Showing posts with label Maya. Show all posts
Showing posts with label Maya. Show all posts

Thursday, 13 December 2018

Modelling - Model/Maya conclusion

In this post, I will describe my final thoughts and conclude how I feel my modelling phase went. I ended up producing a MAC-10 weapon inspired by the design in Counter-Strike.


Throughout the modelling process, I feel I have learned and understood a range of tools and techniques within Maya, which would allow me to create models in the future. The main tools which I found to be useful during the modelling included:
  • Edge Loop. I found this useful, as it allowed me to create new edges around a polygon, and also let me gain new vertices. This allowed me to create different shapes.
  • Boolean -  I found this useful to create gaps or holes within specific objects. This meant that I did not need to use a large amount of polygons to create specific shapes.
  • Extrusion - I found this useful, as it allowed me to expand out faces from existing shapes, which helped add efficiency to my final product.
  • I also learned about how to use the Maya software in general, and I have also looked into the FX and Animation sections.
I was happy that I was able to produce a model during this module, as I had no experience with 3D computer modelling previously. I had done some CAD work in school. I was also happy with the outcome of my final product, and feel I have been able to replicate some of the crucial detail, such under the nuzzle at the front of the gun. I was also happy that I was able to understand and use Maya, as I never used the software previously.

What didn't go well during the development was I did not fully get a chance to work out how to work out how the back of the MAC-10 gun connected to the weapon. This loses a bit of quality to the back of the weapon. During the development, I was also disappointed I could not complete the Overwatch gun, as the design become too complex.

Wednesday, 12 December 2018

Maya - Final weapon

For my final gun model, I was able to produce a MAC-10, as inspired by the design and style seen in the Counter-Strike series of games.

Original weapon from game (screenshot):

This is the default weapon skin of the MAC-10, as seen from the side.


Final weapon:
This is the final weapon, as seen in Maya.


How I developed the model:

The model was built around a series of schematics taken from in-game screenshots. I imported these as image planes into the scene by going to the View menu > Import Plane > Import Image. I used four schematics for the gun: one for each side, one for the front, and one for the back.

I imported a single cube polygon into the scene, and scaled the shape around the horizontal body of the weapon. Then I added a set of divisions (U1, V3) to allow me to create the lower section.

I extruded the bottom face of the central division, to allow me to create the handle and magazine. I used the connect tool to adjust the magazine, and make it smaller in comparison to the handle, and expand down.




For the front nuzzle, I used a cylinder, and used the connect tool to create an edge. This left me with a section (on the far right), to extrude it out to produce a thicker shape. To produce the individual spike-shapes, I went into vertex mode, and I was transformed the position of the vertex points, so they went above the cylinder shape.




For the pipes at the back of weapon, I created a 2D curve, extruded it into a 3D tube, and duplicated this. To perform this, I went onto Curves/Surfaces in the toolbar, and used the Bezier Curve tool to draw the shape, while on the Side X view (camera). I added a 2D NURBs circle to allow me to get the starting shape. To convert it to a 3D tube, I went to the Surfaces toolbar menu, and clicked Extrude, while having the circle and pipe selected. I changed the settings to output a polygon shape.


To create the trigger and surrounding shape, I used two different cubes. The trigger was created using a single cube, which I transformed to become a thin shape, before adding several edge loops to allow me to gain vertices. Once I got these vertices, I was able to re position the vertices, to give me a trigger shape.

For the surrounding shape, I started with the cube which I aligned under the gun. I was able to extrude and rotate the faces in-line with the schematics.


To create this section in the above image, I used the boolean difference tool. I used a rectangular cube and two sphere which were used to cut out the shapes into the top. For the circular shape on the top, I started with a single cylinder, added more faces on the side, and extruded every other shape out by 0.1.

To add more faces onto the cylinder, I went onto the polyCylinder object in the attribute editor, I changed the subdivisions axis to 40.



For the front section, I used a cube and a 2D bezier curve which was extruded into a 3D shape. 

