Artificial intelligent assistant

Please explain how to model low poly scaffolding in maya 2018

hey guys welcome back to once again a brand new modeling video in Maya 2018 well today we're gonna be doing a secondary prop and this is something that you see in games all time it's a scaffolding setup right I think in the u.s. is called staging or scaffolding I'm not sure but anyway based on the picture you know what I'm talking about right now it's not a difficult to model however it's kind of tricky to keep it low poly and that's what this video is about right let's check it out here we go all right guys well scaffolding it's something you see all the time in games and movies and whatnot now the big problem with this is if you want to do this in a highly detailed fashion your poly count is going to go through the roof right so you really need to consider before you get started whether this is gonna be a secondary prop somewhere in the background or something that is highly visible and in close-up because if that's the case it's a totally different modeling approach it's gonna be a much more high poly and if you have a need for that let me know and I'll happily do a couple of videos on that but that said this is going to be intended as a low poly prop now because of that you need to keep in mind that every element we use is going to be repeated a lot ok so we're gonna start with our main cube and for that we'll take a simple polygon cylinder and right now my subdivision count is 20 I'm gonna need to rotate and all done J so it's lying flat and you need to consider how low you can go where it's still believable okay so I'm gonna hit ctrl a to open that up we're gonna go in here and let's start by going to 16 that's fine twelve maybe even lower than that let's write eight I think eight is the lowest we can go six will make it look a bit too square so let's do eight okay now the caps we're gonna set that to zero and we're gonna go in here and we're gonna right click and get a face and I'm gonna select this face and that face and delete them now the problem is when you want to have some thickness in the pipe and you extrude it you can have faces on the inside and you don't want that because the face count but what you can do though is double-click on this edge and double-click on this edge hit ctrl e to extrude and let's tweak that offset not the upset let's tweet that thickness inwards to something like that right you don't have to do that but you can and if you really want to go fancy you can you know extend them inner words but that's I think way too much detail so we'll go with this all right so we've got our object now I'm gonna right click middle vertex and I'm gonna direct like one section let's give this some length all right and we'll just set up a basic scaffolding element and you can take it from there okay so I think the whole thing is still a bit big so let's just scale it down a bit and extend it so this looks right and what I'm gonna do is go to modify and center pivot so I can now hit W hold down X and snap it to the center of my grid and there you go right so we've got one all right still a bit thick I think so let's just uh make that nice and thin all right okay so we've got this now we're gonna do next is we're gonna to ctrl D to duplicate W to move over and let's consider what the thickness would be now if you want to be really exact about it you can do measurements I think this is pretty accurate so that's okay so I'm gonna select them both and I'm gonna hit control D to duplicate hit W to move up for my first level a few all again you know proportions and so forth is really important I think that looks ok so I'm gonna hit shift D and shift D and I think that's a good height now I need to borrow one of these elements so I'm gonna hit ctrl D to duplicate eat a rotate hold on Jay there you go I'm gonna go to mummify and center pivot and snap this guy to the center of my grid so had w actually it is the center of my grid so what we'll do here is we'll take these two go to Michigan combine Adobe to move hold on X there you go that's much better and then I'll take this guy hit our skillet in have it stick out just a little bit and let's move that out to the end here too I'd say that's about right and I can snap it if I want so I'm just snap it like this and then we'll do is hold it ctrl D to duplicate W to move over here hold on X snap it there let's do shift D so I'll get a new one well then X once again snap it there just to get the same distance and with ctrl D again move that over hold on X and snap it so that looks all pretty uniform if you know what I mean problem is though that these tubes are cutting into the existing tubes and we don't want that of course so they need to be slightly lower so we're gonna bring them down and to the extent that they are just about touching okay so that looks alright we're gonna do next is we're gonna ctrl D to duplicate let's move that down one level after frame that in now let's hit shift D and shift D and just check and double-check to see if they look okay but I think they do yeah and then the next one is to go and put in our vertical elements so let's take one of these once again ctrl D to duplicate each rotate hold on G until we have that element we need W we're gonna move that and let's make sure this is spaced correctly at four for wireframe mode so we're gonna push it in like this okay let's make sure we got a good height let's do that from here and we want the top to kind of stick out so we're gonna take those and I would say push it up to about here again I'll hold X to snap it let's say to about here and then we'll do the same on the bottom here like this now we have an object and it's positioned correctly so we can hit control D to duplicate W to move over after frame so we can see what's going on there we go and then we're gonna take both controlled duplicate W to move over and let's put them on the outside here control-d again let's put these on the inside control d again and there you go after frame okay that's a good starting point but it's still a very very basic as you can see one thing that always helps to sell this is the foot stamp if you will so what we can do there is we're going to take a polygon cylinder let's pull this out and let's set that to let's try five I think five is okay yeah five right now we're gonna do is we're gonna take the bottom faces and get rid of those so drag select and shift drag slate and we'll just delete that and then we'll go in here and want to right-click and