P5

Guide to Modelling a Sci-Fi Themed Corridor

When first starting out in Modelling programs such as Maya itself can struck up a quite difficult learning curve. In this guide we are going to be constructing a Sci-Fi themed corridor which will let us go over the basic functions of Maya. Lets begin!


1) Walls - To begin creating a 'Wall' we need to start from a basic shape, so select a 'Polygon Cube' underneath the Polygons section in Maya.



i) - Next, after the cube has been placed press 'R' on your keyboard to select the scale tool and use the boxes presented as green, yellow and red to morph your cube by it's height, depth and length until you create a wall like structure.

   
ii) - Now we are going to created some dents into the wall to create the illusion that the wall is made of white panels. We do this by selecting the 'Insert Edge Loop' tool under 'Mesh Tools'. You will then be presented with a cursor where you will select where your edge loops will be. Make two of them next to each other with some room between.   



iii) - Once that has been done select all the faces in between the edge loops that you have just made and select 'Extrude' under the Polygons section. Extruding allows you to manipulate an already existing Polygon by creating another object that is attached to it with it's own values.  



iiii) - When selected you will be presented with arrows being blue, red and green. Drag inwards on the arrow which in pointed inwards of the faces created by your edge loops to create the indent of panels.



iiiii) - After doing that return to the Edge Loop tool and Extrude tool to create more indents along the wall, and also create one in the middle of the wall to divide the panels just by selecting the edge of the wall on it's side. Once you've completed the first wall select the whole wall and press 'Ctrl D'. That will make a duplicate of whatever you have selected, once you've pressed that the duplicate will be inside where the original was placed, so press the 'W' key to bring up the move tool and just moves the duplicate out of the original to from two walls.





2) Texturing with Files - Now there are multiple ways of texturing in Maya with your own colours which we will get into soon, but were going to focus on using a image file as a texture for right now. To begin with select the object which you want texturing and go to the 'Rendering' section and select a 'Lambert Material'.



i) - Assuming you have opened Maya up completely fresh you will be greeted with this window over on the right of your screen. When that appears select the white and black checked box under the colour section of the material. 



ii) - After selecting that you will once again be greeted with another window that should show up on the middle of your screen. When that is that select the 'File' control



iii) - When that has been selected the window on the left previously will change into something like this. When this is here select the folder icon next to 'Image Name' and then you will see another window when you can find and select your chosen texture.



iiii) - When that has been done your object should now be textured. You can use this texture below.





3) Ceiling and Floor & Texturing with the UV Editor - Completing the ceiling and floor is just reusing what we already learned but instead we are going to use a different way of texturing with files called UV mapping. Create another Polygon cube and resize it to fit in between the two walls you have created. 



i) - Go through the same process previously for adding a texture but use this panel image so it can be easier to follow this new texturing process.



ii) - Once you have added the texture you may notice that it's extremely large and stretched out, well we are going to fix that by using the UV Editor. Find the UV Editor at the top of the program titled and the line beginning with 'File' and ending with 'Help' which will be titled 'UV'. Hover over UV and then select the 'UV Editor'.



iii) - A window will then be opened where you will see a box with your texture in the top right of the box, inside will be other boxes which represent the faces of of the object you have selected. Find the top face and select it, press the 'R' key to bring up the scale tool where you can stretch out the top face box and create tons of panels from your texture. Tinker around with that until you are satisfied with your result.



iiii) - Once you have finished that duplicate the object and move it out of the original by pressing the 'W' key to bring up the move tool. And then rotate the duplicate object by pressing the 'R' tool to activate the rotation tool and rotate the duplicate by 90° degrees since it will be upside down with textures facing outside.




4) Ceiling Connectors - Next we are going to create some kind of connection between the ceiling and the two walls. These are mainly just made to create some more depth into the corridor rather than it just being flat walls. Firstly begin by creating a Polygon cube and use the scale tool (R key) to match the thinness of the wall and the length.




i) - Then select the top face of the object and use the 'Extrude' tool under the Polygons section.



ii) - Once you have done that now press the 'E' key to bring up the rotation tool, with this you can rotate your extruded shape to start moving inwards.



iii) - Do this once or twice more until you get a curved like object which you can place the ceiling on top of.





5) Doors - These are going to be placed on the ends of the walls, to obviously make this corridor a corridor. Start by placing in a 'Polygon Cube' and sizing to fit in the middle of the two walls. Then to start on the door create a 'Polygon Sphere' and flatten it then place it in the door.



i) - The duplicate the circle and resize it (R key) to fit into the middle of the original circle.



ii) - As for texturing we are going to use 'File' textures, so repeat the same process we have done on the floor and walls.




