How to model a bus?

keithgarry

L2: Junior Member
Apr 16, 2009
59
8
I'm starting to get very comfortable with the layout of Maya. If anyone could be bothered to write down some of the skills/techniques I'll need to learn how to model a bus, I would be very grateful.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
You need to look through several tutorials in order to learn how to model, and I don't think we have any Maya ones here. Just Google it.
 

zero_rogue

L1: Registered
Sep 15, 2009
38
36
for maya is pretty much a matter of knowing what everything does in the interface. (in every menu, in every shelf, in every toolbar.) If you can learn all 10,000 of them you'll do fine.

Until then i would focus on the items in the polygon shelf and the mesh and edit mesh menus(note:they may have different names biased on your version). it has 90% of what you need to model

as for modeling the best case scenario you can do is get a reference sheet of a bus(shows the bus from the front side and maybe top) then use the image plane to match up the model.

Most of the time modeling works like this

1)start with a basic shape(cube, sphere, cylinder, etc..)
2)Modify it to the shape you want
3)extrude and cut polygons
4)move the newly created polygons
5)repeat steps 3 and 4 till you have something that looks like a bus.

I leave it to you and your knowledge of maya to figure out the rest. If you have any small questions I'll answer them to the best of my knowledge here, however I dont plan on writing any tutorials on how to model a bus either ^_^
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
Keep in mind that if you're doing this for Team Fortress 2, you should make sure it's a type of bus that would have been around in the '60s.
 

keithgarry

L2: Junior Member
Apr 16, 2009
59
8
for maya is pretty much a matter of knowing what everything does in the interface. (in every menu, in every shelf, in every toolbar.) If you can learn all 10,000 of them you'll do fine.

This is so true. I'm almost a week in. I've been studying maya non stop, and I'm finding buttons hiding underneath buttons and scurrying around whenever I turn the lights on.


1)start with a basic shape(cube, sphere, cylinder, etc..)
2)Modify it to the shape you want
3)extrude and cut polygons
4)move the newly created polygons
5)repeat steps 3 and 4 till you have something that looks like a bus.
Thanks very much for this.

If you have any small questions I'll answer them to the best of my knowledge here,
I have two easy ones. 1) Whenever I create a new object it always goes to the center of my scene, which is total nonsense. I'm used to Hammer and I love the system where if I create an object it will rest against the object my mouse pointer is hovering over. Is there any way to mimic this?

2) I learning how to merge edges. I've already combined my two items, but I can't get this to work. It keeps saying... actually I just tried it again and got it to work haha. Nvm. I'll change it to: Is there a way to adjust scroll senstivity? I can't find it :shakes head:

however I dont plan on writing any tutorials on how to model a bus either ^_^
How come? Because of the sheer magnitude of the tutorial? :)



stevethepocket said:
Keep in mind that if you're doing this for Team Fortress 2, you should make sure it's a type of bus that would have been around in the '60s.
I actually quite like this challenge. At first I hated being confined to a theme, but if you always look hard enough you can find some very interesting pieces of history.

santefe-art-bus-denver50s.jpg

bussing_6500_t_gelenkbus_1955-13794.jpg


Furthermore, being restricted to both the games theme and a city theme is very difficult. Finding appropriate(that is, artistic) ways to block vision is even more tough. I do like the choice of an articulated bus. It provides a lot of great gameplay usages.
 

zero_rogue

L1: Registered
Sep 15, 2009
38
36
First off that's an excellent reference you've got there for a model. I hope its bigger than what you posted though otherwise it should be fun to enlarge.

anways.

1) Whenever I create a new object it always goes to the center of my scene, which is total nonsense. I'm used to Hammer and I love the system where if I create an object it will rest against the object my mouse pointer is hovering over. Is there any way to mimic this?
Got an old version i guess? Yeah the old versions had that problem(version 8 and below If I remember) the newer versions have a "draw" system or a click and create box.

2) I learning how to merge edges. I've already combined my two items, but I can't get this to work. It keeps saying... actually I just tried it again and got it to work haha. Nvm. I'll change it to: Is there a way to adjust scroll senstivity? I can't find it :shakes head:

actually I wouldn't suggest not merging edges. maya's never that smart when it comes to figuring out what you want it to do. I prefer instead to merge vertexes. (should be one left on the shelf.) if you select two verts it will always merge them however 3+ and it will only merge nearby verts(a handy way for reducing a polycount on a model if you watch it correctly.)

You mean channel sliders?
You can modify the scroll rate of the channel sliders in the channel box. hit CTRL+A till three boxes appear in the upper right (one that looks like your translate handle, one that looks like a piegraph, and the third thats an mouse pointer.) click the first button till they all are black and white then click the second one to set the scroll speed. (more black= faster scroll)
 

keithgarry

L2: Junior Member
Apr 16, 2009
59
8
I turned interactive mode on again and now I shift + LMB to get it somewhat near the area I want to work at. That's a start, I guess.


By scroll sensitivity I meant dollying/zooming the camera with the middle mouse button. For some reason the zooming is extremely slow. I just figured this out too (huh, lol). In the viewport, view->camera tools->dolly tools->scale

So your suggestions are indirectly helping somehow. Haha. Thanks.
 

zero_rogue

L1: Registered
Sep 15, 2009
38
36
I turned interactive mode on again and now I shift + LMB to get it somewhat near the area I want to work at. That's a start, I guess.


By scroll sensitivity I meant dollying/zooming the camera with the middle mouse button. For some reason the zooming is extremely slow. I just figured this out too (huh, lol). In the viewport, view->camera tools->dolly tools->scale

So your suggestions are indirectly helping somehow. Haha. Thanks.
ah, that's good ^_^

By the way if your zoom or dolly does get really slow its likely your camera has some messed up properties Focusing on an object (select an object and press the f key) usually resets it.