WEBVTT

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Welcome to the first class in 3D modeling, and the reason why I've structured it this way to have three

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modeling at the beginning of this complete beginner series is because simply we need something to work

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with later.

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So we might as well learn modeling up front at the beginning so that we can use models later down the

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course and have an understanding of what modeling is and why it's important.

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So to get going.

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I wanted first to describe some concepts about three modeling so you can begin to understand how to

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approach 3D modeling kind of from a theoretical standpoint so that you know what tools to use and how

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to approach whatever project that you come up with in your imagination and projects down the line and

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all that kind of a thing.

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So let's take a look at example that I've created.

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All of these seen files that I'm working on are available to you for downloads.

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So this one might not be that useful because it's pretty basic, but it's going to be made available

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to you to download so you can follow along or open it up and dissect it and see what is inside.

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So I'm going to show you an example that I made real quick so we can cover two important concepts,

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hard versus organic modeling.

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So when I first describe this, you can probably already guess what it means, especially by looking

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at these two examples.

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And let me first quickly cover a couple little tricks that I like to use in my viewport so we can look

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at this a little better.

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I don't know if it shows up in your video, but the edges of all of these polygons are not super smooth.

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They're kind of jagged and they're not anti aliased, as we like to say technically.

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So there's actually an anti aliased button here that you can turn on for the viewport.

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And it is this little one right here.

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If I hover over it and you can look at the bottom left and it says multi sample, anti aliasing, and

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then the tooltip will also pop up.

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So if we press that and you can follow along and do this in your viewport, you can see that this is

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just for us.

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This doesn't affect the final render or the model itself or anything like that.

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This is just kind of to make it easier on our eyes as we're using Maya.

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So I like to turn on anti aliasing.

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And I also like to turn on the ambient occlusion because you can't really see where these lines and

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gaps intersect on this model very well.

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So if we turn on ambient inclusion, watch this area right here where there should be lines popping

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up, but we can't see them because they're all facing the same direction.

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That's just how Maya's rendering it and the viewport.

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If we turn ambient inclusion, which is this little button up here, which is just next to the interlacing,

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we get ambient occlusion, which basically shows us areas of geometry that are close together and darkens

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those corners and inset areas.

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So now we can see that model a little bit better now that we have those to kind of viewport options

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turned on.

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So back to the topic at hand, hard versus organic models and modeling.

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And why is this important?

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It's important because we need to understand how we're going to approach a project or model and the

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tools we're going to use to create it.

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So let's first talk about what hard versus organic really means.

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So you can kind of get an idea from these two examples.

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Hard is kind of straight surfaces.

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They can be curved as well.

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You can see there's a cylinder here, so it has a rounded surface on that side.

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But there's patterns here.

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It's things, you know, mechanical things, you know, things that are bolted together and made by

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humans typically are hard surfaces.

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So imagine a transformer here and the organic shape on the right.

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There's no pattern really here.

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You know, there's a lot of kind of swooping shapes.

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And it was made clearly not in the same way or the same tools that the one on the left was made.

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You can see there's two very different type of models here.

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And just to kind of drive this point home, it's probably already pretty clear what these two things

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are.

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But it's good to just drive it home at this early stage of learning about modeling.

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So I have a couple of pictures here that I wanted to show you.

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Just take a guess at what this would be, hard or organic models.

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And you can kind of tell it's organic kind of shape.

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There's a lot of branches and a fine texture and bark and leaves.

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And so, of course, this is going to be organic.

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And the type of tools will use to model something like this will be much different than modeling a hard

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surface like me wearing the Darth Vader helmet.

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It has some curved shape to it, but it's a hard surface.

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There's not fine detail and texture on the surface itself.

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For the most part, it's glossy.

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It's it's like a hard plastic.

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But if we're looking at this and looking at my hand, the hand would be on an organic model because

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it has very unique shapes.

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There's no.

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Pattern or uniformity to it at all?

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So it depends on what we're looking at in this picture, if it's my hand or the helmet on, what's going

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to be organic or considered hard surface?

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And just as another example, here are some more helmets that are all hard surface models.

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And for a kind of more historical example, you can see there's both in this as well, the kind of statues

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in the middle, in the foreground and the inset on these at the front of this building are organic models.

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They have musculature.

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They have, you know, flowing robes and there's horses.

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And but when you look at the building itself, it has very flat surfaces, very smooth.

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There's no kind of organic detail unless we look at the top of the columns, we can see the kind of

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floral patterns that are incorporated there.

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So this is, again, marrying those two types of models in one example.

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So this is also a famous sculpture that's in the Vatican.

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And you can see the robes and all that type of thing would be considered organic, even though, you

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know, organic you might think of like nature or something like that.

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You know, clothes can be considered organic because they have these kind of flowing irregular shapes

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in the folds of the model.

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And again, lastly, we have both together where this kind of structure on top of the mountain is a

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hard surface.

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And then when we look at the rock, we can clearly tell the difference between the pattern and the type

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of surface that this building has versus the kind of irregular surface of the rock.

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OK, so I think we understand what hard versus organic means.

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And I'm going to mess with this little cluster handle to show you also that, you know, this is important

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to understand for later down the road when we're talking about rigging and animating.

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If it's a hard surface, we're probably not going to flex from the middle of this object.

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It's probably going to move all together.

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And that's going to, you know, affect how we're going to do things later with rigging and animation.

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Whereas if it's organic, you know, this this thing could move all kinds of different ways.

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And we would need to rig and animate to reflect the type of organism this is or shape or model.

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So it's also important to understand later on what this implies for other aspects.

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So in this course now we're going to jump into actually making things now that you have an understanding

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of how to use Meiwes interface and how we're going to approach modeling, we're going to make one hard

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surface model that we're going to continue to use throughout the course.

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And then we're going to model an organic character, a skeleton guy, and we're going to use to animate

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later and make a pretty cool animation so far along in the next lesson.

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And we'll get to creating stuff now.

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Thanks for watching.
