tag:blogger.com,1999:blog-5286867189246184542024-03-12T21:26:25.849-07:00Maya Free TutorialsDiscover the world of Maya with our extensive collection of free tutorials. Master the art of 3D modeling, animation, and visual effects with step-by-step guides and expert tips. Unlock your creative potential and bring your imagination to life with Maya Free Tutorials. Start learning today.Adminhttp://www.blogger.com/profile/04953023215973147139noreply@blogger.comBlogger82125tag:blogger.com,1999:blog-528686718924618454.post-47352218115464308792023-07-22T23:13:00.002-07:002023-07-22T23:28:31.413-07:00NURBS Modeling in Maya: Unleashing the Power of Curves and Surfaces<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhoM1R0UI2661Mhr60RkUy7CxiZsLrPlXbG42D0_a-AEJc90Ehll25liMTDlpWdo7X2ZsROFKidI2fBO-lJxPJzej88IMFnKgNTqd6V0og1iEkVzmVnqPXaKYlgko_Fdnc_dR7TeShuKmsLgm1OzMY4gcHCnvCF9X64ZlFpnAJiCdlPwIH49lLKbKeuZYI/s1080/Simple%20blog%20post%20Instagram%20Post.jpg" style="margin-left: 1em; margin-right: 1em;"><img alt="NURBS Modeling in Maya" border="0" data-original-height="1080" data-original-width="1080" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhoM1R0UI2661Mhr60RkUy7CxiZsLrPlXbG42D0_a-AEJc90Ehll25liMTDlpWdo7X2ZsROFKidI2fBO-lJxPJzej88IMFnKgNTqd6V0og1iEkVzmVnqPXaKYlgko_Fdnc_dR7TeShuKmsLgm1OzMY4gcHCnvCF9X64ZlFpnAJiCdlPwIH49lLKbKeuZYI/w640-h640/Simple%20blog%20post%20Instagram%20Post.jpg" title="NURBS Modeling in Maya" width="640" /></a></div><br /><h2 style="text-align: left;"><br /></h2><h2 style="text-align: left;">NURBS Modeling in Maya: Unleashing the Power of Curves and Surfaces</h2><p><br /></p><p>When it comes to 3D modeling, Maya stands as one of the most powerful and versatile software in the industry. One of the key techniques it employs is NURBS modeling, a sophisticated method that allows artists and designers to create complex and smooth surfaces with precision and flexibility. NURBS, which stands for Non-Uniform Rational B-Splines, offers a set of mathematical algorithms that define curves and surfaces, giving artists the ability to create stunningly detailed and realistic 3D models.</p><p><br /></p><h3 style="text-align: left;">Understanding NURBS Modeling:</h3><p><br /></p><p>NURBS modeling is based on mathematical principles, utilizing control points, knots, and degrees to shape curves and surfaces. Unlike polygonal modeling, which relies on vertices, edges, and faces, NURBS modeling emphasizes the use of curves defined by mathematical equations. This approach enables the creation of smooth, continuous surfaces, making it ideal for designing organic and complex shapes, such as characters, vehicles, and architectural elements.</p><p><br /></p><h3 style="text-align: left;">The Power of NURBS Curves:</h3><p><br /></p><p>In NURBS modeling, a curve is defined by a series of control points that influence its shape. These control points can be adjusted to sculpt the curve, allowing artists to achieve precise and intricate forms. Additionally, NURBS curves are non-destructive, meaning modifications can be made at any stage without compromising the model's integrity. This level of control empowers artists to explore various design possibilities, refining and fine-tuning their creations effortlessly.</p><p><br /></p><h3 style="text-align: left;">Creating NURBS Surfaces:</h3><p><br /></p><p>NURBS surfaces are constructed using multiple NURBS curves in different dimensions. By defining these curves, the software can generate a surface that smoothly connects all the control points, resulting in a seamless and natural-looking object. The ability to stitch multiple curves together allows artists to create intricate models with exceptional detailing. Furthermore, NURBS surfaces can be trimmed and blended easily, providing seamless integration with other elements in the scene.</p><p><br /></p><h3 style="text-align: left;">The Benefits of NURBS Modeling:</h3><p><br /></p><p>1. Precision and Flexibility: NURBS modeling excels at creating smooth, precise, and curvaceous surfaces, making it perfect for creating organic shapes and complex designs.</p><p><br /></p><p>2. Parametric Control: NURBS models retain their mathematical definitions, enabling artists to make non-destructive changes and adjustments even after the initial creation.</p><p><br /></p><p>3. High-Quality Renders: NURBS surfaces maintain their smoothness regardless of the level of detail or magnification, ensuring high-quality renders for animations and still images.</p><p><br /></p><p>4. Efficient Rendering: Compared to polygonal models, NURBS models can require fewer control points, resulting in faster render times and more efficient use of computer resources.</p><p><br /></p><p>5. Ideal for Industrial Design: NURBS modeling is widely used in product and industrial design, where precise and smooth surfaces are crucial for manufacturing and prototyping.</p><p><br /></p><h3 style="text-align: left;">Challenges of NURBS Modeling:</h3><p><br /></p><p>While NURBS modeling offers numerous advantages, it does have some challenges. Creating complex models can be time-consuming, and manipulating a large number of control points can be intricate. Additionally, NURBS models may not be as suitable for certain hard-edged and low-polygonal designs that can be more efficiently handled through polygonal modeling techniques.</p><p><br /></p><h3 style="text-align: left;">Conclusion:</h3><p><br /></p><p>NURBS modeling in Maya opens up a world of possibilities for artists and designers, allowing them to create intricate, smooth, and realistic 3D models with precision and flexibility. From character design to architectural visualization, NURBS provides a powerful toolset that empowers artists to bring their imaginations to life. While it may have some complexities, the benefits it offers make it an indispensable technique in the realm of 3D modeling and computer graphics. Whether you are a seasoned professional or an aspiring artist, exploring NURBS modeling in Maya is a rewarding journey that unveils the artistry of mathematical elegance in the world of 3D design.</p>Adminhttp://www.blogger.com/profile/04953023215973147139noreply@blogger.com0tag:blogger.com,1999:blog-528686718924618454.post-57159662609855420412023-07-15T03:05:00.007-07:002023-07-15T03:59:07.335-07:00Mastering Polygon Modeling Techniques in Autodesk Maya<div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhA85FLnqVmNzaXZDUkj6abvjofvzE6YwrV8T8Jv1ZOsMlkbRqwy4XF7Pey6IS1n0PJ_VWC2L_QoDaIiIzVLceOF5YnIV6ySbjf2xkG0ulHJPqpUq3eNO-jh8f5MiubveI9YpIaxVV5VefNUoDSR0nH_XGCflySNV6x3tHefogANAI1p8I-Dj7RAoUvnFw/s1080/Design%202.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img alt="Polygon Modeling Techniques" border="0" data-original-height="1080" data-original-width="1080" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhA85FLnqVmNzaXZDUkj6abvjofvzE6YwrV8T8Jv1ZOsMlkbRqwy4XF7Pey6IS1n0PJ_VWC2L_QoDaIiIzVLceOF5YnIV6ySbjf2xkG0ulHJPqpUq3eNO-jh8f5MiubveI9YpIaxVV5VefNUoDSR0nH_XGCflySNV6x3tHefogANAI1p8I-Dj7RAoUvnFw/w640-h640/Design%202.png" title="Polygon Modeling Techniques" width="640" /></a></div><br /><p><br /></p><h3 style="text-align: left;"><span style="font-family: arial;">Introduction:</span></h3><p><span style="font-family: arial;">Polygon modeling is a fundamental aspect of 3D computer graphics, and Autodesk Maya offers a robust set of tools and techniques to create intricate and detailed polygonal models. Whether you're a beginner or an experienced artist, understanding the various polygon modeling techniques in Maya will empower you to bring your creative visions to life. In this article, we will explore some essential polygon modeling techniques and workflows in Maya that will help you achieve precise and visually stunning results.</span></p><p><span style="font-family: arial;"><br /></span></p><h4 style="text-align: left;"><span style="font-family: arial;">1. Getting Started with Polygon Modeling:</span></h4><p><span style="font-family: arial;">Maya's polygon modeling tools provide a versatile and intuitive workflow for creating 3D models. Familiarize yourself with the basic tools such as creating primitive shapes, manipulating vertices, edges, and faces, and using the powerful modeling toolkit.</span></p><p><span style="font-family: arial;"><br /></span></p><h4 style="text-align: left;"><span style="font-family: arial;">2. Organic Modeling:</span></h4><p><span style="font-family: arial;">Mastering organic modeling techniques in Maya allows you to create lifelike characters, creatures, and natural forms. Learn how to shape and refine organic surfaces using techniques like edge loops, extrusions, and sculpting tools such as the Sculpt Geometry tool and the Smooth tool.