I used a cube which I extruded and rotated out. I did half of this shape, as I wanted this to look the same on both sides. To finish the shape off, I used the Mirror tool to allow me to rejoin the shape, and give it a balanced look on both sides.

To produce the curved object which goes through the gap at the front, I used a similar approach to making the pipes at the back of the weapon.  I started with a 2D Bezier Curve (from the Curves/Surfaces menu), to draw out the shape on the Side X view. To extrude it to the 3D object, I used another 2D NURBs circle to give it the shape to extrude it (I did this under Surfaces > Extrude).



For this lower section near the back, I started with a 3D cube. I added several edge loops to allow me to add vertices. The vertices I then adjusted to create the general shape. From this, I deleted the faces toward the top, bottom and back sides, to leave myself with an open gap. I then extruded out the remaining faces to give them a 3D look. I also used a boolean difference tool with a sphere shape to add in the circular gap on the remaining face. I finally added in a cylinder to make it look like the two sides are joined together.



For both sides of the gun, I was required to leave a quad shaped gap etched into the weapon. I used a cube, with a single edge loop near the left side, to allow me to gain a new set of vertices, to add a triangular corner.  I selected this quad shape, and transformed it slightly into the body of the gun. Then, I selected the model and the quad shape, and used the boolean difference tool to create the gap. I performed this manually on both sides. I also added in two cylinders on each side, as part of the design. I also used a boolean difference tool to add a cube shape within the right hand side of the weapon.


For the upper front sections, each of the sides (one side is highlighted in green above), I used a cube to add edge loops, to allow me to gain more vertices. From this, I was able to rearrange the vertices, to create the upper facing curve. I duplicated this to appear on the right hand side as well, before adding a small central cube between them. This cube was scaled down on the Y-axis dramatically.

I concluded the design by adding a series of cylinders which went through the weapon body.


Maya - Why I cancelled my first model attempt



Around the week 9 mark, I was not satisfied with my attempts to create this weapon. This is because I was looking to add specific detail onto the model, and realised that some of the shapes and the design was not really feeling right.

Reason 1:
I was starting to experience some issues with adding detail onto the large sphere section in the back of the weapon. I originally lost a section of my work which was a personal fault of myself, and none of the backups would restore my lost section. When I attempted to recreate this section, it started to become tricky since I added to the model elsewhere, and it would be difficult to replace.

Reason 2:
When I started to look closer at the original model, I realised that some of the shapes were actually different to what I had already modelled. This was mainly regarding the large sphere section at the back of the gun - this should have been more of a complex shape, instead of a sphere. If you look at the images below, this should the comparison between the original shape, and my shape.

Shape I created.

Actual shape

In the end, I realised that I'd have to create complex shapes and linking methods to join the shape together, and keep it tidy. After receiving some feedback from my lecturer, I concluded that it would be suitable to try a different weapon, which had less curves and unusual shapes.


What I learned from this first model, and the cancellation:
In this process of developing the model, and cancelling this, I was able to learn several lessons which I kept in mind when trying a new model.

Firstly, I was looking to create more frequent backups of my work. The first issue during this process was the fact that I lost a section of my model early on, which I was unable to recover. I chose to regularly backup my work after each day of my process. From this, I realised I should regularly back up files of my work, and keep them on numerous devices in case one device is damaged or loss.

I also learned that this weapon would have been difficult to create, due to the weapon's design being highly curved and including complex shapes.

I was happy that I was able to challenge myself by creating a weapon with lots of curves and awkward shapes, but disappointed that I could not finish this. I was also happy to stop at this stage, because I was aware that I had time to perform new research, and develop a new model.

Maya - First attempt at a model

During the development of my project, I was interested in producing a weapon from Overwatch. This is because my game was planned to be a laser-tag game with a futuristic setting. I felt an gun from Overwatch would be suitable, as most weapons from the game have a futuristic design and feel.

I chose to model Mei's Endothermic Blaster, a beam type gun which fires shot-range streams of ice. I chose this design because I liked the bright colours and design of the weapon, and felt comfortable with a series of basic shapes I could have used.