6) Wall Lights & Material Colouring - Were going to be creating are first use of light within this corridor, but first we need to build the model for these lights. First place a polygon cube into the work space and resize it (R key) to create the base for where these wall lights will be in.


i) - Next were going to select the front face of our object and use the 'Extrude' tool under the 'Polygons' section. When the tool is selected use the cubes on the end of the arrows presented to place where your extrusion will be. Make a smaller version of the object as an outline for where the lights will be.



ii) - Once that is done press the 'Extrude' tool again to move the base cut out inwards as space for the lights to fit into.



iii) - Now select the 'Cylinder' under the 'Polygon' section and use the resize tool (R key) to lengthen it out into the wall light base. Also remember to use the rotation tool (E key) to rotate the cylinder facing on it's side, and also the move tool (W key) to move it into place.



iiii) - Once that has been done duplicate (CTRL D) the first cylinder and move it underneath the original cylinder.



iiiii) - Now create a 'Polygon Pipe' and use the resize tool (R key) to size the pipe to fit around the end of one of your lights. Once you have fitted a pipe around the end of a light duplicate (CTRL D) it and place the duplicate over the end of the other light.



ix6) - You can now just duplicate your object and place them around the corridor. You can also change up the lights positioning if you would like to make it feel more dynamic.



Material Colouring - For when just using material for colouring you can use these selections of materials under the 'Rendering' section.



i) - For creating this light we are going to be using a 'Lambert Material'. Once you have selected your material you will be presented with this screen. All of what the tabs say they do are pretty self explanatory such as colour and transparency.



ii) - For the wall light we are going to be using these settings. You can change the colour how you would like but make sure you go into the 'Special Effects' tab to change the Glow Intensity.



iii) - You wont be able to see the glow straight away since it won't show on the pre rendered workspace. So to determine how you want the 'Glow Intensity' you have to view it through a rendered image. To do that position your camera at the wall light and select this clapper board icon to see it.



 
7) Box - Quite an obvious start for making this object but were not just going to be texturing a Polygon cube, we're also going to be adding planks towards the box to make it feel more towards the texture of it being a wooden crate.



i) - Make another Polygon cube and size it (R key) to one of the faces of the first cube, then give it some depth to make it look like a wooden plank. 



ii) - Then duplicate (CTRL D) that same plank you created and start placing them around the cube, do it on the edges and diagonally along the cube. You can also place some planks scattered around if you would like to make the corridor look a bit more messy. 



iii) - For texturing the box its nothing different to how we textured the wall. Just do the process as we did previously and use the UV editor if necessary. Chose different textures for the planks and the box to make the crate look more professional and not quickly made.







8) Rubble - These are parts that would like they have broken off the ship, to make the corridor look more sinister as if it was attacked by aliens! To begin with we are just going to get a 'Polygon Cube' and match it's thickness, height and length to one of the panels on the wall to show that some have fallen off. Just make one of those duplicate as many as you want as you place them differently.



i) - Next we are going to create some little bit of debris to place over the panels. So again just get a basic 'Polygon Cube' and 'Extrude' one of it's face to make the object look broken.



ii) - And then just duplicate the object and scatter them around the panels.



iii) - You can then just do this with other 'Polygons' also, just make tiny pieces of broken metal or poles and just place them around other parts of debris to make it look messier.



iiii) - When it comes to texturing this parts it's the same process for the beginning of applying a material -> select the black and white box by colour -> chose file -> click on the folder and select your texture. For the panels you can use the same texture for the walls and for the parts of debris and rubble use rusty textures such as these.



   


9) Toy Space Ship - This is a object which will help bring a more obvious atmosphere towards this Sci-Fi themed corridor that we are creating. To begin with you want to place a Polygon Cylinder and select all the bottom faces. When those have been selected then bring up the scale tool (R key) and use the middle box of the tool to drag outwards, since the middle box covers all the axis.



i) - Then duplicate (CTRL D) that same cylinder you just created and rotate (E key) it to fit the bottoms of the cylinders.



ii) - Go to the 'Polygons' section and place down a 'Polygon Cone'. When you have done that place the cone on top of the first cylinder as the head of the spaceship. You may also want to resize the cone to fit the top of the first cylinder better.






iii) - Place in another 'Polygon Cylinder' and move and cylinder into one of the sides on the near bottom of the space ship.



iiii) - Now repeat the same method we have done previously with the 'Ceiling Connectors' and select the front face of the cylinder to continue 'Extruding' and using the rotation tool 
(E key) to make a slope until eventually it starts to resemble a wing.

