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Maya Nurbs 汽车坐椅建模

Maya Nurbs 汽车坐椅建模
     翻译说明: 为了让大家更能理解这个教程,我并不翻译其中一些命令,这样可以让一些初学者 ( 不是很熟悉 Maya Nurbs 建模命令 ) 更快找到这些命令。另:我的英文不好,所以在翻译的时候会有一些不足之处,如果有让你发笑的地方,请你给我提醒,我将更改过来 , 我的 Email: chinacache@163.com.
希望可以和大家一同进步!


Rendered using Maya 4.0 (Software Render)

Create Seat Gear Rotater

From Front view, create a beveled gear profile (pic 1) and bevel plus it (Width 0.5, Depth 0.5, Extrude Depth 1.5 and Outer Style curve Convex Out) (pic 2).

  在前视窗中创建齿轮的轮廓曲线 (pic 1) 并用 bevel plus 它 ,bevel 的取值 (Width 0.5(Width 0.5, Depth 0.5, Extrude Depth 1.5 和 Outer Style curve Convex Out)(pic 2).

pic 1


pic 2

Next, create another profile curve (pic 3) and bevel plus it (Width 0.1, Depth 0.1, Extrude Depth 0.2 and Outer Style Curve Concave In) (pic 4)

接下来,创建另一条曲线 (pic 3) 并 bevel plus 它,取值如下 (Width 0.1, Depth 0.1, Extrude Depth 0.2 and Outer Style Curve Concave In) (pic 4).

pic 3


pic 4

Create a NURBS cylinder (6 spans), rotate to 90° and rescale it smaller and drag to the center of the bottom right circle corner (pic 5). From side view, tweak the right-end CV's and rescale them smaller (very small until it looks like they are touching each other) (pic6).
You could use front view zoom to check it, and then adjust 2 more right CV's and drag to the left, until it looks like this image (pic 7), and then duplicate this cylinder and hide the new one (copied) , errh what is this ? Duplicate ?... You will know later

创建一个 Nurbs 圆柱体 (spans 为 6), 旋转 90 度 , 并将它缩小移动到如 (fig 5) 所示,切换到侧视窗, 拉伸最右排的 CV 点并将其缩到看上去合成一点为止 .(pic 6) 你可以切换到前视窗当中放大来检查它,接着调整最右边的两排 CV 点 ( 包含我们所缩小的那一排 ) ,并将它们向左移动到如 (pic 7) 所示 , 调整好后复制这个曲面,并将复制出来的曲面隐藏起来,为什么 ? 向下看你就会明白的 ...

pic 5


pic 6


pic 7

Now drag the cylinder to the center of the beveled curves (pic 8), now select your beveled surface, select your cylinder, then fillet circular it with value of around 0.056 (reverse direction) and then trim it, you will have this cute half hole (pic 9).

将圆柱体移动到 bevel 的曲线中心 (pic 8), 现在 -- 选择你 bevel 出来的曲面 , 按 Shift 键选择圆柱体,然后 circular fillet 它们, circular fillet 取值约为 0.056, 完成后对它们分别 trim, 我们可以得到如 (pic 9).

Remember the one cylinder that we hid before ? Unhide it, rotate it to 180 of y axis, rescale it smaller a little bit, and place it in the center of this new half hole (pic 10).

你是否记得我们隐藏的那个曲面 ? 显示它,在 y 轴方向上旋转 180 度 , 将它缩小一点,并将它移动到中心如 (pic 10)

pic 8


pic 9


pic 10

Do the same with the bottom left circle corner (pic 11).

左边的齿轮用同样的的方法做出 (pic 11)

pic 11

Now select all of your objects, go to the render menu, then select set NURBS tessellation , set curvature tolerance to highest quality, U and V around 5000 , click set and close then render it, then you will have this cute looking object (pic 12).

选择你所有的物体,进入到全局渲染里,设置 NURBS tessellation , 将 curvature tolerance 高为更高组另, U 和 V 取到 5000, 然后 set and close 并渲染它,这样我们得到如 (pic 12) 的物体 .

pic 12

Wheee...everything is so easy and so smooth with Maya isn't it ?, But oops...this is just part 1.
Note : You could put logo there or do whatever you want, more detail or something...

喔 ....Maya 是否很简单 ? 不要急,以上只是第一节
注意 : 你可以在这里放上你喜欢的标记 , 或者刻画更多的细节 ....

Now select all these objects, group them and name the group "rotator", and then save this file as "rotator_gear.mb" or do whatever you like with the file name.