go to vertex drag select it are to scale that out something like this and then we're gonna go in here and we're gonna right-click go to vertex like that center vertex go to edit mesh and no not poke sorry edit mesh and Shemp for vertices I'm never gonna right click and go to face it's like this control you to extrude and W to pull up now I don't need that face on top there so we're gonna delete now let's see if we can get this to scale to proportion let's move that in I have to frame that so what I basically want is for this to be the foot stamp for these pipes right here I have to frame that and we're gonna kind of need to I ball that a little bit looks like thing is once you have one in place it's easy to duplicate that so should be right there after frame there we go so we got one of those sit ctrl D to duplicate W to move over select them both ctrl D move that over ctrl D once again W after frame and one more time ctrl D move that down here after frame right so now we've got stamps they're everywhere and we're gonna do now is we're gonna put in some cross sections and typically they will run from top to bottom so we'll just take one of these guys we're gonna control D duplicate e to rotate hold on Jay we need W to move them out move that up and let's position this guy correctly it's gonna be about there I would say let's have a look from this U and we're gonna need to tweet this guy a little bit there's basically gonna be a resting on this pipe right here so we're gonna move that over here and now we're gonna do is we're gonna hit the insert key to move that pivot point just above that pipe right there the insert key again e to rotate hold on Jay to pull it down and we're gonna do here is we're gonna right click and go to vertex and we need W and let's double click on this guy and make sure that we're moving in object orientation so we're gonna move that way down here and we can adjust that height when we get there or that length I'm just looking to see where the pipe is so it's right there let's bring it in to about here that looks fine and I've got the same issue up here serving the drug select let's make that a bit longer that looks all right so we got that pipe and then of course we need one more so we're gonna do is we're going to take this guy I'm gonna go to modify and center pivot it controlled you duplicate it each a rotate all down GA and snap it and we're not quite there yet we need to bring it back a little bit so let's see if we can do that while we're looking at it right here I think that's pretty close we'll just tweak it manually a little bit so we're gonna go to vertex and I'm gonna hit W how that rests on this pipe right here and be about the same distance here and then we'll do the same down here we're gonna have that rest on that pipe that looks about right okay so that's not too bad that's we got so far now what I'm gonna do is I'm going to go up to display heads-up display and poly count okay so the whole thing right now is 936 faces which is not too bad but we're not there yet okay so we got that and then what you can do of course is putting some boards and we'll do that we'll take a polygon cube I'll I'll bring that in here let's hit our R to stretch that out and again it all depends on how detailed you want this to be right let's push that in a bit pull that out and we're gonna do is we're gonna hit w and we're gonna bring this down and if you really want to sell this then make sure that these boards are not perfectly straight because they will be more realistic but again that all cuts into your poly count okay so this is about right I need W you and I'm going to move that over here and I mean it ctrl D to duplicate W to move that over and then it ship D and ship D and see if I can get all four in looks like we need to tweak a little bit hit our scale it in a little bit and then I'm just gonna hit W push that in and one way to work with the detail is to make sure that the spacing is not the same everywhere so this seems to be okay so I'm gonna take these four control D to duplicate and W to bring down after frame okay and that seems to be about right and then all do here is well just I move one of these boards a little bit then maybe that one too just so it doesn't look exactly the same control D once again bring that in and then we'll hit shift D to do one more for a bottom section here and I got a pipe that's going weird here let's fix that that's this guy and we're gonna go to vertex drugs like these pin that out here and it seems you've got the same issue here so let's do that here as well alright so we need to change those boards up a little bit as before okay so let's say we got so far for the entire thing 2064 we've got thousand 32 faces so a thousand face count is not bad for this now the thing is and this is something you need to consider but it's you know kind of an important thing how these pipes are joined together now normally got clamps going on but if you put clamps on this you're gonna run into the tens of thousands of poly counts easily right so one quick workaround could be and I'll just show you one example is to use a simple low poly sphere so you would go in here and you would set this to let's say maybe six or so six by six or even less let's try let's do five by five all right now what you could do is just bring this in and put that on as some sort of clamp type deal right now the problem with that is that when you do that it doesn't really look great and if you need that level of detail anyway then you're probably closer to a higher level detail okay so but what you can do you just put something in there like this so from a distance it looks kind of okay but I wouldn't do it I would probably just do this right so that's basically it guys easy peasy you can put in additional elements ladders you can combine these all you want so if you have let's say every large building what you can do is go to let's do mesh and combine ctrl D to duplicate W to move over and that would be your second section shifty shifty and there you go you can work on an entire skyscraper or whatever ok and height wise same deal of course ok guys well that's all there's to it so hopefully you enjoyed little video you got any questions let me know as always and that said thank you very much for watching thank you for your support on my channel and see you guys next time bye well thanks for watching and before you go please hit that MH button to subscribe ok see you guys next time bye you

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