicate the top wall detail across one side using Shift+D:
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Then duplicate one of the top wall details:
Rotate it 180 degrees and snap it to the grid. Position it on the opposite side
of the wall.
Reason for rotation is due to the extra detail that’s protruding from the wall;
so the wall detail orientation has to be correct:
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Duplicate it using Shift+D for the other side of the hallway:
Final Block In
Here is our final exercise block-in:
Following exercise is very important to practice and become familiar with all
everything you learned up to this point.
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I would recommend going through it 2-3 more times using different
reference images. Focus on breaking down the architecture into simple
geometric shapes and capturing the essence of the environment using
nothing else but what you've learned so far.
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You only need to know 11 modeling tools to get started modeling in Maya.
With these you'll be able to model most of environments and props.
1. Extrude
Extrude will create additional geometry from faces and edges.
Select faces or edges you want to extrude then go to Edit Mesh > Extrude.
• Ctrl + E = Extrude
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Keep Faces Together Off will extrude each selected face separately, instead
of all together:
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2. Bevel
Bevel will round out corners of your geometry.
3. Multi-Cut
Multi-Cut tool cuts geometry with edges and inserts edge loops. This tool is
extremely versatile.
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You can access it through Mesh Tools > Multi-Cut or through Modeling
Toolkit.
Once enabled, Left Click Hold and Drag on an edge to begin the cut.
Continue left clicking to place additional vertices that will be connected with
an edge. You must end your cut on a vertex or an edge.
• Hold Ctrl + Left Mouse Click and Drag = Insert Edge Loop
• Hold Ctrl + Middle Mouse Button = Insert Centered Edge Loop
• Hold Shift and Left Mouse Click = Snap Point Along an Edge
Midpoint
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• Hold Shift + Left Mouse Click and Drag = Snap Point Along an
Edge
You can also use Multi-Cut to Slice your geometry very quickly.
4. Connect
Connect Tool inserts additional edges between selected edges.
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• Select 2 or more edges you want to insert extra edges in
• Mesh Tools > Connect or access through Modeling Toolkit
• Enter = Complete Connect Tool
There are some options in the Modeling Toolkit for the Connect:
• Slide: defines where the edge is inserted. 0.50 (default), edges are
inserted in the middle
• Segments: defines the number of connected segments that are
inserted into the mesh
• Pinch: defines the distance between the outer edges and the
connected segment
5. Circularize
Circularize will create a circle shape from selected faces or vertices.
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Select 4 or more faces or vertices:
Go to Edit Mesh > Circularize. Add divisions if needed for more rounded
circle:
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You can circularize a single face but you'll need to add divisions.
6. Combine/Separate/Extract
Combine: combines selected objects into one.
7. Bridge
Creates geometry between faces or open border edges. Great for pipes,
curved roads, arches or anywhere you need to create geometry between
faces or open border edges.
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Meshes being Bridged must be combined into a single mesh. You can’t
Bridge between two separate meshes.
Select faces or edges you want to bridge between. Number of selected edges
or faces on both sides must be the same.
Edit Mesh > Bridge or access through Modeling Toolkit. Add divisions if you
need extra edges within the geometry that was bridged.
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You can use Bridge to create geometry like arches or curved pipes:
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If you are getting inverted Bridge result then adjust the Direction Source or
Target to plus or minus.
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8. Target Weld
Target Weld merges vertices or edges. Great for optimizing, cleaning up and
reflowing topology of your mesh.
Switch to vertex component mode and enable Target Weld through Mesh
Tools > Target Weld or access through Modeling Toolkit.
You may also Target Weld edges by switching to Edge component mode and
using the same thing you did on vertices.
9. Booleans
Booleans allow you to merge 2 or more objects creating more complex
shapes that would be difficult to model otherwise.
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There are 3 primary Boolean operations:
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In Maya 2023, there are more Boolean operations but Union, Difference and
Intersections are the core 3.