iiiii) - Then once you have finished the first wing duplicate (CTRL D) it and place it on the opposite side of the ship in line with the original wing.



ix6) - Now we are going to create the bottom engine like part to the space ship. Select the first cylinder base of the space ship and duplicate (CTRL D) it. Now drag it down to the bottom of space ship to fit with the bottom of the second cylinder base. Use the scale tool 
(R key) and use the box which will drag it up to make the engine smaller.




ix7) - Then place a 'Polygon Sphere' and by using the scale tool (R key) flatten the circle by using the arrow to drag itself inwards. When you have done that move it into position in the middle on the upper base of the space ship. 



ix8) - For texturing the space ship use Lambert materials since it will be a plastic toy, and change the colours how you see fit. And place it on top of the box or wherever you see fit. 




10) Sci-Fi Handgun - We are going to be going over some basics for making a simple 
Sci-Fi gun shape which you can then go over with the skills we have learned to flesh it out some more and make it unique to you. First, start by placing down a 'Polygon Cylinder' and use the scale tool (R key) to form the shape like I have below.



i) - Next, select half of the faces on the end of the cylinder and use the move tool (W key) to bring out the to create a barrel for the gun.



ii) - Now, a 'Polygon Pole' and resize it to the reference below, and place it inside the end of the barrel.



iii) - Next create a 'Polygon Cube' and again follow the reference for when resizing this cube.



iiii) - Now select the back face of the cube and use the 'Extrude Tool'. With that, pull the polygon back and lift it gun going into the barrel of the gun. Then, use the extrude tool again to just make another cube coming from the back.


iiiii) - After that we are now going to make the grip of the gun. So, place a 'Polygon Cube' and resize it to fit within the rest of the gun with some room at the bottom. Then use the rotate tool (E key) and create a slight diagonal tilt to the handle.



ix6) - Now were going to make the handle look more connected to the rest of the gun. Use the 'Edge Loop Tool' under 'Mesh Tools' and place it near the top of the handle. Next select the new face created and bring it out and rotate it to fit with the end of the barrel.



ix7) - Now duplicate (CTRL D)  the handle and resize it to fit outside of the original handle to look like the grip of the handle.



ix8) - We are going to be working on the front of the gun again so select the front face of the cube and use the scale tool to give the end of the cube some diagonal edge.


ix9) - This is going to be like a way of seeing the ammunition of the gun so were going to start with a 'Polygon Cube' and resize it like the reference below. After that we place it near enough in the middle of the cube. After that we are going to use 'Bevel' on the cube which will give the cube more curves.



ix10) - Now we are going to create some small little clips that go over what we made previously just for tiny details to make the gun look better. So just create some 'Polygon Cubes' to size, duplicate it and place it a little further down from the original clip. When you have finished duplicate the whole view-able ammunition detail we created and place it on the other side of the weapon.



ix11) - Next we going to make a little 'Polygon Cube' which will be like safety switch of the gun and again just to give the overall object some detail.



ix12) - After that were going to add some extra detail to the barrel of the gun just to make it have an overall appeal to it being a gun. Add a 'Polygon Cylinder' size it down and place it near the end of the barrel.



ix13) - Now were going to be making the small extra handle detail for the weapon. Start with a 'Polygon Cylinder' and resize and flat it down like this. After that just duplicate the object and create this almost curved connection to parts of the gun.




ix14) - Next we are going to be making the trigger so place a 'Polygon Cylinder' and size it appropriately. Now select all the bottom faces of the cylinder and use the 'Extrude Tool' to drag it down and then to a side to bring a curve to the trigger. 



ix15) - Now the last detail we are going to make the 'Hammer' on the end of the barrel. To do that, place a 'Polygon Cone' and shape like how I have down. After that rotate it to point up slightly and place it in the back on the gun. 



ix16) - Add any extra details or improvements you would like that we have learned previously. As for texturing you are welcome to use these colours or do as you would please, and we can do this from using the same texturing method that we did for the 'Wall Lights'. 