</span></p><p><span style="font-family: arial;"><br /></span></p><h4 style="text-align: left;"><span style="font-family: arial;">3. Hard Surface Modeling:</span></h4><p><span style="font-family: arial;">Hard surface modeling is ideal for creating man-made objects, vehicles, and architectural structures. Discover the power of Maya's modeling toolkit to create precise edges, bevels, and chamfers. Take advantage of techniques like edge creasing, booleans, and non-destructive workflows using live surfaces.</span></p><p><span style="font-family: arial;"><br /></span></p><h4 style="text-align: left;"><span style="font-family: arial;">4. Topology and Edge Flow:</span></h4><p><span style="font-family: arial;">Understanding proper topology and edge flow is crucial for creating models that deform well during animation and achieve clean, efficient geometry. Learn techniques for maintaining even edge loops, avoiding poles and ngons, and creating edge flow that follows the natural contours of your model.</span></p><p><span style="font-family: arial;"><br /></span></p><h4 style="text-align: left;"><span style="font-family: arial;">5. Retopology:</span></h4><p><span style="font-family: arial;">Retopology involves creating new geometry with optimal topology over an existing model. Discover Maya's retopology tools, such as the Quad Draw tool and the Rebuild Surfaces tool, to create clean and animation-friendly meshes for characters or complex models.</span></p><p><span style="font-family: arial;"><br /></span></p><h4 style="text-align: left;"><span style="font-family: arial;">6. UV Mapping:</span></h4><p><span style="font-family: arial;">UV mapping is the process of creating 2D coordinates that allow textures to be applied accurately to 3D models. Explore Maya's UV editing tools, including the UV Texture Editor, UV unfolding, and the automatic UV unwrapping options to efficiently create UV layouts for your models.</span></p><p><span style="font-family: arial;"><br /></span></p><h4 style="text-align: left;"><span style="font-family: arial;">7. Detailing with Normal Maps:</span></h4><p><span style="font-family: arial;">Utilize Maya's powerful normal map generation tools to add intricate surface details without increasing polygon count. Learn to extract and bake normal maps from high-resolution models to apply them to lower-resolution versions, optimizing performance while preserving intricate details.</span></p><p><span style="font-family: arial;"><br /></span></p><h4 style="text-align: left;"><span style="font-family: arial;">8. Procedural Modeling:</span></h4><p><span style="font-family: arial;">Take advantage of Maya's node-based procedural modeling tools, such as the powerful MASH toolkit and the versatile procedural shading with nodes. Learn to create complex geometry and patterns procedurally, enabling rapid iteration and efficient asset generation.</span></p><p><span style="font-family: arial;"><br /></span></p><h4 style="text-align: left;"><span style="font-family: arial;">9. Symmetry and Mirroring:</span></h4><p><span style="font-family: arial;">Save time and ensure accuracy by utilizing Maya's symmetry and mirroring tools. Learn how to model on one side of a symmetrical object and automatically mirror changes to the other side, maintaining perfect symmetry.</span></p><p><span style="font-family: arial;"><br /></span></p><h4 style="text-align: left;"><span style="font-family: arial;">10. Combining Modeling Techniques:</span></h4><p><span style="font-family: arial;">Remember that polygon modeling is not limited to a single technique. Experiment and combine various methods to achieve the desired results. For example, you can start with basic primitives, refine using sculpting tools, add details with normal maps, and apply procedural elements for a complete and detailed model.</span></p><p><span style="font-family: arial;"><br /></span></p><h4 style="text-align: left;"><span style="font-family: arial;">Conclusion:</span></h4><p><span style="font-family: arial;">Mastering polygon modeling techniques in Autodesk Maya is a crucial skill for 3D artists. By understanding the fundamental tools and workflows, exploring organic and hard surface modeling, practicing proper topology, and harnessing advanced features like UV mapping and procedural modeling, you can create stunning 3D models that breathe life into your artistic vision. So, embrace the power of Maya's polygon modeling tools, unleash your creativity, and bring your imagination to life in the realm of 3D.</span></p>Adminhttp://www.blogger.com/profile/04953023215973147139noreply@blogger.com0tag:blogger.com,1999:blog-528686718924618454.post-34695218242827836172023-07-15T00:47:00.003-07:002023-07-15T00:47:52.984-07:00Introduction to Maya Interface<p> </p><p style="--tw-border-spacing-x: 0; --tw-border-spacing-y: 0; --tw-ring-color: rgba(69,89,164,.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 transparent; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 transparent; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 transparent; --tw-shadow: 0 0 transparent; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: #f7f7f8; border: 0px solid rgb(217, 217, 227); box-sizing: border-box; color: #374151; font-size: 16px; margin: 1.25em 0px; white-space-collapse: preserve;"></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0p6SPANKUxTIbwZECKl0d558K5loVPRP7SVM7OjUlXEyWMWMrrznWw3CNy7trRP2aqe1XxkJieY8gJDscV1TtzfCy9AqceLZTqkUGRftwZ3xvLsw_vGeJklqMiHgue5ijtN5QMAk9dutffV8YSMWWh3aciW0rqv9n0lE2FsPugzWXgFrqZgnwjcPf9do/s1080/Design%201.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1080" data-original-width="1080" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0p6SPANKUxTIbwZECKl0d558K5loVPRP7SVM7OjUlXEyWMWMrrznWw3CNy7trRP2aqe1XxkJieY8gJDscV1TtzfCy9AqceLZTqkUGRftwZ3xvLsw_vGeJklqMiHgue5ijtN5QMAk9dutffV8YSMWWh3aciW0rqv9n0lE2FsPugzWXgFrqZgnwjcPf9do/w640-h640/Design%201.png" width="640" /></a></div><br /><span style="font-family: arial;"><br /></span><p></p><p style="--tw-border-spacing-x: 0; --tw-border-spacing-y: 0; --tw-ring-color: rgba(69,89,164,.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 transparent; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 transparent; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 transparent; --tw-shadow: 0 0 transparent; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: #f7f7f8; border: 0px solid rgb(217, 217, 227); box-sizing: border-box; color: #374151; font-size: 16px; margin: 1.25em 0px; white-space-collapse: preserve;"><span style="font-family: arial;">Maya, developed by Autodesk, is a powerful 3D computer graphics software widely used in the film, animation, and gaming industries. It offers a vast array of tools and features for creating stunning visual effects, realistic character animations, and detailed 3D models. As with any complex software, understanding the interface is essential to effectively harnessing the capabilities of Maya. In this article, we will provide an overview of the Maya interface to help beginners get started.</span></p><p style="--tw-border-spacing-x: 0; --tw-border-spacing-y: 0; --tw-ring-color: rgba(69,89,164,.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 transparent; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 transparent; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 transparent; --tw-shadow: 0 0 transparent; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: #f7f7f8; border: 0px solid rgb(217, 217, 227); box-sizing: border-box; color: #374151; font-size: 16px; margin: 1.25em 0px; white-space-collapse: preserve;"><span style="font-family: arial;">When you launch Maya, you are greeted with a comprehensive interface consisting of various panels, menus, and tools. Let's explore the key components of the Maya interface:</span></p><p style="--tw-border-spacing-x: 0; --tw-border-spacing-y: 0; --tw-ring-color: rgba(69,89,164,.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 transparent; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 transparent; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 transparent; --tw-shadow: 0 0 transparent; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: #f7f7f8; border: 0px solid rgb(217, 217, 227); box-sizing: border-box; color: #374151; font-family: Söhne, ui-sans-serif, system-ui, -apple-system, "Segoe UI", Roboto, Ubuntu, Cantarell, "Noto Sans", sans-serif, "Helvetica Neue", Arial, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol", "Noto Color Emoji"; font-size: 16px; margin: 0px; white-space-collapse: preserve;"></p><ol style="text-align: left;"><li><span style="font-family: arial;">Menu Bar: Located at the top of the application window, the Menu Bar provides access to all the major menus in Maya. Here, you can find options for creating, editing, and manipulating objects, as well as accessing various settings and preferences.