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This
is a "translation" to Maya of Tom
Greenway's 3ds Max tutorial "Complete beginners
modeling" ,translated by David Silva a.k.a.
Mazer with his permission.
A
beginners guide to starting out modeling in
Maya, a simple primitive model which is far
less complex than it really looks.

On
the original tutorial, only Move, Rotate and
Scale are used, in Maya we use the same tools
but we have to go to component ( sub object
) mode sometimes, but don't worry it's a breeze
:-)
Originally,
Tom used tube and cone primitives, in Maya we
can't use those.. why?
Well,
first we don't have tube primitives..... and
second, the way maya puts objects in a scene
is different from Max, in max you interactively
give Height length etc to objects, in Maya you
heather give dimensions before creation or modify
them latter, plus the cone in maya is a "real"
cone and the top ends in only one vertex:
A
polygon cone in Maya
Ok,
let's start:
Switch
to the modeling menu set by hitting the F3 key.
We use polygon modeling for this one so go to

Note:
Make sure you reset the settings by clicking
in the square box and edit--reset settings if
you have been messing around with it ( the same
applies to the other objects and tools).
Create
a cylinder, then press F8 to go to component
mode, make sure only the point option is selected:

pressing
F8 you can easily switch between object and
component selection modes
Uniformly
scale, using the middle yellow square the top
and down rows of vertices:

That's
our cone
Rather
than go step by step though the positioning
of each primitive, I think it will help you
to learn better just by looking at an overall
guide and then finding your own way a little.
The next image shows which primitives go where
:-

They
are color coded as follows :-
Red = Tours
Blue = Cylinder
Yellow = Sphere
White = Cone (modified cylinder)
tip:
you can use real cones for the claws.
Use
the above picture and the final Render as a
guide for placing the primitives - some areas
are a little more tricky than just place, move/rotate
and these are :-

The
indented circular sections as shown here are
used throughout the model, in Max Tom used tube
and cylinder primitives, but we have to do something
different:
There
are other ways of doing this but I've chosen
to use Booleans:
Duplicate
the cone 2 times (control-D) , move them, using
the snap to grid (keep the X key pressed and
drag the manipulator), then select both and
scale them at the same time, to get something
like this:

Now,
select the middle cylinder and shift-select
one of the others and chose:
Polygons....>
Booleans....>difference
Repeat
the procedure for the other side and use the
same technique to create the tubes for the eyes.
The
second areas that are a little tricky are the
thigh and shoulder joints as shown here :
These
are created with four toruses, the method I
used was to make the first vertical one (created
in the left or right view port) then work in
the front view port as shown above, using edit....>duplicate....>duplicate
options (the square)
enter
this settings

Note:
I scaled the last torus after the duplication.
Rather
than do these processes for each right and left
side of the robot you can use the duplicate
tool to mirror geometry, but first you need
to select the objects you want to mirror and
group them, chose edit...>group
use the default settings.
Reset
the duplicate options then duplicate the objects
using the value -1 in the scale X option (the
first from the left), that's the mirror in Maya.
We
now will create a material and apply-it to the
robot:
Click
this button
on
the toolbar to open the HyperShade and keep
a perspective view.
The
Hypershade itself would give material
for various tutorials so I'll keep it simple:
Create
a Blinn Material - Create (on the Hypershade
menu)...>Materials...>...Blinn, or use
the side bar.
Double-click
the new material to open the attribute editor.
Change
the material name to Robot_Blinn or so.
Click
the box next to the color slider, a new option
window opens.
Choose
Normal and click File to assign a bitmap
as the material color.

Choose
a cool metal texture, I used the original bitmap
from the Max material Tom used, if you don't
have one, there are plenty of free textures
on the web and here at 3d Total.
If
you can't find anything you like... well you
can buy 3d Total Texture Cd ;-)
Repeat
the procedure to assign the same file to the
specular color.
Now,
on the perspective view shading menu choose
smooth shade all and turn on Hardware texturing.
Select
the robot, shift select the Material in the
Hypershade, right-click-it and "assign
material to selection".
You have your robot textured.
Create
a point light, open the attribute editor (control-a),
expand the shadows options and turn depth map
shadows on .
Press
7 to view the lighting in the view port, duplicate
the light 2 or 3 times and move them around
the robot until you get the desired look.
Before
rendering, press this button
to
open the render globals options, choose a resolution
and
set the
anti-aliasing quality to production.
That's
it
render
time :-)
Have
fun.

Any
questions contact me
Please
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