Making a battleship in Maya E-mail
Written by Dzordz   
Tuesday, 24 October 2006
Article Index
Making a battleship in Maya
Page 2
Page 3
Page 4

Then use trim tool again. Save file before that, this is heavy trim. You might need to undo, if result is not ok.

Image

 

After trimming.

Image

 

Select surface delete history, and then go to edit nurbs/offset surface. Enter offset value.

Image

 

This will create duplicate inside the original. Move end vertices to Z axis.

Image

 

Offset once with smaller value to create glass surface. Assign new shader to it.

Make loft surfaces from trim edges of the two surfaces (you did this on that planar surface you later trimmed)

Image

 

Now create nurbs cylinders, and rebuild them, like you did with the gun. Deform it.

Image

 

Now pipes. Create curve, where you want pipe to go. Create nurbs circle and scale it down. Select circle and then the path curve.

Image

 

Go to surfaces/extrude and change style to Tube. Tweak the settings like I did. Note, you can change these settings later in channel box or attribute editor, if construction history is on.

Image

 

Create poly cube. Scale it and add segments. You can make it live or use V for vertex snapping.

Image

 

Create linear curves by joining poly vertices. Then create nurbs circle and in the channel box change degree to linear and sections to 4. This will make the cube from circle. Then extrude it along that curves.

Image

 

Then create some cable curves. You can use locators to create ends of cables and then snap curves to them.

Image

 

Nice eh?

Image

 

Then duplicate top isopram on the hull of the ship. Split it if you want. Offset it inward from the top view, using edit curves/offset curve. This works same as offset surface. Set mode to active view, and set some small value. Also create one nurbs cylinder and move its pivot point to the bottom of it. Using insert key.

Snap cylinder to the beginning of the curve.

Image

 

Then select cylinder and curve and go to animation menu set. Go to animate/motion paths/attach to motion path. Set time range to start/end. Set end to 20 (I used 20). This means that cylinder will move 1/20 of the curve per frame. Up axis is Y, and front can be X or Z, it doesn’t matter.

Image

 

If you playback, cylinder will move along the curve. Then go to animate/create animation snapshot. Set end frame to 20. This will duplicate cylinder at every frame from 1 to 20.

Image

 

So that’s it for now…

Image

 



 
< Prev   Next >