1 Tutorials Maya model tennisball Sex Jan 21, 2011 7:58 am
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Start of by creating a Polygon sphere with the following settings. Radius: 1 Subdivisions Axis: 8 Subdivisions Height: 8 Now, to get rid of the tri's at the top of the sphere, delete the edges shown in the image to the right. | |
Then select the following faces and delete them as well. You should now only have 7 faces that represents 1/8 of the whole sphere. (Keep the one's inside the red frame in the image.) | |
Now split in the same manner as in image to the right. Then delete the edges marked with the orange color. Delete the remaining vertex (marked with a cyan x on the image) from after deleting the edges. | |
Try moving the vertices and spliting up the edges in about the same manner as in this image. It's important that the edges marked in yellow are placed straight at the axis. This is because we're going to copy the object over the axis in the next step. It will just keep it easier merging the objects later. The main purpose of this is to keep the flowing edges, and to evenly distribute the vertices so that the size of the faces are just about the same. Try to keep the basic shape of 1/8 of the sphere, but don't worry too much about it. If you're new to modeling, this process might seem a bit tedious, but just keep trying. It's really not that hard. | |
Make sure your pivot point is at the origin. Select pSphere1. Ctrl-d to duplicate, then set the scale z to -1. Marquee select pSphere1 and pSphere2. Duplicate them and set scale x to -1. Then select pSphere1, 2, 3 and 4. Duplicate them and set the scale y to -1 and rotate y to 90. Select all of the objects and in the Modeling menu set go to Polygons Combine. Then the 4 objects will combine into 1. Now select all the vertices and go to Edit Polygons Merge Vertices Option Box. Set the value to 0.0010 and hit MergeVertex. You will probably have some holes in your model. To fix this click the polyMergeVert1 Input in the Channel Box, and adjust the Distance to merge the seems. (You should end up with a total of 122 vertices.) | |
As you may notice, it's starting to look like a sphere, but still not perfectly round. In this step we will fix this issue. Enter Object Mode, select the object and in the Animation menu set go to Deform Create Sculpt Deformer Option Box. Reset the settings and set the Dropoff Distance to 0.000 and hit Create. Your sphere-looking shape should now be as spherical as it can (as in the image). Select the object, and delete its history. The Sculpt Deformer will now disappear. | |
Starting to see the base of the Tennis ball? Split 2 splits on each side of the original (marked with the arrow). You can use the Split Polygon Tool, but I recommend that you download MJ Poly Tools and perform an Edge Loop Split. (The Solid Chamfer function in Byrons Poly Tools will also easily give you the same result.) | |
Repeat Step 6 to round of the sphere again. Select the edge marked with the arrow in step 7, and go to Edit Polygons Selection Select Contiguous Edges. This will select the line all around the ball. Convert the selection to Faces (Ctrl-F11) and uniform scale the selected faces something like the image to the right. | |
Apply a polySmooth and set the divisions to 2 and you will have a smoothed Tennis Ball. That's that and seeyoulaterbye. | |
If you are interested; here is a zip'ed scene-file used in the tutorial. You can download WinZip from winzip.com to unpack it. Enjoy! A 5.13min video tutorial for this tutorial is available in Microsoft Video 1 codec. It's a 4.40MB download in Rar format. Go to rarlabs.com and download WinRAR to unpack it. Extra: I've used this technique for making a basketball and a baseball as well. Works quite nice. Make sure you read the furDescription part of this tutorial as well. |