To make the section above, I used a cylinder polygon which I rotated at an angle, added three divisions onto the central section, and extruded this out. This allowed me to create the extruded grey section. I added a second cylinder which I dragged through the center.



To make the section above, I started with a cube and I chose to manually adjust the position of the vertices. This is because I found this easier to produce and make the shape of this lower section by altering the vertices. I originally attempted to build this section using the Multi Cut tool, but I ended up getting some odd shapes and some faces went out of position.

This shows how I used the vertices to adjust the final shape. I would click and drag around the point, to access the front and back vertices, to keep the shape symmetrical.




To make the section above, I used two different shapes and tried to merge them together. I also used the bevel tool to allow me to create smooth edges, to make the corners look tidier. I used the boolean difference tool to allow me to produce the three rectangular gaps within the shape, as shown in the image below. I found this easiest to let me add gaps within existing objects, without breaking any other parts of the model. 





To produce the section above, I was required to add edge loops to allow me to add further edges into the cylinder. This allowed me to add the section with a red texture, as I ended up using the Extract tool to move the expand the faces out.



The above section felt a bit messy. It incorporate a large grey sphere, with the central section removed with a boolean difference of a sphere. I used a pipe tool to create the blue 'handle' shape which overlaps on top. However, I was experiencing issues during the development of this process, and ended up losing a section.

Textures used:
I used a series of Phong E textures to add to the design of the weapon. This was because they gave a metallic and reflective texture which is what I was looking for. I chose to use Phone E, instead of Blinn, because it renders quickly and uses less processing power.

At this stage, I chose to cancel development of this model, which I explain in the next blog post.

Final attempt:


Wednesday, 5 December 2018

Modelling - Key Techniques in Maya #4

In a lecture, I was taught a series of techniques and tools which related to Rigging and Particles.
  • HumanIK. This can be found in the Skeleton menu. This shows a menu which allows you to create a skeleton. This is a good starting point to create a character. The settings on this allow you to produce factors such as the legs and neck.
  • Skinning. The process of combining the joints of a skeleton to a model. This means a mesh/texture can be wrapped around an object, and the skeleton will adjust the mesh too.
  • Game Exporter. This is a plugin in Maya which is an alternate method to exporting models, animations and other items out of Maya, to import into other software, such as Unreal. The plugin can be found under the File menu. This can be enabled by going to Windows > Settings/Preferences > Plugins Manager > gameFbxExporter and load. This will save your object as a .fbx file. 
  • Rigging. Rigging is the process of adding joints to create a skeleton. The joints will start to become child objects inside each other. This can be found in the Rigging menu.
  • Bake Simulation. This can be found in the Edit > Keys menu. This is used in animation to generate an animation curve for an object. The 'baking' technique is used in videogame developments as a processing/compiling effect.
  • Newton.  Newton is one of the fields/solvers factors, which applies physics based on a Newton logic.
  • Volume Manipulator. This allows you to transform the position of specific joints. For example,  you can reposition specific fingers. It produces a multicoloured heat map to show how much you want to adjust it. The more of a red colour on the map, the more distorted you can make the skeleton. This can be found under the Skin menu.
  • Field/Solvers. This menu has a range of gravitational forces/options.

Particle Effects
The particle effects tool allows you to create a range of particle effects. This is similar to those seen in Unity and Unreal. The attribute settings allows you to change the particle's effects such as Emitter Type (directional, omni), Gravity (if gravity becomes applied), Particle Count (number of particles, Lifespan (how long the particle plays for), or the shading. This could be used to create effects such as explosions or fireworks.

Having a max count of -1 will allow you to have an infinite amount of particles during the lifespan and playback time.

This can be found in the nParticles menu, when Maya is set to the FX mode.


Example of create Physics In Maya:
This example will provide a step-by-step guide to making an active rigidbody collide onto a floor.

