In this Maya 2013 tutorial we will help you develop a strong understanding of Maya's core features, as we take you through every single step of creating a short project in Maya. We will start by discussing the foundational skills and vocabulary that will be essential as you begin your Maya learning.
From there we will move directly into modeling, where we will begin building the vehicle that will be used for the duration of this course. Once the vehicle is built we will move into texturing, rigging, animation, dynamics, and we will finish up with the lighting and rendering of our final animation.
Now, let's take a look at how we can add some raised detail to the wings. And so this is going to be much the same way that we added detail on the fuselage. So let's turn off our curves. So we won't be dealing with the curves. We're just dealing with the NURBS geometry. And so what we want to do is add a little bit of detail flowing along this particular isoparm. And so to do that, we need to add extra isoparms in here. So if you remember, we want to right click. Choose Isoparm. And then I just want to add a few on either side of this edge. And let's add two on either side. And then, remember, go to Edit NURBS, Insert Isoparms. And then let's do the same thing down here. So we'll add a couple on this side. And then go to Insert Isoparms. Now, if we right click and go to Hull, you can see that we now have a hull in here that we can use. But I want to blend it back into the surface. And so I don't want to use the entire hull, I want to actually just use the points. So I'm going to go ahead and select some of the points here, along that middle hull, kind of coming back to here. And then I'll just pull this out in the z and up in the y. So we end up with sort of a big bump here, which you can see kind of blends back into the surface. Let's do the same thing here. We'll go ahead and get the center point of that grouping of three. And we'll get that one. And then come back here, pull this straight out and straight up. And then, if you want to grab this one by itself and add a little bit more to it, you can. And because we left these alone at the back, it blends back in with the surface of the wing a little bit more. But it just adds a little bit of detail in here. Because we have those extra isoparms, it makes that nice and tight. So it just breaks that shape up a little bit more. Now, if you want to open that up a little bit, you could take these points and space them out a little, and you can see how that opens things up. And one thing to note-- and we're not going to really get into too much detail on this, but-- NURBS geometry comes with certain parameterization. Basically, how the resolution is distributed along the surface. And so as you start to add geometry and add geometry, the parameterization gets off a little bit. And so you can go into Edit NURBS and Rebuild Surfaces. And this will allow you to rebuild those surfaces. Now, again, I don't want to get too complicated. I'm just going to turn on CVs with the uniform rebuild. And you can see it just sort of spreads things out a little bit. And you can see it has softened that up slightly. But it just kind of spreads things out, and makes it a little bit more even. So that's not a necessity. You don't have to do that. Just wanted to make you aware of that. And then, we can come in here and shape this now. You can see that. You can see how this is a little bit faceted. If you want to hit Control-A to go into the attributes for this lofted surface, we can come down to our NURBS Surface Display. We can just increase the Crv Precision Shaded to something a bit higher to help kind of smooth that out a little bit. And that, right now, is really, really sharp. Again, as I said, you can come in here and start to spread out some of these points, which will allow you to make that a little bit smoother, so it's not quite so sharp. And we can come in here and continue to shape that a little bit. Bring this out a little. Take these bottom points, scale those out a little bit, and bring that down a little. So we get a nice element that's coming out there. And we can do the same thing here. Take these points, scale them out a little bit just to spread them apart. Take these two guys and move them down and out a little. And then, in here-- we may have to go to Wireframe to see these-- you can see those two points there. We can sort of scale those out a little bit. Take that middle point down and out. And then, same thing here. Take these and kind of scale those out a little bit. So once we've got that detail added, the next thing that we can start to tackle are the engines. So we've got some of the basic structure built out. Let's go ahead and start to work on the engines for our jet in the next lesson.