Creating End Tables
This tutorial covers basic polygonal primitives modeling with bevels.
Set the menu set to polygons.
Step one - Create a cube and scale it so it's the same size as the cube in the image below.
Step two - Right click on the model and go to edge component mode.
Step three - Select the vertical edges on the corners.
These will be the corners we bevel.
Beveling is pretty simple and straight forward in Maya.
Step two - We're going to change the bevel's settings. Set the width to 0.149. This is the amount of the bevel.
Now we have rounded off the corners (bevel).
Step five - Now for the legs, create a cylinder and scale and position it to the image below.
Step six - Duplicate it 3 more times and put each of the duplicated cylinders on one of the tabletop's corners.
Making an end piece
Step one - Create a cube. Position it and scale it like the image below. It will be square on top.
Note: It's important that this is the same thickness as the tabletops.
Step three - Go to edit mesh>bevel. We don't need to open the options because we're using the same options as we defined earlier.
Step four - Select the edge on the front of the table.
Step five - Got o edit mesh>bevel. This time open the options; we need to change them. Set the width to 1.0 and the segments to 12.
Now we've rounded off the front right corner.
Step seven - Use one of the legs from the first table, duplicate it 3 times, and position it to make the end piece's legs. It only needs 3.
In Maya, all geometry is assigned to a default lambert material (the ugly gray). We're going to change this.
Step two - Click on the blinn button from the shelf. This will create a blinn and assign it to all the selected objects.
Step three -If the attributes editor doesn't open go to window>attributes editor.
With the attributes editor still open, change the lambert's color to white. Once again this can be any color you want.
There you go: a quick end table.