Start off by adding gravity (Fields/Solvers > Gravity).  Add a Rigid Body onto a floor object
 (Fields/Solvers > Create Passive Rigidbody - allow collisions but remain static).

Then add a second rigidbody onto an object to collide with the floor, such as a sphere (Fields/Solvers > Create Active Rigidbody - allows collisions and will move).

A negative point about this, is if you use too many rigidbody components in the scene, it will start to cause the software to process more, and could be slow to run and use the software.

However, this could be more efficient to render an animation out of Maya, as opposed to making an animation in a game engine, especially for a background object, as it causes the game engine to render less.

Wednesday, 28 November 2018

Modelling - Animation

In this blog post, I will describe a series of tools and techniques in Maya which I learned from a recent lecture, which introduced the basics of animation.

Maya can also be used for animation purpose. The software has been used in the development of some commercially released movies including Kung Fu Panda, Harry Potter and Transformers (Wolfe, 2012).

Tools:
The user has a timeline on the lower side of the Maya software, as shown in the image below with coloured annotations.



  • Timeline - The horizontal bar showing the time slider's progress between the start and end of the
  • Playback Tools - Allow you to pause, play, rewind and fast forward. You can rewind/fast forward by key or frame.
  • Change playback range - A bar to control the playback range of the animation. This could allow you can add delays/pauses.
  • Animate specific layer(s) - A tool to add attributes to specific 'layers'.
  • Character sets - A tool to group specific models together, and force an animation onto that group only.

  • Time Slider - This is the moving line showing the progress of the animation, during playtime (as seen in the above video).

The timeline and time slider can be personalized to suit the user. They can change the height and time slider size. There are further settings which allow the user to enable looping and adjust the playback speed in FPS. The playback speed can be adjusted between 15-60 fps, although the user can choose a custom speed, if desired.

The looping options are:

  • ONCE - causes the animation to repeat once, then stop
  • CONTINUOUS - causes the animation to always repeat, without stopping
  • OSCILLATE - causes the animation to play once to the end of the animation, then reverse back to the start.

These tools can be found in the Windows > Settings/Preferences > Preferences, and scrolling down to the tab named Time Slider.


To perform an animation:
To setup an animation on a model, place the object in a starting position, go to the first frame and press 'S' to record.

Then move the object to a final position, go to the last frame you wish to use and press 'S' to record.


Graph Editor
The Graph Editor window allows you to adjust the object's movement speed, during animation. The user can adjust the graph's curve which could be used to smooth out the animation. When you first use the animation, the object will accelerate forward, then slow down. The graph editor tool can be used to cause it to accelerate continuously without slowing down. This tool can be found in Windows>Animation Editor>Graph Editor.


Motion Path
You could make a model follow a 2D object, by going on highlighting object and path, Constrain > Motion Path. This is a quick and easy way to allow you to make an object follow around a route. You can also adjust the rotations over the course of the path, on each axis.



What I have learned from this lecture is that the tools in Maya allow users to easily and quickly produce animations. I was able to made a cube move between two different points smoothly. I found the Motion


Reference:
Wolfe J., 2012. Autodesk Tools Used on 14 Oscar-Nominated Films. AWN, [online] (Last Updated 9.36 AM on 17th February 2012). Available at <https://www.awn.com/news/autodesk-tools-used-14-oscar-nominated-films> [Accessed on 28 Nov 2018].

Modelling - UV Mapping

In Maya, there are a series of tools which allow you to perform UV mapping. This is the process of adding a 2D image/texture onto a 3D model for texture.

The term 'UV' comes from different axis which notate the U-axis, V-axis and W-axis for a 2D plane/geometry, to avoid confusion with the X axis, Y axis and Z axis for 3D shapes/scene.

The UV editor is a tool used to edit individual faces of a polygon's texture. You can adjust the position and rotation of the texture for each face.

The UV snapshot is a tool which allows you to render/export out the shape of a UV texture. This can allow the user to make a texture in a graphics editor software (such as Paint, Photoshop, GIMP), while keeping the UV shape, and then you can import this.