</span></li><li><span style="background-color: #f7f7f8; color: #374151; font-size: 16px; white-space-collapse: preserve;"><span style="font-family: arial;">Shelf: The Shelf is a collection of buttons located below the Menu Bar. It provides quick access to commonly used tools and commands, allowing users to perform actions with a single click. The Shelf can be customized to include specific tools based on the user's preferences.</span></span></li><li><span style="font-family: arial;">Viewport: The Viewport is the main area where you work and interact with your 3D scene. It displays your models, animations, and visual effects in real time. Maya offers multiple viewports, including perspective views, orthographic views (top, front, side), and specialized views for specific tasks such as UV editing or animation curves.</span></li><li><span style="font-family: arial;">Panels: Panels are smaller windows within the Maya interface that can be customized to display various information and functionality. They are used to access different editors and views, such as the Attribute Editor, Channel Box, Outliner, and more. Panels can be rearranged, resized, and docked to create a personalized workspace.</span></li><li><span style="font-family: arial;">Time Slider: Located at the bottom of the interface, the Time Slider allows you to navigate through time in your animation. You can set keyframes, manipulate the playback speed, and scrub through the timeline to preview your animation.</span></li><li><span style="font-family: arial;">Tool Settings: The Tool Settings display provides options and parameters for the selected tool. It appears below the Shelf and changes dynamically based on the tool you have active. This area allows you to modify tool-specific settings and properties.</span></li><li><span style="font-family: arial;">Status Line: The Status Line is located at the bottom of the Maya interface and provides important information about the current state of your scene. It displays details such as the number of selected objects, the active tool, the current frame, and any error or warning messages.</span></li><li><span style="font-family: arial;">Command Line: The Command Line is a text-based interface located at the bottom of the Maya window. It allows you to input commands directly and execute them. This is particularly useful for more advanced users who prefer to work with scripting and automation.</span></li></ol><p style="--tw-border-spacing-x: 0; --tw-border-spacing-y: 0; --tw-ring-color: rgba(69,89,164,.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 transparent; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 transparent; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 transparent; --tw-shadow: 0 0 transparent; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: #f7f7f8; border: 0px solid rgb(217, 217, 227); box-sizing: border-box; color: #374151; font-size: 16px; margin: 1.25em 0px; white-space-collapse: preserve;"><span style="font-family: arial;">Apart from these key components, Maya also offers various customizable layouts, hotkeys, and marking menus to streamline your workflow and enhance productivity. The interface can be adjusted and personalized to suit your preferences and working style.</span></p><p style="--tw-border-spacing-x: 0; --tw-border-spacing-y: 0; --tw-ring-color: rgba(69,89,164,.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 transparent; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 transparent; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 transparent; --tw-shadow: 0 0 transparent; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: #f7f7f8; border: 0px solid rgb(217, 217, 227); box-sizing: border-box; color: #374151; font-size: 16px; margin: 1.25em 0px; white-space-collapse: preserve;"><span style="font-family: arial;">Understanding the Maya interface is the first step towards mastering this powerful 3D software. As you gain familiarity with the interface components and their functionalities, you will be able to navigate the software more efficiently and take full advantage of Maya's extensive toolset.</span></p><p style="--tw-border-spacing-x: 0; --tw-border-spacing-y: 0; --tw-ring-color: rgba(69,89,164,.5); --tw-ring-offset-color: #fff; --tw-ring-offset-shadow: 0 0 transparent; --tw-ring-offset-width: 0px; --tw-ring-shadow: 0 0 transparent; --tw-rotate: 0; --tw-scale-x: 1; --tw-scale-y: 1; --tw-scroll-snap-strictness: proximity; --tw-shadow-colored: 0 0 transparent; --tw-shadow: 0 0 transparent; --tw-skew-x: 0; --tw-skew-y: 0; --tw-translate-x: 0; --tw-translate-y: 0; background-color: #f7f7f8; border: 0px solid rgb(217, 217, 227); box-sizing: border-box; color: #374151; font-family: Söhne, ui-sans-serif, system-ui, -apple-system, "Segoe UI", Roboto, Ubuntu, Cantarell, "Noto Sans", sans-serif, "Helvetica Neue", Arial, "Apple Color Emoji", "Segoe UI Emoji", "Segoe UI Symbol", "Noto Color Emoji"; font-size: 16px; margin: 1.25em 0px 0px; white-space-collapse: preserve;">Remember, while the interface may appear overwhelming at first, with practice and exploration, you will gradually become comfortable with the software and its interface. So, dive in, experiment, and unleash your creativity with Maya!</p>Adminhttp://www.blogger.com/profile/04953023215973147139noreply@blogger.com0tag:blogger.com,1999:blog-528686718924618454.post-54303631205358409802023-07-08T14:25:00.001-07:002023-07-08T14:25:12.490-07:00How to use basic Features of maya<p><span style="font-family: arial;"> </span></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGQbtkJC9vlROGrSdjvATIwG4cD3Ynw6bRfsOF79lETbUWZ4feMlUB5a5Rc3AXRZ7IbAKCirZzqZkkOzeF4KDwygh_e0a1XUbxO1IyOTXBNBOUGcERMBrkM1GoYi2vqW3cV7A5vMkOyDGBIsYLgGak4OHOO7exaHp-JqriARguBUom2sV1sOdDEhIzv_I/s1280/How%20to%20use.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="720" data-original-width="1280" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGQbtkJC9vlROGrSdjvATIwG4cD3Ynw6bRfsOF79lETbUWZ4feMlUB5a5Rc3AXRZ7IbAKCirZzqZkkOzeF4KDwygh_e0a1XUbxO1IyOTXBNBOUGcERMBrkM1GoYi2vqW3cV7A5vMkOyDGBIsYLgGak4OHOO7exaHp-JqriARguBUom2sV1sOdDEhIzv_I/w640-h360/How%20to%20use.png" width="640" /></a></div><br /><span style="font-family: arial;"><br /></span><p></p><p><span style="font-family: arial;">Maya is a powerful 3D computer graphics software used for modeling, animation, simulation, and rendering. Here are some basic features of Maya and how to use them:</span></p><p><span style="font-family: arial;"><br /></span></p><p><span style="font-family: arial;"><b>Viewport Navigation:</b></span></p><p><span style="font-family: arial;"><br /></span></p><p><span style="font-family: arial;">To navigate in the viewport, use the Alt key + LMB (Left Mouse Button) to orbit, Alt + MMB to pan, and Alt + RMB to zoom.</span></p><p><span style="font-family: arial;">You can also use the keyboard shortcuts: Alt + W to switch between different viewport display modes (wireframe, shaded, textured, etc.).</span></p><p><span style="font-family: arial;">Creating Objects:</span></p><p><span style="font-family: arial;"><br /></span></p><p><span style="font-family: arial;">To create objects, go to the Create menu or use the shelf icons.</span></p><p><span style="font-family: arial;">For example, select "Create" > "Polygons" > "Cube" to create a cube.</span></p><p><span style="font-family: arial;">Use the Move, Rotate, and Scale tools to manipulate the objects in the viewport.</span></p><p><span style="font-family: arial;">Modifying Objects:</span></p><p><span style="font-family: arial;"><br /></span></p><p><span style="font-family: arial;">Select an object in the viewport or Outliner and use the Transform tools or Modify menu to make changes.</span></p><p><span style="font-family: arial;">The Move tool (shortcut: W) allows you to move objects in 3D space.</span></p><p><span style="font-family: arial;">The Rotate tool (shortcut: E) lets you rotate objects around different axes.</span></p><p><span style="font-family: arial;">The Scale tool (shortcut: R) allows you to resize objects uniformly or along specific axes.</span></p><p><span style="font-family: arial;">Modeling:</span></p><p><span style="font-family: arial;"><br /></span></p><p><span style="font-family: arial;">Maya provides various modeling tools like Extrude, Bevel, Split, and more.</span></p><p><span style="font-family: arial;">Select the desired geometry and choose the appropriate modeling tool from the modeling shelf or menus.</span></p><p><span style="font-family: arial;">These tools allow you to create, modify, and refine the shape of your objects.</span></p><p><span style="font-family: arial;">Animation:</span></p><p><span style="font-family: arial;"><br /></span></p><p><span style="font-family: arial;">Maya offers a robust animation system for creating keyframe-based animations.