现在选择你所有的物体,并将它们成组,将组命名为 "rotator", 并存储文件为 "rototor_gearmb"( 也可以是你想用的名字 )

Create Bottom Seat Upholstery

制作椅子的扶手

From side view, create 2 profile curves like in this image (pic 13), then from front view, create a NURBS circle with 18 sections, rotate it 90°, then adjust the CV's with the scale and move tools until it looks like in this image (pic 14).

在侧视窗,创建两条轮廓曲线 (pic 13), 回到前视窗,再创建一条 Nurbs 圆形曲线 (section 18), 旋转 90 度,然后调整它的各 CV 点到像 (pic 14) 所示 .

pic 13


pic 14

Here's the perspective view



这是透视图

Then duplicate this curve and rescale it (y axis), move it many times (following the shape of the profile curve) until it looks like this (pic 14). Note : you must rescale the start and end curves very small (pic 15).

然后复制一些曲线并在 y 轴方向上放大或缩小它们,调整到如 (pic 14). 记住 : 最开始和结束的曲线你要尽量将其缩到最小 .(pic 15)

pic 14


pic 15

Then select these 3 curves (pic 16), select a couple of the top CV's and then move them to the left a little bit and rotate them also to the left (pic 17).

选择这 3 条曲线 (pic 16), 将它们的一些 CV 点向左移动并消微放大一点 (pic 17).

pic 16


pic 17

Now select all these curves from start to end (not the profile) and then surface > loft . You will have this new object (pic 18), now duplicate mirror this new object with the parameters shown here (pic 19).
Note : The Translate value could be different, but Scale -1 is a must for mirror duplicate

现在依此选择这些曲线(不含那条轮廓线 ) 然后 surface > loft . 你将得到一个曲面如 (pic 18), 接着以镜像的方式复制这个物体,复制的选项请看 (pic 19).
注意 : 移动 (translate) 的数值可以有所不同,但是拉伸 (scale) 的数值为 -1 时表示以镜像的方式复制 .

Pic 18



pic 19

OK now you have two of these 2 mirrored objects right ? (pic 20) Next, do the same steps (using duplicated curves) to create the center top and bottom upholstery (pic 21). Remember to use very small curves for the start and end curves.
Note : if you want to close the start or end curves, you could also use surface > planar .

OK, 现在你有两个物体对吗 ?(pic 20), 接下来要做的是,使用相同的方法 ( 复制 ) 来创建中间的一些曲线 (pic 21). 记住最开始和最后的曲线要缩到最小 .
注意 : 如果你想闭合整个曲面,你可以使用 surface > planar 命令来闭合开始和最后的曲线 .

pic 20



pic 21

Create Top Seat Upholstery

Note : to continue your work and to get more modeling concentration, you could use working by layer or hide your finished model.

注意 : 继续你的工作前,你可以使用 Layer 来隐藏你已完成的物体 .

From Side view, create a profile curve like in this image (pic 22), and then from top view, create a NURBS circle with 18 sections and adjust the CV's until the circle looks like in this image (pic 23). Remember... the distances between CV curves are important; try to maintain the same distances, 'cause the distance between the CV's affects the smoothness of the final lofted objects .

侧视窗 , 创建一条参考曲线如 (pic 22), 然后切换到顶视窗 , 创建一条 NURBS 圆形曲线 (sections 18) 然后调整它的 CV 点到像 (pic 23) 所示 . 记住 .... 尽量使每个 CV 点之间的距离一样, 因为这会影响到最后 loft 出来物体的效果 .

Pic 22


pic 23

Then from side view, duplicate this curve many times following the profile curve (pic 24). Adjust every CV's curve, especially the top and bottom curves, it should be turned into lane curve or circle curve (pic 25).

回到侧视窗,复制一些曲线如 (pic 24) ,并且调整每条曲线的 CV 点,得到 (pic 25) 的效果为止 .

pic 24


pic 25

Now hide profile curves and select all the curves one by one sequentially (from top to bottom or reverse) then surface > loft . You will have this new lofted object (pic 26). Next, from side view create a cutter curve reference (pic 27).

隐藏参考线,再依次选择这些曲线,并使用 surface > loft 命令 . 得到新物体如 (pic 26). 回到侧视窗中去,创建一条如 (pic 27) 所示的剪切曲线 .

pic 26


pic 27

With cutter curve still selected and still from side view, shift select main object, then Edit NURBS > Project Curve on Surface . You will have this cutter spline area (pic 28); next, select main object Edit NURBS > Trim and select these 2 front objects (pic 29).