A new material I have learned is the File material. This allows the user to import an image to render onto a polygon/surface. You can repeat the image

Projection Map is the tool which allows you to project an 2D image onto a 3D model.

Map Node are the different material types which can be applied on each material attribute. For example, you could put a different material onto the transparency node, compared to the default node.

Monday, 26 November 2018

Maya - Curves and Schematics - Wine glass

I was given an exercise to build a model of a wine glass, using 2D curve tools. This exercise has taught me some of the basic tools to allow me to make models, and understand the Maya software.

Terminology:
During this post, I will mention a series of tools and terms which I used during the design.
  • BEZIER CURVE - tool used to create a series of NURBS curves, which allow for control of the vertices, anchors and tangents. This tool can be found in the Curves/Surfaces panel (or by clicking Create > Curve Tools > Bezier Curve tool).

Final model:




How I made the model:
I started by drawing an outline of one half of a wine glass shape - using the bezier curve tool. This tool allowed me to manually adjust the vertices and angles (right clicking on Curve Vertices).

After this, I used the Revolve tool (Surfaces > Revolve) to convert it to a 3D object with a 360 degree sweep angle. However, the object needed to be transformed and adjusted to look like a wine glass.




What I have learned:
This exercise has taught me about the Bezier Curve tool.

I have learned that the bezier curve tool is a good way to draw out specific 2D shapes. This could be a good way to draw on specific shapes, which have certain angles and tangents. However, once you have drawn out the object and revolved/converted it to 3D, you are unable to change the original shape, so this is an issue.

Sunday, 25 November 2018

Modelling - Low Polygon House

I was given an exercise to build a model of a house from polygons in Maya. This exercise has taught me some of the basic tools to allow me to make models, and understand the Maya software.

Terminology:
During this post, I will mention a series of tools and terms which I used during the design.

  • CONNECT - this tool is used to join up two or more edges.
  • MERGE VERTICES - used to join vertex points together, which can allow users to create a series of different shapes.
  • ADD DIVISIONS - a tool to split up a shape into smaller faces (e.g. a 1x1 face can be split into a 3x3 face).


Final model:



How I made the model:
The model was build using just one primitive object - a cube. I started by dividing the front face into three faces, and then I extruded out the left and right faces, to build the front of the house.

I divided the front faces of these extruded areas into 3x3 faces. The central face would become the basis for the window: I extruded this face in to produce a gap, divided it into a 3x3 face, and built a series of Georgian bars across the window.

For the roof of the building, I was required to create a pattern of edges which would eventually be transformed upwards. The pattern was created using the Connect tool, and by Merging Vertices.



What I have learned:
This exercise has taught me about the Connect tool, Add Divisions tool and Extrude tool. 

I have learned that the connect tool could be a good way to join two different edges together, and I can adjust the direction of this connection by changing the vertices. This tool requires trial and error, to adjust the connection angle, as the software might calculate an angle which the user does not want. The user would need to adjust or add vertices, to connect it in their preferred way.

I have learned that the add divisions tool would be a good way for me to split up a cube or cylinder so it has an equal width/height on all of the divided faces.

I have learned that the extrude tool would be a good way for me to push out/push in specific parts of an object. It would also remain attached to the original shape, allowing me to transform it freely.

I have also learned that I should merge vertices. This is because it would be bad practice if I just placed vertices on top/near others, and it could cause a messy finish if transforming or adjusting polygons.

Wednesday, 21 November 2018

Modelling - Key Techniques in Maya #3

In a lecture, we were taught a series of techniques and tools mainly related to textures and materials.