</span></p><p><span style="font-family: arial;">Open the Animation menu and use tools like Set Key, Auto Keyframe, and Graph Editor.</span></p><p><span style="font-family: arial;">Set keyframes to define object positions, rotations, and other attributes at specific points in time.</span></p><p><span style="font-family: arial;">Use the Timeline or Graph Editor to adjust keyframes and create smooth animations.</span></p><p><span style="font-family: arial;">Materials and Textures:</span></p><p><span style="font-family: arial;"><br /></span></p><p><span style="font-family: arial;">Apply materials and textures to your objects to enhance their appearance.</span></p><p><span style="font-family: arial;">Use the Hypershade window to create materials and connect textures.</span></p><p><span style="font-family: arial;">Assign materials to objects by selecting the object, right-clicking the material, and choosing "Assign Material to Selection."</span></p><p><span style="font-family: arial;">Rendering:</span></p><p><span style="font-family: arial;"><br /></span></p><p><span style="font-family: arial;">Maya has a powerful rendering engine for creating high-quality images and animations.</span></p><p><span style="font-family: arial;">Configure render settings in the Render Settings window.</span></p><p><span style="font-family: arial;">Choose a renderer (e.g., Arnold or Maya Software) and adjust options like resolution, quality, and output format.</span></p><p><span style="font-family: arial;">Hit the Render button to render your scene and view the result in the Render View window.</span></p><p><span style="font-family: arial;">These are just a few of the basic features in Maya. The software offers a wide range of tools and functionalities, so it's recommended to explore tutorials, documentation, and online resources to learn more and expand your skills.</span></p><p><br /></p>Adminhttp://www.blogger.com/profile/04953023215973147139noreply@blogger.com0tag:blogger.com,1999:blog-528686718924618454.post-39790842816628096742023-05-31T04:11:00.000-07:002023-05-31T04:11:02.526-07:00Maya Tutorial for Beginners | Basic Maya Tutorial<span style="font-family: arial;"><br /><br /> </span><div><span style="font-family: arial;">Hi, you want to Learn Maya fast. No problem! In the <br /><br />tutorial I’ll show you how to go from this to this without any prior knowledge or <br /><br />experience using Maya. I promised this would be fast so let’s get started then shall we?!<br /><br />Modeling the base</span></div><div><span style="font-family: arial;"><br /></span></div><div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5L7pcxeMrRmxReF_bhOVopvXuDto8-SB3XO-zXDpXuXwiS74O-OxiDflg9uaUW-K637dz4zVyz2yRC_9mS6697b1-YmuOKGHTR0Oo6JUfNtYwOA4vRzGaoBc6D9dlrAg-llKY1BK3-y8c0dzAH4f4XBg7O7m_pVtUduIgK1TN4mL8WOAa9gWHWcdo/s1280/maxresdefault%20(1).jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="720" data-original-width="1280" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi5L7pcxeMrRmxReF_bhOVopvXuDto8-SB3XO-zXDpXuXwiS74O-OxiDflg9uaUW-K637dz4zVyz2yRC_9mS6697b1-YmuOKGHTR0Oo6JUfNtYwOA4vRzGaoBc6D9dlrAg-llKY1BK3-y8c0dzAH4f4XBg7O7m_pVtUduIgK1TN4mL8WOAa9gWHWcdo/w640-h360/maxresdefault%20(1).jpg" width="640" /></a></div><br /><span style="font-family: arial;"><br /><br />Ok, so this is Maya. What you need to know right away is that this is your viewport, <br /><br />you have some common tools and view presets on the left-hand side, shelf along the top <br /><br />which contains shortcuts to commonly used tools and the channel box to the right where you can <br /><br />change some of the properties of your 3D meshes. We’ll cover these in more detail as we move along.<br /><br />Now it’s time to create your first shape. Click on the cube icon from the poly modeling shelf. <br /><br />As if by magic a cube appears at the centre of the grid. Let’s resize it. On the left of the <br /><br />screen I’ll click on the scale tool which brings up these manipulators. Click and drag on these <br /><br />to resize the cube to be about the same size as the grid. First on the x-axis and then the same <br /><br />on the z-axis. Now if you look in the channel box, you can see the name of the mesh - let’s <br /><br />just click here and rename it to base - and you can also see the size of the mesh under scale x, <br /><br />y and z. Let’s neaten this up by setting the size to exactly 24 on scale x and z and we’ll <br /><br />leave it at one on the y-axis. Now I just want to adjust my view a little so we’ll cover movement <br /><br />in Maya. You need a 3-button mouse to be able to use Maya properly because 3D movement is handled <br /><br />by holding the ALT key and by pressing one of the 3 mouse buttons. Alt and left button for the tumble, <br /><br />Alt and middle button for tracking and Alt and right button for dolly. So I’ll just <br /><br />use a combination of these three camera controls to position my view so it looks like this. Make <br /><br />sure you’re comfortable with movement before moving on to the next part of the exercise.<br /><br />Creating the floorboards<br /><br />Okay, we’re off to a good start. Let's add a little more detail with some floorboards. <br /><br />Let’s create another cube, name it floorboard and we’ll need to move the base down so we <br /><br />can see the new cube. Click on the base to select it and then click on the move tool. <br /><br />You’ll see 3 arrows showing which directions you can move the mesh in, <br /><br />I’m going to grab the green one to move the base down below our new cube. <br /><br />It is a little difficult to see the new cube so I’ll just click up here to show the wireframe <br /><br />and also click here to hide the grid. That’s better! Now let’s edit our floorboard. Select it, <br /><br />resize it, and then move it down a little so it's just about flush with the base. <br /><br />Then move it across to the near edge like this. To make this look a little less boxy, we’re going <br /><br />to bevel the edges. With the floorboard still selected, click on this icon here to bevel it. <br /><br />A little settings box appears. I don’t think we need to change the fraction for this one but we <br /><br />will add another segment, by changing this number to 2. Finally, we’ll duplicate the floorboard <br /><br />across the whole of the base. Make sure it’s selected, press ctrl and D on your keyboard, <br /><br />you see by the naming of the mesh that it has been duplicated. Use the move tool to move it <br /><br />across so that it’s just about touching the original floorboard. Now I’ll show you some <br /><br />witchcraft! Press Shift and D to do a duplicate special, this will create another duplicate but <br /><br />also, move it based on what we just did with the previous one. Press shift and d until you have <br /><br />covered the base in floorboards. One final thing before we move on, select the base, bevel it <br /><br />and then set the segments to 2 and the fraction to 0.2 to keep the overall look consistent.<br /><br />Creating the walls<br /><br />Next up we need to create our walls. For this, we’ll also need to start with a cube and rename <br /><br />it to walls. Then we’ll resize and move it to be something like this and finally, we need to <br /><br />move it over to the far corner of the room. Now we need to turn this into walls by selecting some of <br /><br />the faces. To do that we can open the modeling toolkit, and then click here for face selection. <br /><br />Now we select these two faces by clicking on this one and then whilst holding the shift key clicking <br /><br />on the other and we’re going to extend them by extruding them. To extrude we click this icon here <br /><br />on the shelf and we’ll see the settings for the extrusion pop up. If we try just try to pull <br /><br />the new faces out on the z-axis, it goes a little bit weird so let’s undo that by pressing ctrl and <br /><br />Z. And this time, we’ll turn to keep faces together off and then pull the faces out. <br /><br />That's better! Now we just want to make this wall a little more interesting to look at <br /><br />and to do that we first need to add a couple of edge loops. To do that you’ll need the multicut <br /><br />tool which can be found here in order to add a whole edge loop, you need to hold the ctrl key <br /><br />and mouse over one of the vertical edges. Then use the left click to add the edges. <br /><br />I’ll put one here and one more here. Perfect. I’ll just turn off the multi-cut tool by selecting <br /><br />the arrow tool like this Now let's finish this off by Selecting all of the faces on the top and <br /><br />bottom sections like this. Remember to hold the shift key to add more faces to your selection. <br /><br />Once they are selected, extrude them. I’ll press ctrl and E this time to extrude and then, <br /><br />increase the thickness by clicking on the word thickness here and dragging it to the right. <br /><br />To round out this step, we need to move to edge mode which is over here in our modeling toolkit <br /><br />and I am going to double-click on the edges to get the whole edge loop <br /><br />for these edges running horizontally and then these ones on the corners. Remember <br /><br />to hold shift to add to your selection. Now I will press ctrl and B to bevel these edges and <br /><br />set the fraction to 0.15 and the sections to 2. And that’s looking pretty fantabulous!