The major downside of Booleans is they will require cleanup. They tend to
leave a lot of n-gons and stray vertices.
To minimize the cleanup and bad geometry, you have to line up your edge
geometry ahead of time.
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Delete History to finalize Boolean operation.
Use Attribute Editor for additional Boolean control such as changing Boolean
operation, visibility and changing Boolean layer stack:
We go more in-depth about how to use Legacy Booleans and new Maya 2023
Booleans in the “Maya Foundation: Home-Study Course”.
Maya will automatically set hard/soft edges on your model but sometimes it
has a difficult time figuring out if an edge should be soft or hard.
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To change edges to Soft or Hard, select them first then go to Mesh Display
> Harden Edge or Soften Edge:
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You can have both hard and soft edges on the same model.
You can also enable this through Custom Polygon Display menu.
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Select the face you want to reverse and go to Mesh Display > Reverse.
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These Modeling Tools Are Just the Beginning
This was just a brief introduction into most commonly used Modeling Tools in
Maya. We spend a lot more time with each of these tools and more
additional tools in “Maya Foundation: Home-Study Course”.
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UVing a model allows you to display textures correctly on a 3d object. There
are 3 common terms you will encounter. UVing, UV Mapping, UV
Unwrapping. All have a slightly different definition but each is after the same
outcome.
Instead of going into terminology and theory, I’m going to simplify them into
this: it is a process of projecting a 2d texture onto a 3D object.
All objects will have a default set of UVs automatically created. For each
object to display textures correctly you have to Unwrap that object and lay
out the UVs so it can be textured.
Here is an example of the same model. First has been correctly Unwrapped,
second has default UVs and has not been Unwrapped.
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You can tell by seeing the significant stretching and distortion of the
Checkered Tiles on second object. Also by how messy the UV layout looks.
To display Checkered Pattern inside Maya on any object, do this: select the
object and inside the UV Editor go to Textures > Checker Map:
Access UV Editor
To open UV Editor, go to UV > UV Editor then select the object for the UVs
to appear:
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You can also use Maya Workspace: UV Editing to make your Maya Interface
only focus on UV Editing.
If you open up the Hypershade, you will see lambert1 as one of the
materials:
You can edit this default material to other colors by selecting the lambert1
icon in Hypershade and adjusting properties in the editor:
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But it’s better to create a separate material and then assign them to your
objects.
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Most common Materials to use in Maya are:
Note: These four materials are just for you to use in Maya so you can see
what your object will look like. Each of these materials can use an input
image for Color, Specularity, Normal Map etc. You wouldn’t create a material
for a game engine in Maya. Each game engine has it’s own Material Editor to
use.
After you created a new material and adjusted properties for it, you can
apply it to your object.
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In Perspective Viewport, select the object and Right-Click Hold to get drop-
down menu then choose Assign Existing Material > blinn1:
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Final UVs Should* Be Inside 0-1 Space
The final UV Layout of the object’s UVs should be inside 0-1 space.
When I say should is because there are other methods of laying out UVs that
can be placed outside of 0-1 space.
Now, let me show you what default UV editor and object’s UVs look like. The
small square where you see the UVs currently occupy is 0-1 UV space. The
rest of the squares are outside 0-1 UV space.
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As a beginner you should avoid all other squares except the important 0-1
UV space.
To get rid of all other grid spaces, you need to adjust your UV grid. Go to
View > Grid Options:
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• Length and width: 1.0 units
• Grid lines every: 0.1 units
• Subdivision: 2
These options remove everything else you don’t need and give you the
coveted beginner 0-1 UV space to begin. Top right is your 0-1 UV space to
place all your UVs into. The rest of the squares are your working area.
Other UV methods include: tiling textures, trim sheets, UDIMs. All use the
UV space differently.
As a beginner, place your FINAL UVs inside 0-1 space and ignore
placing anything outside of 0-1 space (using other UV methods) until you
get more proficient Unwrapping models.