  • Exporting: In Maya, there are a series of exporting tools which allow you to send your Maya scene or specific objects to Unreal or Unity.
  • Layers: The layers section allows you to toggle the visibility of specific objects. This can make it easier to view only a few certain shapes.
  • Bitmap: A type of material in Maya.
  • Blinn: The Blinn effect is a type of material in Maya which gives a metallic effect, with lots of reflections. This has a series of reflective tools also available.
  • Lambert: The Lambert effect is the default material used in Maya. It is efficient, due to being unpolished, and low in reflections.
  • Phong; The Phong material is a type of material in Maya, which gives a plastic effect. It is less efficient compared to others. PhongE is a similar material which is less sharp, but is more efficient.
  • Texture to Geometry: This tool allows users to assign an imported image to a geometry polygon, which can be transformed like a regular polygon object in Maya.  This is a good way to add text (such as the Lego logo onto a Lego brick) onto other objects. This tool can be found by going to the Modify menu --> Convert --> Texture to Geometry.
  • Assignment Checklist: Unrelated to Maya, it is a list of tasks which helps keeping us on course and following the brief.

There is also a Render button included in Maya, which is a good way to check the materials on a final object. 

There is also a shatter effect which can be added onto objects. This allows objects to be broken up into smaller segments. Users can adjust the shatter count - the larger the value, the more processing power is required to execute this. Shattered objects can also be exported.

Wednesday, 14 November 2018

Modelling - FX introduction - Making a tablecloth effect

During one of our lectures, we were introduced to the FX section in Maya. Maya allows you to produce animations as well as models. I have been able to set up a tablecloth style visual effect using Maya's FX tools.

I started by creating a scene in Maya which contained a sphere primitive and a plane primitive above this sphere (see below image).



In the top left corner, there is a drop down which contains a range of different setups. These are Modelling, Rigging, Animation, FX and a custom mode. For this demonstration, I will select FX. This adds some new menu options in the toolbar.



Convert the sphere into a collider, by selecting the object, and clicking Create Passive Collider from the nCloth menu option.



This will stop the sphere from being affected by gravity. You can play the animation using the controls in the bottom right. The plane will fall and try and wrap around the sphere.


This shape can then be imported and used back on the modelling section of Maya.


What I have learned:
From this demonstration, I have been able to learn and understand the basic parts of the FX section, and it has taught me a way to run play animations. This section might be useful if I want to add an animation to my final model (e.g. for reloading, moving the weapon). However, I will also look into the animation section of Maya to understand what I could add in.

Modelling - Existing models into primitive shapes

During a lecture in class, I was given an example of two different models, and I needed to explain how I would approach replicating this model.

Portal Gun:

Firstly, we were given a Portal Gun, which includes multiple curved and smooth plains and shapes.

For the central section highlighted in orange, you would use a cylinder shape, add divisions to split up the shape, and extrude different sections to show the different depths/layers.

For the outer shell highlighted in green, you could use a sphere or a cylinder shape, and extrude the shape and layer.

For the claws and cables highlighted in red, you could use 2D curves and expand them out.


Star Wars Tie Fighter:


The second model was a Tie Fighter vehicle from Star Wars.

For the wings in red, you could use a cube and decrease the depth. For the connecting sector in orange, you could use a cylinder or a cone at first. For the central cockpit highlighted in blue, you could use a sphere.


What I learned from this:
I have learned that modelling can be easier if you start to break down a model into small shapes. The two models mentioned above looks pretty complex due to the detail of the texture, but they start off from basic shapes.

For my final model, I feel that I should look at the schematics of the weapon and use primitive shapes to get the basis, and then start to add detail afterwards. 

Modelling - How I made a gun sight

As I am new to Maya, I have decided to play around and test some of the features to learn how to understand the software before I produce my final model.

During a lecture, I was introduced to the Booleans tool. This allows you to merge or split primitives, through overlapping. I was able to produce a simple gun sight shape using this tool.

How I produced this:
Add a sphere and a cube into a scene. Enlarge the cube object so the height and depth exceed the sphere.


Select both shapes by pressing Ctrl+A. In the menu toolbar, go to Mesh --> Booleans --> Difference. There is a box in the menu that allows you to adjust further factors in the boolean operation, but this was not required for my test.