<br /><br />Add a window<br /><br />To make the walls even more interesting, we will now add a window. The first thing we need to do <br /><br />for that is to make a hole in the wall. First, make sure you are in face selection mode. Then <br /><br />select this face on the inside of the room and the corresponding face on the outside of the room. <br /><br />Check you have both selected and then Extrude them. Now change to the scale tool and resize <br /><br />the new faces like this. And then move them over to the side using the move tool. Once you’re happy <br /><br />with the size and position, hit the delete key to remove the selected faces and create the hole. <br /><br />We can now see that the wall is hollow so we’ll cover that over with a window frame. <br /><br />For the window frame we’re going to take another cube, click the channel box tab over here to the <br /><br />right and then name the cube frame. I can then move it over to be within the window opening. <br /><br />I’ll then click on the modeling Tool kit tab so I can put it into face selection mode to resize it <br /><br />so I can line it up with the window opening more precisely. I’ll move each of the outer <br /><br />faces like this so that they fall just inside the opening we created. Next, I’ll get the front face <br /><br />and pull it out in front of the wall a little and then do the same with the face on the back. <br /><br />Now, to turn it into a frame we will select the front and back faces and then delete them. Now <br /><br />we’ll put the remaining faces back into object selection mode, perform an extrusion with ctrl <br /><br />and e and then increase the thickness until we get a nice thick frame. For the finishing touch, <br /><br />we'll go back to object selection mode, use ctrl and b to add a bevel to all the edges, <br /><br />increase the segments to 2 and then set the fraction down to something like 0.3. <br /><br />To add a little more detail, we’ll separate the window into 4 panes. So let’s grab another cube, <br /><br />rename it to the separator, move it over to the center of the window opening, and just make <br /><br />it is a tiny bit smaller. Now comes the clever bit, put the new cube into face selection mode <br /><br />and select the 4 outer faces like this. Then hit ctrl and e to perform an extrude, <br /><br />turn to keep faces together off and then drag out on the z-axis. Make sure you’re happy with the <br /><br />positioning and then bang a bevel on it. Et voila! We have ourselves a sexy-looking window!<br /><br />Bookcase & Desk<br /><br />The room is now complete but the exposed floorboards and lack of furniture make it <br /><br />look like a drug den so let's add some furniture shall we? We’ll start with a bookcase. You know <br /><br />the drill by now, create a new cube - we’ll wait until we’ve finished before we rename this one. <br /><br />Resize it so you get a shape like this, bevel it, up the segments to two, and then hit ctrl <br /><br />and d to duplicate it and then move it up. And then let’s make one more shelf. <br /><br />Now we need the sides so let's take a shelf, duplicate it, and now I’ll introduce you to the <br /><br />rotate tool which is accessed by clicking this icon here. You can click any of the circles to <br /><br />rotate the shelf. I recommend only using one at a time otherwise you’ll end up with a wonky <br /><br />bookshelf. So I’ll rotate on the z-axis which is the blue one and a little top tip here is to <br /><br />hold J on your keyboard as you do this to snap the rotation to 15-degree increments like this. <br /><br />And then I’ll just rotate it by 90 degrees like so. All you need to do then is move it off to the <br /><br />side, make sure you’re happy with the height, and then duplicate it over to the other side. <br /><br />To finish this off we will select all 5 pieces, and then go to mesh, <br /><br />combine to make it behave as one object. All we need to do now is name it a bookcase, <br /><br />dial in the size and move it into place. Next, we’ll create a desk in much the same way. <br /><br />First, we take a cube, get it to a good desktop size, and hit it with a bevel. Let’s mix things <br /><br />up for the legs and create them from a shape that isn’t a cube. Make a cylinder and then you can <br /><br />make it thinner by scaling on the x and z axes at the same time by clicking and dragging this green <br /><br />square like so. Once you’re happy with the girth of the leg, get the height right and then move it <br /><br />into place. Once you’ve got the height dialed in, duplicate it and move it over to the back corner. <br /><br />Now select both legs, duplicate, and move over to the other side. To finish it off, select all <br /><br />the pieces, combine them, and name it desk. Move it into position and that’s the desk complete.<br /><br />Painting, monitor & rug<br /><br />Now we’ll add some more details to the room starting with a painting for the wall. <br /><br />Let’s make a cube, call it a painting and get it into a nice thin, rectangular shape. Now <br /><br />go to face selection mode and select the front face. Extrude it and add an offset of about 0.2. <br /><br />That gives us the frame and now we can extrude again and move the face back a little. <br /><br />We’ll save the bevelling for now and just put it into object selection mode and move it into place. <br /><br />That’s the painting done for now, but we’re not really finished with it because it will make a <br /><br />the great starting point for our monitor. So let's duplicate the painting and move it out into the <br /><br />open so it’s easier to work on. We’ll rotate it 90 degrees, remember to hold J to turn it on <br /><br />rotation snapping and then we’ll make it a touch smaller and a little wider. I’ll just <br /><br />move it a little more out into the open as we will now be working around the back of the mesh. <br /><br />We now need to go into face selection mode and select the face on the back of the monitor. <br /><br />Using ctrl and e I’ll extrude it and use the scale tool to turn the new face into <br /><br />a little square and move it towards the bottom like this. Make sure it’s not too <br /><br />wide. With the same face still selected, we will extrude again and pull the face out a little. <br /><br />Next, we need to select this face here on the underside and extrude it down by about this much. <br /><br />We just need to do one more little extrusion going down like this so we can make the base. <br /><br />Let’s select these smaller faces we just created on the two sides and extrude them out a little. <br /><br />The bit we need to do now is select these three faces on the front and extrude them out a little. <br /><br />Now you can put it into object mode, give it a cheeky little bevel and then move it into place. <br /><br />And now is also a good time to go back and bevel the painting. One final thing before we move onto <br /><br />the chair, let’s make a rug. So it’s a cube, call it a rug, make it a rug shape, and put it in <br /><br />a rug place. To give it a more interesting shape, we’ll go into edge selection mode, <br /><br />select these 4 edges on the corners and then use bevel. We’ll move the segments up to 10 and the <br /><br />fraction to 0.9. Now go to face selection, select this big face on top, extrude it and <br /><br />increase the offset. This will allow us to add two colors when we add materials later on. <br /><br />To finish the rug, go to edge selection, double click on one of these edges to select the whole <br /><br />edge loop and bevel it. Set the segments to 2 and the fraction to whatever you think looks good. <br /><br />Put it back into object selection mode and we’re done. I’ve just realized that I have <br /><br />forgotten to rename the monitor so I’ll just get that done too.