11) Control Panel - These are some Sci-Fi control panels which are going to have all these technical and alien like textures on the screens. I'm going to teach you how to make one of them and you can make as many as you would like using these same methods. So to begin with place down a 'Polygon Cube' and morph it into this kind of shape below.



i) - Next, you want to get your extrude to and use the cubes to carve out where your screen is going to be. When you have made the measurements you want for the screen press the extrude tool again and drag the face inwards.



ii) - Now we are going to be making the keyboard so to do that create again another 'Polygon Cube' and shape it like the reference photo. After that rotate the keyboard (E key) to have it come at an angle for say if a person was to type on it.



iii) - Repeat what we did previously with the console screen and extrude the keyboards faces inwards.



iiii) - Now we are going to make the legs to hold up the keyboard. So again we are going to use a 'Polygon Cube' and create this shape. Next place (W key) it under the keyboard and rotate (E key) the leg at an angle. After that duplicate (CTRL D) the first leg and paste more of them along the keyboard bottom.



iiiii) - As for texturing you can use these file textures for the screen and keyboard by doing the previous file texture method we have done on many of the other objects we have created.





ix6) - As for other versions of 'Control Panels' you can apply everything we have done through this part and previous to make unique console designs.




12) Projector & Planets - To again add towards the Sci-Fi theme we are going to create a holographic projector to display the Solar System. This one involves some new things to keep up! To begin with you are going to one to place down a 'Polygon Cone' from that you will need to go into the 'Channel Box' and change the 'INPUTS' to these settings.



i) - Before we continue turn on 'Wire frame' mode and go into the side perspective. To change perspective press the 'Space bar' and you will be introduced to 4 different perspectives. Hover your mouse over the 'Side' perspective and press 'Space bar' again to view through that perspective.



ii) - When that is done select the 'Modelling Toolkit' icon located on the top left of the program. When you have opened the toolkit select the 'Vertices Selection' to continue.




iii) - Now that has been select you can now manipulate the vertices of the 'Polygon Cone'. So select the vertices by dragging and holding your mouse button to select all the vertices on that row, and then use the move tool (W key) to drag them upwards.



iiii) - Then grab these vertices displayed and drag them down to where I have presented. Then use the scale tool (R key) and use the middle cube to widen the vertices outwards. 



iiiii) - Next do the same thing previously with the vertices above and drag them down to then widen them like these reference images.



ix6) - After that take the top remaining vertices and drag them down to the bottom of the cone and the results should end up looking like this.



ix7) - For texturing use 'Anisotropic Material' to create that metal shine for the projector.






Planets - Now we need to create the Projectors purpose of showcasing the Solar System. To to obviously start we create a 'Polygon Sphere'. Then resize (R key) it to fit within the projector.



i) - Next create some more planets in the 'Solar System' it doesn't matter which ones but you can also add some details to some to make them stand out from one another.



ii) - We can now add some textures to these planets so use these textures with the method we used for using files on previous parts of this guide.






13) Lighting - These are all the lights that are placed around to give the room more colour and atmosphere. Each light serves a purpose weather it be on an already existing light but with more emphasis or to just create more ambience from choosing colours that would mix. I'm going to go through each light which I placed and how to do these lights to allow you to experiment with colour for the kind of corridor you want to create.


   
i) - To start off with lets go to the first wall light which is an 'Area Light'. Make it the same colour as the light you have and give it a higher intensity to allow it be brighter.



ii) - This next light is a bit different since it will be a bit dimmer due to their only being one light, but there are also two lights to use this these lights are indicators towards the box and what might be on top of the box if you decided to place object on there. But the first light is a 'Point Light' and place it onto the end of the light and change the settings to how I have shown them. Next was a spotlight to well really put focus onto what could be on top of the box, and these are the settings for achieving a spotlight like this. 



iii) - Next are setting up some 'Ambient Lights' so the room doesn't become really dark and unable to see in a rendered version. I settled for an eerie sinister type of yellow and green mix to kind of mix the colours from every other light in the room. When doing ambient lights be careful with the 'Intensity' since the few slightest numbers can make a huge difference.



iiii) - Next are the lights for the control panels which are done with 'Area Lights' which we have already played around with. I changed the colour of the lights according to the textures we used on them, and as for the other lights I've displayed the settings for you to follow suit.






iiiii) - For this light it is going to be some kind of hologram blue light effect and do that is to follow the settings I did for the 'Spotlight' below. 





ix6) - However there is more to do to create the hologram effect so what you want to do is head down to light effects and change the 'Intensity' to 5 for the 'Light Fog'. What the 'Light Fog' effect is, is an effect that will make the light more transparent as it reaches the top and as the effect says create a foggy like effect. After that select the black and white box. 


ix7) - After that you can change the colour to a darker version of the blue you chose and that completes it. To view the light you are going to have to see it through a rendered image. So as we looked at previously with the 'Wall Lights' frame up your camera and select the blank checker board icon in between the 'eye' checker board icon and the 'IPR' icon to view it.






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