We continued to explore the many tools in Maya. We were given images of a contemporary chair and had to use numerous techniques to model it. Simon walked us through the different processes to archive the shapes.
I created image planes on each panel in Maya, using the images provided as references and to get the right proportions and shapes. A method Simon showed as was using curves as a base for extruding meshes from. It was really useful and I used this to create the bend on the back of the chair, I was also able to manipulate the curve by adjusting the points after extruding the mesh which is really useful and non-destructive. (Hold D + C to snap the pivot to the curve)
Throughout this tutorial, Simon also introduced us to the modelling toolkit which is a window that contains all the tools needed to model rather than going from the toolbar and finding the same tool in the menus. We looked briefly at the different selection types such as soft selection and selection constraints. -This can also be accessed by using the selection toolbar on the left side.
Simon mentioned something I found quite important during the class which I want to put down here.
Rules of modelling for Video Games:
1. Ensure an object is combined
2. Named clearly and following company guidelines
3. Pivot is correctly placed -on the ground or centre.
We continued to model the chair throughout the day. I modelled the back piece of the chair as seen in the 3rd image. I created half of the model and used the 'mirror geometry' function to duplicate and merge it together. Lastly, I used nurb primitives to loft a cylinder to create the bridge piece between the legs as seen in the last image below.