<br /><br />Chair<br /><br />Now that we have a desk, we will create a chair. The trickiest part of the chair is <br /><br />the base but I have a cool trick to make it easy. First, we will need a cylinder. We need <br /><br />to change the properties of this cylinder in the channel box by clicking here under INPUTS <br /><br />and changing the subdivision's axis to 5. Now we need to resize the cylinder to be about <br /><br />this size and shape. Then, in face selection mode select the faces around the outside of the shape. <br /><br />Now, you can extrude them, make sure keeping faces together is turned off, and pull the new faces <br /><br />out on the z-axis. Add an offset of about 0.1 and then you can change to the move tool <br /><br />and lower these faces a little. Now we need to select these faces on the top, extrude them, <br /><br />add an offset, extrude again, and then move up. Now we can pop this back into object mode. <br /><br />For the seat, we will take a cube, move it up and scale it into shape. Next, we can select this face <br /><br />at the back and extrude it back a little. Then we can select this new face on top, extrude that <br /><br />up and then move it back a little to make it look like a backrest. Now we can go back to the object <br /><br />selection mode and bevel are the two pieces we have made. The final part is to create a new cylinder, <br /><br />scale it down, rotate it by 90 degrees, and then position and duplicate it to create the wheels. <br /><br />With that done you can select all pieces of the chair, combine them <br /><br />and then put the chair in place. Don't forget to rename it before you move on.<br /><br />Keyboard, book & mug<br /><br />For the last of the modeling, we will create some small details for the room beginning with <br /><br />a keyboard for the computer. We’ll keep this simple so we can make it quickly beginning with <br /><br />a new cube, rename it to a keyboard, and then move it over to the desk and resize it into a good <br /><br />size for a keyboard. Now select this edge on the front and move it down to make the shape a little <br /><br />more interesting. Now we’ll use the multi-cut tool and holding the ctrl key, we will add an edge loop <br /><br />over to the far side. Now we need to move into face selection mode so we can select the two top <br /><br />faces, extrude them, turn to keep faces together off, and then add an offset of about 0.2. Now we’ll <br /><br />extrude one more time, increase the thickness a little, and then add another small offset. Move back <br /><br />to object selection mode, add a bevel, and make sure you’re happy with the position. Nice one. <br /><br />Now we’ll quickly create a book. Make a new cube and call it a book. Now use the scale tool to make <br /><br />it looks nice and has books. Now select these three faces and extrude. We’ll add an offset of about <br /><br />0.06 to make a cover and then extrude again and set the thickness to something like -0.05. <br /><br />To finish it off we’ll pop it back into object mode and then bevel it up real nice. <br /><br />Then stick it over on the bookcase for later. Okay, we’re nearly done with the modeling now, <br /><br />let’s just add an empty mug to the desk. Create a new cylinder, go to face selection mode and <br /><br />then select all of the faces on the top. Here’s a tip, if you hold the tab key you <br /><br />can click and drag to select multiple faces as I am doing here. With the top faces selected, <br /><br />extrude, add an offset, and then extrude again and move down. Now go to edge selection mode, <br /><br />double click on these edges making sure to hold shift to get all 3 edge loops and then you can <br /><br />bevel them. To finish this off, we need a handle. Go to create, polygon primitives, and choose pipe. <br /><br />Move and rotate it so it’s alongside the rest of the mug like this. It’s a little too chunky so to <br /><br />fix that, make sure you have the channel box open, and then click on polyPipe1 under inputs. Here <br /><br />are some additional settings for the shape and we’ll change Thickness to 0.3. That’s perfect. <br /><br />We just need to scale the shape a little too so that the thickness is a little more consistent. <br /><br />Now, move to face selection mode, select half of the faces like this, and then press the delete key <br /><br />to remove them. Change back to object selection mode, move and scale it so it looks like a handle <br /><br />and then hit it with a bevel. The last thing we need to do is combine the two pieces and then <br /><br />move and scale the mug into place on the desk. That’s all of the modelings complete - well done!<br /><br />Create & add materials<br /><br />With the modeling complete, it’s now time to make this look a little less 50 Shades of Grey <br /><br />by adding some colored materials. In order to do that the first thing we will need to <br /><br />do is open the Hypershade which is where we make materials in Maya. You can access the Hypershade <br /><br />by clicking on this icon up here. Here’s what it looks like. Here’s where our completed materials <br /><br />live, here’s a list of materials we can create, if I just select Lambert1 you can see over here <br /><br />is a preview of the material and down here can change the properties of materials. This bit <br /><br />here is the workspace and you can also use this to edit the materials. I am also going to add a <br /><br />viewport by clicking on Window and then viewport and then you can click and drag it to dock it in <br /><br />the Hypershade. I’m going to dock it here. Then I’ll just press 5 on my keyboard to put it into <br /><br />shaded mode. I’ll also hide the grid in this view so it’s not in my way. Okay, let’s create <br /><br />our first material then, we’ll click Lambert over here to create a new Lambert material. <br /><br />I will rename it to LightBrown over here. And then I’ll click on this grey rectangle here <br /><br />for the color picker. I’ll set the color to a yellowy brown like this. Now we can assign this to <br /><br />objects in the scene which is done by clicking and dragging using the middle mouse button like this. <br /><br />You can add the material to multiple meshes at once by selecting them and then holding the right <br /><br />mouse button the material and choose to Add Material To selection. Now let’s make another <br /><br />one. Start by clearing the workspace by clicking this icon. Make a new Lambert, call it DarkBrown <br /><br />and then click on the color picker and choose a shade of brown you like. Then you can add the <br /><br />new material to these meshes. Now repeat this process to create a couple more materials - I <br /><br />create a white and a dark grey - and assign them to these meshes. We’ll do the other materials in <br /><br />the next step because all of the remaining objects have more than one material that we need to apply. <br /><br />So once you have gotten to this stage, you can move on to the next part of the tutorial<br /><br />Create & add 2 or more materials<br /><br />Now that you have applied materials to some of the objects in the room, it’s time to add some <br /><br />color to the remaining objects but this time we want to add 2 or more materials to the objects, <br /><br />instead of just one. We’ll start with the rug and for this and we’ll begin with the yellow color. <br /><br />So we’ll make a new Lambert, Call it yellow, make it yellow, and finally assign it to the rug. Now, <br /><br />for the second color, we’ll clear the workspace and make another new Lambert, this one will be <br /><br />named red and we’ll set the color to red. Now we need to put the rug into face selection mode. <br /><br />I’ll do this by holding the right mouse button over the rug mesh and then choosing a face from <br /><br />the menu that appears. I can then select the face in the center and then hold the right mouse button <br /><br />down over the red material and choose to assign the material to selection. And there you have it, one <br /><br />object with two different materials. Let’s do it one more time to make sure you’ve got it sorted. <br /><br />Let’s do the book. First, we’ll clear the workspace and then make a new Lambert, <br /><br />name it green and we’ll make it a nice green color. Now, we’ll move the book off of the <br /><br />shelf so we can see all the way around it and then we can add the green material. Now I need to get <br /><br />it into face selection mode and then select the faces that represent the pages. It can be a little <br /><br />tricky around the bevels but once you're done, you can assign the white material you should have made <br /><br />for the mug to those faces. Then you can put it back on the shelf. All that’s left to do now is <br /><br />make and apply the following materials to the rest of the room, including the walls. Once you’ve got <br /><br />everything colored in you’ll be ready to move on and we’ll get the lighting set up.