'Maya'

 
'Modeling a Palm Tree'
by
Derek Smart


Before going any further, from the top viewport, apply Planar Mapping. Adjust the UV layout to get a result like the one below. Now you see why I decided to layout the trunk like I did. I like to use one UV layout per model, even though they may be in separate parts.

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Now we are going to apply 2 bend deformers to get a good shape to our leaf.

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For your First bend handle, use the following settings. Rotate Z 90 degrees, Rotate X 90 degrees and put Curvature to -2.58. The second band handle: Rotate the Z 90 degrees and set Curvature to -.93 now adjust the Y translation of the handle up until the base of the handle is even with the stem. You should end up the result below.

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Delete the history to commit the bend deformations.

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Select all of the meshes that make up your leaf and Combine them.

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Move the new leaf mesh into position similar to this in relation to the tree trunk.

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Activate the Move Tool, hit the Insert key and Hold down V. Snap the pivot point for the leaf into the Center point of the cap for the tree trunk.

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Duplicate the leaf using Shift+D and rotate the leaf about a third of the way around the trunk. Hit Shift+D again.

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Keep duplicating the leaf and rotating it until you get a nice shape for your palm tree. The result should be pretty nice and of low enough polygon count that animating the tree won't be horrible for Maya.

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The next section will cover how to set up the tree using Joints and IK to make it dynamic.


Modeling
Page 7

Rigging

Dynamics & Skinning


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