A free video tutorial from Alex Zaragoza
3D Artist / Best Seller Instructor / Cast N Play Co-Founder
4.4 instructor rating • 7 courses • 8,746 students
Learn more from the full courseCreate Professional 3D Models from Scratch in Maya
Learn the skills to design, model and render 3D assets using Maya and Photoshop.
06:27:52 of on-demand video • Updated January 2018
- Design, model and render professional hard surface objects.
English [Auto] Hello and welcome to this lesson. So what we're going to do right now is model proxy for the whole character. That way we will have the proportions proportions. Sorry. Right before we started modeling the actual pieces of the of these robot. OK so what I want to do first is going to my front view and in my view menu because you image plane and import and image. So let me bring this up. OK so in my pre-production folder I have my concept art image and that's the one I'm going to open. And there it is. That's my image plane going to go to my attribute editor with the image selected and even bring my alpha again down a little bit. That way. It has a little bit of transparency going to put the image in the middle more or less that's good enough and push it back where it's. So it doesn't get in the way of the actual modeling. OK. So I'll go ahead and create the cube. And remember this is just a proxy so it doesn't have to be perfect. The thing we're trying to do in here is just capture the proportionate proportions and the size of things. On going to it's a gentleman's turn. This on the x ray. And I know I know this is not a front view. The concept art. But it's pretty close too so it doesn't really matter. That should be enough. Seek it out how big it is. OK. Gun I guess on the thickness. So something like that. I have. By the way my concept got in here and my other monitor. So that's pretty useful to have it all the time. Going back to it and looking at the shapes I'm going extrude Oh by the way the way I brought that many up instead of going into I think it's a dead mesh extrude. I did shift right quick and I got this hot box. I'm not I'm holding the shift under right click in that order. And I have my multicar bevel extrude my face normal's and mirror extractable to get a lot of my other tools I'll be using on these many. So it's You'll be seeing me use it a lot so I highly recommend you use it. OK so ship broke. Right click. Extrude. I'm going to scale this a little bit and G to extrude again and bring this back and scale a little bit. OK. There you go something like that. So look at this well that looks good. It's so like this face extrude scale. But needs to extrude again and it's like so. So that's enough for my proxy like the level of complexity of this part. So let's try to get the shapes right so that's good. I'm going to bring a new box or cube that's make it much scrap the lower face. Bring that up until there. There you go. This it's looking there you go. That's good enough. Let's grab this face extrude scale with a little bit and scale it backwards. Again this doesn't have to be perfect. I'm going to create a cylinder and rotate it 90 degrees in the x axis. Something like that duplicate and bring it to instead of minus three point eighty eight going to get rid of that minus and that should mirror in the x axis which is the red one and that's looking pretty good. Let's now do another cylinder rotate this time on the C axis. I'm gonna Kailey with control in the other two axis and place it in there. So like this verdict's bring that down a little bit. OK. It's good. Now what I want to do is mirror that piece. So what I'm going to do is this has already some transformations. So what I'll do is heed controul g to a group and that group as you can see in here in my outliner has everything in on my scales 1 1 and the pivot on the origin. So if I do minus one in the X scale that'll mirror I should get it before mirroring. There you go. OK. Now I don't know this could but this could maybe be a bit bigger. There you go. Now duplicate the grip minus one on the X scale and that's it for the top part. I can grab this cylinder duplicate it in Control D rotate it back to Syria and place it right in there. That's a new object mode. I don't actually with shift. Right click insert edge loop that's shift right click soft edge soft and are you there with us. It is. It doesn't really matter. Just to get rid of they said you could select only the edge right. She except an inch soft and there you go. And it's looking good. I'm going to do the on the parts of the antenna until later. So that's good enough. Create another cylinder control and scale and the other two axes. But I think that's way too much. Something like that I guess. That's due the whole arm in one piece and for the chance I'll do a cube it like so duplicate the cube and rotate it. I'm going to move the pivot before rotating. I'm going to hit the move the pivot again get out of pivot mode and rotate a little bit. So a side view and a line. This hand OK. So it's looking pretty good shift right quick to insert an edge loop in here. Bring this back to make the or create the elbow spring. Both of this out. Also these two and this two they go. So this is called a proxy. These are the basic shapes of the Rabab. I'm going to use this for the legs so I'm going to duplicate it. Put it in place and rotate 180 degrees something like that. There you go it's really important to be looking at the art all the time. To get it right. There you go. And now for the feat. Let's create another cube put it in there. Let's try to not go below grade something like that. Going to duplicate this scale that's in certain Megilp ships. Right click this takes up there you go there you go something like that. Crap all of this group them duplicate them. And mine Swan in the x. So I think this looks pretty good for a proxy. You know what I'm going to get rid of this just to make this a little bit bigger. Get a grip. This pivoting here. And we'll have time to get all of these pieces right after we're done with the proxy. Right now we're just worrying about the whole answer and the whole shape of the of the robot so that I think looks better that select all of this group and I don't mind Swan in here. I forgot again to duplicate minus one. There you go. That looks pretty good for me. Yeah I'm trying to look for any parts that need extra work. But honestly it looks pretty good. I mean maybe some details like this could be a little bit bigger. But other than that and maybe this could be bigger this way. Think that's it we're ready to start modeling. That's something I'm not really not liking And it is probably this being too big. And this is the kind of things we want. How do I put it. Like the things we want to notice before modeling. So that's what this proxy modeling phase is for getting everything right. It's copy that and paste and you go going to turn on my Ambien to pollution just so I can see a little bit better where everything's at may be boring. It's a little bit inner. Also this on the copy that value or it's just group and duplicate and mine was one. I'm not worrying about the naming or organization of the scene right now. You'll see why in a couple of minutes this is something I want it could also like to bring this back a little bit just to make it look a little bit stylized. Not too much. Not like super cartoony but just a little bit. Go and honestly it is looking pretty good. I think that's all we're going to do. For this video and I'm going to select everything go into mash combine. Now it is combined it's one object got to edit do it all by type history. And this group we could get rid of it. That's rename this to deal proxy. And I'm going to put it in play your name this proxy. You can put a color. It honestly doesn't matter. And I'll put it in t. That's transparent. And this is how we're going to start muddling this proxy we made will work as a reference of volume like reference in 3-D. I'll try to keep these volumes. Obviously I'm allowed to not follow it 100 percent. Like I still have some room to play with. But it is pretty close to the final partials and volumes and shapes. OK. So in the next lesson we're going to start modeling the actual pieces using this proxy as a reference. OK. I'll see you there by.