<br /><br />Lighting & rendering<br /><br />Now everything has a material applied, we need to light our scene. Right now we’re viewing the scene <br /><br />using default lighting. This is pretty flat and boring so we will create our own sexy lighting. <br /><br />Let’s start by closing the Hypershade and then we can turn off the wireframe in the view panel. <br /><br />Now I want you to press 7 on your keyboard to go into lighting mode and you’ll see it <br /><br />all goes black because we don't have any lights in the scene. Let’s create our first light then. <br /><br />From the top menu, go to Arnold, Lights, and then choose a Physical sky. This creates a big black <br /><br />sphere around the level but it hasn’t really made things any easier to see. Unfortunately, <br /><br />this light doesn’t really help until we start rendering the scene. So let’s get rendering. <br /><br />We’ll go to Renderer from the panel menu and change from Viewport 2.0 to Arnold. This little <br /><br />the window will appear and then we can click on the red play button to start the scene rendering. <br /><br />As you can see, the light now appears but I want it to look like it is streaming <br /><br />through the window so I will rotate the skydome light like this. Perfect, <br /><br />we now have some light coming through the window. The light seems a little dark to me though so I <br /><br />will open the attribute editor by clicking on the tab to the right of the screen where I can change <br /><br />the intensity of the light to 5. I’d also like the shadows to be a little softer so I’ll just move to <br /><br />the aiPhysicalSky tab in the attribute editor and set the sun size to 3. If we deselect the skydome, <br /><br />you’ll see we also get a nice-looking background color. This is a nice start then but other than <br /><br />the bit of light coming through the window, the rest of the room looks too dark and gloomy. <br /><br />Let’s fix that by adding another light. We’ll go back to Arnold and Lights but this time we <br /><br />will create an area of light. I will move it up and rotate it with the single line facing down so it <br /><br />will be going in the right direction and finally I will make it bigger to fill more of the room. <br /><br />It’s not really doing much so I’ll go over to the attribute editor and set the intensity to <br /><br />something like 300. That’s looking better. I just want to add one final touch and that's to make <br /><br />it looks like light is coming from the monitor. To do that we’ll make another area light, rotate it, <br /><br />move it and scale it so that it’s about the same size and same position as the screen. <br /><br />Now so I can actually see what the light is doing I’ll set the intensity to 100 and I’ll click on <br /><br />the color picker so I can give the light a slight blue tinge. Just for one final flourish, I’ll <br /><br />duplicate this light, and rotate it around 180 degrees so the monitor really looks nice and bright. <br /><br />Okay, that looks nice, that’ll do it for the lighting. Let’s move on to setting up the camera.<br /><br />Set up the camera<br /><br />For the final part of this quick introduction to Maya, we will create a new camera and set <br /><br />it's up like a 2.5d view. In order to do that, let’s first click on Create, <br /><br />go to cameras and choose the camera. Next, we’ll make it an orthographic camera which will give it that <br /><br />2.5d quality I am looking for so in the attribute editor, I’ll scroll down to Orthographic Views <br /><br />and then tick the box for orthographic. Now we want to actually look through the new camera <br /><br />so I’ll go to panels, orthographic and choose the new camera. Here’s what the camera can currently see. <br /><br />Not exactly what we’re looking for so we’ll make a few more changes. Open the channel box and then <br /><br />set the rotate y value to 45 and then set the rotate x to -20. This is now at the right angle <br /><br />but for me, it’s chopping everything in half. This just means we need to move the camera back. I’ll <br /><br />go to panels and then perspective and then choose person to select the original 3D camera. Now I <br /><br />can move our new camera back so that it is not intersecting the geometry of the scene anymore. <br /><br />Now if I go back to viewing the scene with the new orthographic camera, nothing is being <br /><br />chopped in half and the last thing to do is to position the camera so I can see everything.<br /><br />Conclusion<br /><br />And that’s everything. You can if you want add some more details like filling the bookshelf <br /><br />or adding another painting or you can even create some new models of your own. <br /><br />This was only intended to be a quick introduction to Maya and if you found that this went a little <br /><br />too quickly for you or you want a more detailed introduction to Maya then click on the link on <br /><br />screen or in the video description to check out my in-depth Maya for Beginners tutorial which <br /><br />is available both on YouTube and SkillShare. If you found this tutorial helpful and want to help <br /><br />I to make more videos like this then definitely smash the hell out of the like button but you <br /><br />could also consider supporting the channel over on Patreon - the link is in the description. I am also <br /><br />working on another video which will be a quick introduction to Blender much like this one was <br /><br />for Maya so make sure you are subscribed so you don’t miss that one when it drops.<br /><br />Thanks so much for watching</span></div>Adminhttp://www.blogger.com/profile/04953023215973147139noreply@blogger.com0tag:blogger.com,1999:blog-528686718924618454.post-15907786196988672502019-04-04T11:38:00.002-07:002019-04-04T11:38:25.007-07:00Color Management in Autodesk Maya<div dir="ltr" style="text-align: left;" trbidi="on">
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6irY-6WujJgRuSEupxhXrflxvmEniY_NUsfHnL8wHPeD-vPRK05JAwtZnSIRIUHKSp44oAsOCwr8x8fLIlQfA58stLdD_gfTIc-Kh_g-WXCuq8J2Mpf3U1UnsFzh43FU6-PC44zgqpGw/s1600/0EM3A000000FeoV.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img alt="Color Management" border="0" data-original-height="757" data-original-width="1463" height="206" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6irY-6WujJgRuSEupxhXrflxvmEniY_NUsfHnL8wHPeD-vPRK05JAwtZnSIRIUHKSp44oAsOCwr8x8fLIlQfA58stLdD_gfTIc-Kh_g-WXCuq8J2Mpf3U1UnsFzh43FU6-PC44zgqpGw/s400/0EM3A000000FeoV.jpg" title="Color Management" width="400" /></a></div>
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Autodesk Maya 2016 implements a brand new management system for dominant the means colors are displayed within the viewport and in Render read. The Color Management system is based on Autodesk Color Management, or SynColor, which is shared across several Autodesk</div>
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applications. Color Management lets you switch between sRGB and linear color space. You can<o:p></o:p></div>
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also switch to several different common color house environments. The Color Management system<o:p></o:p></div>
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makes it straightforward to render your pictures to be color-corrected inside your favorite compositing package.</div>
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The Color Management controls are visible in the Viewport 2.0 viewport, in the render<o:p></o:p></div>
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view, and also within your preferences. Figure 1.1 shows the Color Management controls from<o:p></o:p></div>
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the viewport. The viewport controls are the same controls that are located in the render view.<o:p></o:p></div>
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Figure 1.2 shows the Color Management settings in the Preferences window.</div>
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Figure 1.1 </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJ_ayd53xMjDGSreoitVF2zAYwwfH-Cr0bblS-9rR52-it8u8Sz1MSd2JmtyrMpByhEeQ1uIcqAJL0n56G3bDR_w0KTXqF5fIfOQNjfhfCreQvlzbGOSGT8dEbCjtd2l4SgElO_ake9_0/s1600/1.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img alt="The Color Management controls " border="0" data-original-height="40" data-original-width="262" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJ_ayd53xMjDGSreoitVF2zAYwwfH-Cr0bblS-9rR52-it8u8Sz1MSd2JmtyrMpByhEeQ1uIcqAJL0n56G3bDR_w0KTXqF5fIfOQNjfhfCreQvlzbGOSGT8dEbCjtd2l4SgElO_ake9_0/s1600/1.png" title="The Color Management controls " /></a>The Color Management controls </div>