在剪切曲线仍然被选择时,按住 Shift 键选择主物体 , 在侧视窗中使用 Edit NURBS > Project Curve on Surface . 你将在曲面上得到剪切曲线 (pic 28); 选择你要保留的区域,并 Edit NURBS > Trim (pic 29).

pic 28


pic 29

Hit enter, then you'll have these 2 objects (pic 30). With these new objects still selected, press Ctrl-D (duplicate) and move these new objects to the front (about 1 of z axis)

剪切后得到 (pic 30). 当前物体仍然被选择的时候,按快捷键 CTRL D( 复制 ) 它并将复制后的曲面在 z 轴方向上移动约 1 的单位 .(pic 31)

pic 30


pic 31

Now select back your trimmed object and go to the menu Edit NURBS > Untrim Surfaces (pic 32), select trim again, and this time, select the main object (pic 33).

选择后方被你剪切过的曲面,使用 Edit NURBS > Untrim Surfaces 命令,得到 (pic 32), 将得到的曲面再次 trim 它,这次,我们要保留的区域改变了 (pic 33)

pic 32


pic 33

Hit Enter, then you will have this object (pic 34); next, select the copied object and translate it to 0 z axis, now you have 2 separated objects right ? (pic 35)

Trim 后,你将得到如 (pic 34). 接下来,选择复制出来的物体并将其移动回原位 (z 轴方向变为 0) ,现在我们得到两个分离的物体 (pic 35)

pic 34



pic 35

Create top seat bealt hole

From front view, create this 2 profile curves, inner-white and outter green (pic 36)
OK now select outer curves then extrude it to back (-2) (pic 37), remember : to extrude a curve, open your extrude option box and set the style to distance , and make sure output geometry has been set to nurbs .

切找到前视窗 , 创建两条曲线,里面的为白色,外面的为绿色 (pic 36)---- 不懂为什么要讲这个 , 晕 !!!
OK. 选择外面的曲线并 Extrude 它,值为 -2(pic 37). 记住 : 当你 Extrude 曲线的时候,将 Extrude 选项盒打开,将 Style 设为 distance , 并确保你输出的几何体为 Nurbs .

pic 36



pic 37

Now select main object, shift select extruded object then apply a circular fillet and trim it (pic 38), remember : before circular filletting a surface, open circular fillet option and make sure to turn on create curve on surface , if you're not do this then you cannot trim the surface.

现在选择主物体,按 shift 键选择 Extrude 的曲面,使用 circular fillet 和 trim 命令 (pic 38). 记住 : 在 circular fillet 一个曲面之前,打开 circular fillet 的选项盒并将 create curve on surface 打开,否则你将不能剪切你的曲面 .

Next..select outter curve, shift select inner curve then surface > bevel plus , remember : before bevel plus, make sure to check your bevel plus option box, make sure output options to nurbs .
Ok now bevel plus it (width 0.2, depth 0.2, extrude depth 0.3, outterstylecurve concave in, innerstylecurve convex out) (pic 39)

接下来选择外沿的曲线,按 Shift 键选择里面的曲线,使用 surface>bevel plus 命令,记住 : 在 bevel plus 前,你应当打开 bevel plus 的选项盒并确保你所输出的几何体为 NURBS.
OK .bevel plus 的数值为 width 0.2, depth 0.2, extrude depth 0.3, outterstylecurve concave in, innerstylecurve convex out.(pic 39) 为我们 bevel 出来的物品 .

pic 38


pic 39

And of course, drag it to the center of seat belt hole (pic 40 and pic 41)

当然,我们需要将它移动到椅子的中心位置 (pic 40, pic 41)

pic 40


pic 41

Now mix them all together (pic 42), and dont forget to import the seat rotater gear from "rotater_gear.mb", and put the gear rotater to the back- bottom side of the seat.

For more seat detail, you could add a small rope at every top of nurbs surfaces (pic 43), or you could also create a pair of seat belt.

现在将所有物体组合在一起 (pic 42), 不要忘记将 "rotater_gear.mb" 文件导入,并将齿轮放到椅子两边 .
你可以给椅子添加更多的细节,如做一些小的 Nurbs 曲面来做椅子的绳子 (pic 43), 又或者你可以增加一条安全带 .

pic 42


pic 43

Final Shaded render

It is very easy to create a sport car seat within Maya right ?

ok....now all you have to do is texturing...
Texturing tips : you could use 512x512 pixel of carpet texture with repeat uv arround 12 x12

Ok this is it, i hope you like it

创建汽车的椅子是不是很容易 ?

好的 .... 接下来你要做的是做贴图给它 ....
建议 : 使用 512x512 的贴图文件, UV 分陪为 12x12
OK. 我希望你喜欢它. (完)

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