Bending in Maya

Alec helped me to add a bend to the tunnel in our team’s enviroment project.

Using what I learned from him, I was able to create another bend in the floor plane so that it followed along the tunnel’s bend.

Screen shot below shows environment and the bend in tunnel.


How to create a bend

In the Modelling Tab, select the faces that you want to bend (have divisions). Go to the Deform menu

  • Nonelinear
    • Bend

In the Attribute editor

  • nonelinear Deformer Attributes
    • Curvature

Video below, made by me, shows a quick demonstration.

Part Two: 3D Modeling and UV Mapping

Create a 3D interior/exterior scene that conveys a narrative.

The second tasks was a group project, my group inculded myself, Eoin, Naimh and Hollie. The task was to model an environment and props that would fill the space with the scene.

The environment could either be an interior scene (a scene set within a building or inside a place) or an exterior scene (a scene set in a outdoors environment).

The task also requires for us to UV map the environment, this is to help familiarise us with how to texture an environment or model so that we can use that skill in other projects. We are not required to texture for this project, however we can attempt it if we wish to.

An important part of the task is that we work together as a team to keep the project flowing and so that everyone has an equal number of tasks in the creating process. This is to ensure that everybody in the group will have an equal emount of models to contribute to the scene, and also that that everyone will have models to show in their showreels and portfoilo.

It’s improtant to create an atmosphere and feeling in the environment. It would be good for an outsider to look at the environment and see that something had just happened, an aftermath of a disater or celebration. Or the scene could show a feeling in the sense of this being someone’s life, and living space, an emotion of looking in on a creature’s existence.

Plan, research, peer assess/critique and help your team mates.

Things to consider:

  1. Composition
  2. Using reference images for modeling
  3. Polygon count/efficiency
  4. Organising scenes
  5. 3D modeling techniques
  6. Good topology workflow & use of topology references.
  7. UV mapping techniques
  8. Explore how to display the scene in a 360 degree format