Lost in a Dream: Designing the Archways in Maya
Program: Maya
Time Spent: 5 days
Date Completed: April 9, 2022
For the next part of my project in the Digital Design Aesthetics course, I needed to learn a new program: Maya. Here is the process of how I achieved the final columns in the image above!
Our professor challenged us to create a 3D model of one of the objects we drew in our preliminary sketches. I decided to create the row of arches from my sketch to the left.
New Sketches
First, I drew a few more sketches to help myself have a better understanding of what the columns would need to look like and how to make them look realistic.
From Humble Beginnings
After following Maya's tutorial and watching some introductory videos on LinkedIn Learning, I opened a new project in Maya. I soon discovered the daunting task ahead as I tried to figure out what volumes I needed to use to create the archway's basic shape.
However, after looking back at my new sketches, I realized why I was struggling to create the basic shape: I was trying to create the negative shape of the arch rather than the positive shapes of the columns and voussoirs (the wedge-shapes that form the pointed arch). I needed to change my approach. After all, architects construct buildings using the positive space, using frames, bricks, and mortar, not the air of the negative space!
The Main Process
First, I erased the volumes I had and started fresh with a new cube volume. I increased its height, and then I used the symmetry tool on the x-axis to widen the top faces of the cap and to increase their height. My goal for using symmetry and scale was to just make the top wider, but I wasn't expecting it to create the triangle shapes in the negative space! (I probably should have foreseen that, but I am still brand new to Maya.)
Next, I created three copies of this volume and pushed them so that their meshes overlapped, which allowed to see how the columns would appear as a whole. It also allowed me to check the negative space.
Then, I separated the original column to add more detail. I created an edge loop around the base of the cap and used the symmetry tool to pull out the edges. Then, I used the bevel tool on the edge loop to round it off.
I made another copy to check my negative space to make sure it has a good shape. It does!
Here, I experimented with pushing in the faces and vertices on the column to try to create a brick-like surface. It did not work.
Instead of a brick texture, I decided to make a more rounded texture. After looking up more images of Whitby Abbey (especially where the camera is closer to the architecture and the image is much clearer), I realized that many of the columns appear to be made of many cylinders fused together. So, I replaced the rectangular prism of the column shape with a cylinder, and then I added many smaller, thinner cylinders and intersected the meshes with the main cylinder.
(This photo was taken by George Hodan and was made available in the public domain. Source: https://www.publicdomainpictures.net/en/view-image.php?image=169796&picture=whitby-abbey
For my last detail, I decided to add a torus volume to the cap. I wanted to edit the vertices so that it would not look like a donut, but I didn't know what to do with them.
That, is until I tried rotating the vertices! I really like the interesting, swirled textures I was able to create, but for the purpose of this project, I decided that the middle torus looks the most pleasant and realistic.
The Final Model
Here are the images of my final model! I don't think I succeeded in achieving an early Medieval style for my columns and archways. In fact, they look more Greek or Roman.
However, I do think I succeeded in keeping a simple, minimalist style, which was one of my goals that I mentioned with my preliminary sketches. Medieval architecture can actually be very ornate, so using Whitby Abbey as inspiration was probably not the best choice.
All in all, I did succeed in learning how to create 3D models in Maya, and with more time and practice, I could create more complex models.