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UV Editor Navigation
To navigate inside the UV Editor is simple and uses many of the same
Orthographic viewport navigation.
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When Unwrapping a model, you will be using all 5 options.
When you switch to any of the UV Component Modes you can then Move,
Rotate or Scale those UVs. The shortcut keys to do this are the same as
when working with objects.
• W = Move UVs
• E = Rotate UVs
• R = Scale UVs
If you switch to UV Component Mode, you are able to select individual UVs
of an object and move, rotate, scale.
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What is a UV Shell
When you are looking at the UV Component Menu you will see UV Shell.
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You can also see how many UV Shells an object has by looking at UV
Statistics on bottom right of UV Editor:
The amount of UV shells your object will have depends on the 3d model.
Some have less, some have more. All matter of how complex your model is
and how the model will be textured.
UV Editor also has its own view modes to help you work with UVs better.
Go to View:
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Here are some important shortcuts you need to know about:
• 4 = Wireframe
• 5 = Shaded
• 7 = UV Distortion
• 8 = Toggle Shell Borders
• 9 = Texture Borders
Most of these shortcuts also have their own icons in the UV Editor shelf.
Hover over the icons to see what they are but shortcuts should be your go to
for faster workflow.
The two UV view modes I recommend to enable and work with are Shaded
(5) and Texture Borders (9). These allow you to see if your UVs are flipped
and see where UVs are separated:
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Flipped UVs are displayed with:
You can Flip UVs by selecting all the UVs or entire UV Shell then going to
Modify > Flip:
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UV Toolkit
UV Toolkit will be one of the most useful toolkits available to you when
UVing. It contains everything you need to UV your 3d models:
Everything you see has an arrow and if you click on that arrow it will open
up all the options for that category to use.
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If you do not see the UV Toolkit go to Tools > Show UV Toolkit:
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The UV Toolkit will also be docked and available to you if you are using
Workspace: UV Editing:
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Go to Property Editor and under Color click on the checkered box:
Back in Property Editor you will be presented with a new menu options.
Under Image Name click on the folder icon:
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This will open up sourceimages folder that is contained within your project.
Choose the texture image you want to assign and use.
Back in Perspective Viewport, select the object you want to assign the new
material. Right-Click hold to choose Assign Existing Material > lambert2
(or whatever the new material you created is named):
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Display Texture Image
When you’ve already assigned a new material with a color texture on your
model there are a couple of ways to make that texture be displayed in the
viewport and in UV Editor.
In UV Editor you press the same shortcut key, 6 to toggle Display Texture
Image or go to Image > Display:
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UV Projection Methods
There are multiple projection methods you’ll be using to start UVing your
objects. Some of these are:
• Automatic
• Planar
• Cylindrical
• Spherical
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You’ll find these under Create in UV Editor and in the UV Toolkit under
Create:
Automatic Projection
Automatic Projection is a good starting point but should never be the ONLY
thing you use to create UVs.
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It is a good starting point but the final UVs should be more organized and 0-
1 UV space should be more utilized.
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To use Automatic Projection:
Every projection methods will also have options for you to take a look at.
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Planar Projection
You can Planar Project an entire mesh or selected faces only. I tend to
project only the faces I need.
• X = Left/Right
• Y = Up/Down
• Z = Front/Back
Select Faces you want to project and go to Create > Planar Options and
choose which Axis to Project from: X, Y or Z:
This will depend on the selected faces. If you project on the wrong Axis you
can just rerun the command and choose the correct Axis orientation.
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Planar Projection is great for angular, hard-surface objects.
Planar Mapping will produce some overlapping UV shells, so you will have to
flip them.
You can Flip UVs by selecting all the UVs or entire UV Shell then going to
Modify > Flip:
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Cylindrical Projection
Cylindrical mapping will project a cylinder to create your UVs. Of course this
will work best when applied to cylindrical shapes.