What I learned from this:
This session taught me how to use some of the features with the booleans tool. Obviously this created a simple basic shape, which I could extend upon. I feel this tool is suitable for my technique, as it gives a nice clean and spherical result, instead of manually making a gap in the box using Multi-Cut. If my final gun model has a sight/scope, I will perform this technique.

Modelling - Key Techniques in Maya #2

In my previous blog post, I explained a selection of key techniques which I expect to use in Maya, to develop a gun model.

During a lecture, we were introduced to some of the techniques to use:
  • Pivot Point: The point of rotation for a 3D object. This can be used to rotate objects at specific positions (instead of the center).
  • Outliner Window: The Outliner Window is a tab/window which shows all of the objects (such as primitives, cameras and lighting) in a Maya scene. This is a good way to arrange and organise objects, because you can set some objects as child objects.
  • Multi-Cut: A tool used to cut up shapes, by drawing lines on faces. This is a good way to produce detailed parts of a model, for example, extruding out a zigzag shape.
  • Boolean: A technique used to merge or split primitives into other primitives through overlapping. This can be found in the Mesh menu toolbar. The three different boolean types are:
    • Union
    • Difference 
    • Intersection
  • Mirror: A technique used to duplicate a shape rotated in the opposing angle so they match.
  • Edge Loop: A technique to insert edges across a path to add specific detail.
  • Target Weld: A way to change the position of vertices on a primitive.
  • Transparent-View: Also called X-Ray, this is a tool which allows you to change the opacity of a primitive. This is a good technique if you are using schematics/similar images to use as a design template.

The three different Boolean options: Union, Difference, Intersection (top to bottom)

The Outliner Window

Monday, 12 November 2018

Modelling - Key Techniques in Maya

For this module, I will be required to make a model of a gun which will be made using Maya software to incorporate into my first-person game. Maya is a piece of software used for 3D modelling and computers animation.

During a lecture, we were introduced to some of the techniques to use:
  • View Cube: An method of rotating the camera angle. By clicking on faces of a cube, the user's camera in Maya will rotate to face that direction.
  • Interactive Creation: A tool to create a shape with custom dimensions. These dimensions will have a default scale of 1x1x1, even if it is not a cube of that scale.
  • Face: A flat surface - a side on a 3D shape.
  • Edge: A line joining two vertices in a 3D shape. 
  • Vertex: The points of a shape where two of more lines meet (or the corners of a shape).
  • Extrude: Resizing an 3D shape by extending out, or squeezing in.
  • Connect: A tool which creates an edge from two vertices (or connecting multiple shapes together).
  • Three-Way View: A view method used to show the different dimensions of a scene, on the x/y/z axis. This can be toggled in Maya by pressing the space-bar key.

Image result for maya view cube
The View Cube


Toggling the Three-Way View


I have also learned a range of keyboard and mouse shortcuts.
  • Spacebar - Toggle three-way view on and off.
  • Alt + Left Mouse - Rotate the camera
  • Alt + Middle Mouse - Re-position the camera
  • Alt + Right Mouse or Scroll Wheel - Zoom the camera.
  • Ctrl + E - Extrude a selected object or face.

Comparison to other software
There is a range of 3D modelling and animation software online including 3ds Max, AutoCAD, Blender, Cinema 4D and Maya.

I have got a lack of experience with using modelling software. I previously used Blender to make props for my first year game, but the software feels basic and there is a lack of online support for the software. Maya looks cleaner and high quality, and appears to be an advanced set of tools and resources in comparison. When I loaded Maya for the first time, it looks difficult to understand due to the large amount of tools and buttons included, but for my purpose, I will not need as many tools.

Following research, I have learned that Maya is an industry standard piece of software and used in the development of commercial video games such as Dead By Daylight, Call of Duty: Black Ops 3, and Deus Ex: Mankind Divided (see reference).

From this, I have learned some of the basic tools and techniques which I could use when I produce my final model. 


References:
Autodesk For Games, undated. [online] Available at: https://www.autodesk.com/campaigns/autodesk-for-games [Accessed 12 October 2018].