Just like with all projection methods, you can project an entire object or
selected faces only.
Select the faces or the entire object on your cylindrical shape and go to
Create > Cylindrical:
Cylindrical Projection will have a gizmo appear that you can move, scale,
rotate to project the UVs better. It’s a little difficult to use at first but by
simply selecting any of the handles you can manipulate the end UV result:
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If you do project the entire object, you will have some faces that will need to
be re-projected using Planar option.
Spherical Projection
Spherical mapping will project a Sphere to create your UVs. Of course this
will work best when applied to spherical shapes.
Just like Cylindrical Projection, you will have a gizmo that you can
manipulate to adjust the end result of projected UVs.
Also Spherical Projection alone is not enough to finish the UVs. You will have
to run few other commands to make the final UV shell look good.
For example, running Unfold on the selected set of UVs will often fix
overlapping and stretched UVs.
Just a Start
There is a lot more that goes into UVing objects. Projections are only the
beginning. Usually you will use a combination of these with addition of few
extra functions within the UV editor such as Unfold, Cut, Sew and Layout.
You can learn more about how to UV using all these Projection methods and
more in the “Maya Foundation: Home-Study Course”.
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UV Texture Seams
Texture seam is when there is a visual break of texture repetition; this break
causes a seam to be visible where a texture doesn’t line up.
Texture borders or UV shells will cause a texture seam. Anything you see
here where there is a thick white line (texture border) will be a texture
seam:
There is no way around it. Place seams into areas where there are natural
seams.
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Preserve UVs Option
After modeling and UVing your mesh, you might need to come back and
optimize or adjust geometry. But if you do that after you've UVed your
object, you will mess up your UVs. In order to make adjustments to your
mesh without affecting its UVs, use Preserve UVs option.
Option #1:
Option #2:
Press Ctrl + Shift + Right Mouse Click Hold = Transform Menu and
enable Preserve UVs:
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With Preserve UVs You Can:
Preserve UVs will not work in every case. If you are adding additional
geometry and modifying the mesh beyond its original shape Maya will not be
able to Preserve your UVs.
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To Extrude Faces and Preserve UVs use Maya LT/Maya Bonus Tools. This
only works when using Offset. But does not work when using Thickness.
Delete History on the mesh after you are done modifying/adjusting the
object's UVs to avoid any problems.
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Maya shortcuts.
Scene Management
New Scene Ctrl + N
Open Scene Ctrl + O
Save Scene Ctrl + S
Save Scene As Ctrl + Shift + S
Increment and Save Ctrl + Alt + S
Viewports
Maximize/Restore Viewports Spacebar
Toggle Viewport Panel Toolbar Ctrl + Shift + M
Toggle Channel Box/Attribute Ctrl + A
Editor
Full Viewport View Ctrl + Spacebar
Center View on Selected Object F
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Selecting Objects
Undo
Undo Z
Undo Camera Movement [ ] (bracket keys)
Delete
Deleting Components
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Delete Floating Vertices (Vertex Delete
Connected to Single Edge)
Object Manipulation
Selection Tool Q
Move Tool W
Rotate Tool E
Scale Tool R
Object Selection F8
Vertex Selection F9
Edge Selection F10
Face Selection F11
UV or UV Shell Selection F12
Viewport Options
Wireframe View 4
Smooth Shaded View 5
Shaded View with Texture Maps 6
Lighting View 7
Cycle Between Various Background Viewport Colors Alt + B
Wireframe on Shaded Alt + 5
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Grid
Modify and Snap Pivot Point to Hold D + C
Curve/Edge
Modify and Snap Pivot Point to Hold D + V
Point/Vertex
Duplicating
Duplicate Ctrl + D
Duplicate with Transform Shift + D
Tool Shelf
Outliner/Hypergraph
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Hypershade
UV Editor
Modeling Tools
Extrude Ctrl + E
Bevel Ctrl + B
Workflow
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