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within the viewport </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6dcKxG0vfzlg5TFL6gI8uqoieKM78i5GkzJi9mpt7VsJ7m6R2OuTWnHaPHG2jSx33uyLek0xcoY_hdOj8JOZWSH9og_qGqTpYaLfidq3HnQlgY8iqDgRj34-Bd8o_Ig7RsXQtfH76iGg/s1600/2.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img alt="The Preferences for Color Management" border="0" data-original-height="457" data-original-width="522" height="279" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6dcKxG0vfzlg5TFL6gI8uqoieKM78i5GkzJi9mpt7VsJ7m6R2OuTWnHaPHG2jSx33uyLek0xcoY_hdOj8JOZWSH9og_qGqTpYaLfidq3HnQlgY8iqDgRj34-Bd8o_Ig7RsXQtfH76iGg/s320/2.png" title="The Preferences for Color Management" width="320" /></a></div>
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Figure 1.2 </div>
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The Preferences for </div>
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Color Management</div>
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Color Management affects all aspects of a production. In Maya 2016, you ought to establish<o:p></o:p></div>
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your color house at the start of any project. to visualize additional options and uses of Maya’s Color<o:p></o:p></div>
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Management system, you'll be able to watch Color_Management.mov within the chapter1\movies folder <span style="font-size: 12pt;">at the book’s website</span></div>
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Adminhttp://www.blogger.com/profile/04953023215973147139noreply@blogger.com0tag:blogger.com,1999:blog-528686718924618454.post-79955101519423986692019-04-02T03:59:00.003-07:002019-04-02T03:59:52.991-07:00How to 3D Car Modeling BMW <div dir="ltr" style="text-align: left;" trbidi="on">
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Adminhttp://www.blogger.com/profile/04953023215973147139noreply@blogger.com0tag:blogger.com,1999:blog-528686718924618454.post-72727179506941352592015-10-03T07:12:00.001-07:002015-10-03T07:12:33.812-07:00Modeling a Character in Maya - Part 2 of 10<div dir="ltr" style="text-align: left;" trbidi="on">
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Adminhttp://www.blogger.com/profile/04953023215973147139noreply@blogger.com0tag:blogger.com,1999:blog-528686718924618454.post-32631240499045758542015-10-03T06:41:00.001-07:002015-10-03T06:41:07.521-07:00Modeling a Character in Maya - Part 1 of 10<div dir="ltr" style="text-align: left;" trbidi="on">
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Adminhttp://www.blogger.com/profile/04953023215973147139noreply@blogger.com0tag:blogger.com,1999:blog-528686718924618454.post-1621119311031733182015-09-23T22:18:00.003-07:002015-09-23T22:25:23.576-07:00How to Make 3D Sprites<div dir="ltr" style="text-align: left;" trbidi="on">
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<h1 style="background: white; line-height: 28.5pt; margin-bottom: 7.5pt; margin-left: 0in; margin-right: 0in; margin-top: 0in; vertical-align: baseline;">
<span style="color: #444b51; font-family: lev_serifhandcut; font-size: 22.5pt;">How to Make
3D Sprites</span></h1>
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<span style="background: white; border: none windowtext 1.0pt; font-family: inherit; font-size: 11.5pt; mso-bidi-font-family: Arial; mso-border-alt: none windowtext 0in; padding: 0in;">By <span style="color: red;">Jack Gerard</span></span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9VYPJ5ZLB8HRCPtmLg69N4nYM3ImCmO_e9_TNApp78c1h0dtkjmAazsOsMPBLHdvOc3cOJKmcCJk5o_JwPwgPsBnv65RrZl4J_ze_3E-LP1lrF69-tIa8689CCa-s2BHpQvSO0a8bji8/s1600/kjhkjh65465.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="334" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9VYPJ5ZLB8HRCPtmLg69N4nYM3ImCmO_e9_TNApp78c1h0dtkjmAazsOsMPBLHdvOc3cOJKmcCJk5o_JwPwgPsBnv65RrZl4J_ze_3E-LP1lrF69-tIa8689CCa-s2BHpQvSO0a8bji8/s640/kjhkjh65465.png" width="640" /></a><span style="background: white; border: none windowtext 1.0pt; font-family: inherit; font-size: 11.5pt; mso-bidi-font-family: Arial; mso-border-alt: none windowtext 0in; padding: 0in;"> </span></div>
<h2 style="background: white; line-height: 22.5pt; margin-bottom: 4.5pt; margin-left: 0in; margin-right: 0in; margin-top: 0in; vertical-align: baseline;">
<span style="font-size: 12.0pt; font-style: normal; font-weight: normal; mso-bidi-font-style: italic; mso-bidi-font-weight: bold;">Sprites are images, usually of
single characters or objects, that are used in animation, particle effects,
games and other programs. Though sprites are often thought of as
two-dimensional animated images such as those used in 8- and 16-bit video
games, three-dimensional animated sprites exist as well. Though a 3D model is
required to make a 3D sprite, the animation of the sprite differs from other
forms of 3D animation; rendered images of the model in different poses are used
to create the sprite animation instead of using the model itself.</span><span style="color: #444b51; font-family: "Museo Sans 300"; font-size: 12.0pt;"><br />
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</span><span style="color: #444b51; font-family: lev_serifhandcut;"><span style="-webkit-text-stroke-width: 0px; float: none; orphans: auto; text-align: start; widows: 1; word-spacing: 0px;">Instructions</span></span></h2>
<div style="background: white; font-style: inherit; font-weight: inherit; line-height: 18.0pt; margin-bottom: 15.75pt; margin-left: 15.0pt; margin-right: 0in; margin-top: 0in; mso-list: l0 level1 lfo1; outline: 0px; tab-stops: list .5in; text-indent: -.25in; vertical-align: baseline;">
<span style="color: #444b51; font-family: inherit; mso-bidi-font-family: inherit; mso-fareast-font-family: inherit;"><span style="mso-list: Ignore;">1.<span style="font: 7.0pt "Times New Roman";">
</span></span></span><span style="color: #444b51; font-family: inherit;">Create
a model of the character or object you wish to make a sprite of, saving the
model mesh once it has been created and textured. If you wish to use a premade
model to create your sprite, open the saved model file in your modeling
program.</span></div>
<div style="background: white; font-style: inherit; font-weight: inherit; line-height: 18.0pt; margin-bottom: 15.75pt; margin-left: 15.0pt; margin-right: 0in; margin-top: 0in; mso-list: l0 level1 lfo1; outline: 0px; tab-stops: list .5in; text-indent: -.25in; vertical-align: baseline;">
<span style="color: #444b51; font-family: inherit; mso-bidi-font-family: inherit; mso-fareast-font-family: inherit;"><span style="mso-list: Ignore;">2.<span style="font: 7.0pt "Times New Roman";">
</span></span></span><span style="color: #444b51; font-family: inherit;">Add
bones to the model's mesh if your modeling program supports bone animation.
Incorporate motion limits if desired to keep the bones from moving the mesh in
directions other than those you will use in your animation. Save the model
again once the bones have been added and attached to the mesh.</span></div>
<div style="background: white; font-style: inherit; font-weight: inherit; line-height: 18.0pt; margin-bottom: 15.75pt; margin-left: 15.0pt; margin-right: 0in; margin-top: 0in; mso-list: l0 level1 lfo1; outline: 0px; tab-stops: list .5in; text-indent: -.25in; vertical-align: baseline;">
<span style="color: #444b51; font-family: inherit; mso-bidi-font-family: inherit; mso-fareast-font-family: inherit;"><span style="mso-list: Ignore;">3.<span style="font: 7.0pt "Times New Roman";">
</span></span></span><span style="color: #444b51; font-family: inherit;">Pose
your model so that it is in the position you want it in for the first frame of
your sprite animation. The pose should be a relatively neutral pose that the
sprite can return to at the end of the animation cycle so that the sprite
animation doesn't skip or appear choppy if played multiple times in a loop.</span></div>
<div style="background: white; font-style: inherit; font-weight: inherit; line-height: 18.0pt; margin-bottom: 15.75pt; margin-left: 15.0pt; margin-right: 0in; margin-top: 0in; mso-list: l0 level1 lfo1; outline: 0px; tab-stops: list .5in; text-indent: -.25in; vertical-align: baseline;">
<span style="color: #444b51; font-family: inherit; mso-bidi-font-family: inherit; mso-fareast-font-family: inherit;"><span style="mso-list: Ignore;">4.<span style="font: 7.0pt "Times New Roman";">
</span></span></span><span style="color: #444b51; font-family: inherit;">Create
a render of your 3D scene, saving the rendered image to your computer. The
background of your render should be black, white or another solid color that
can be easily removed or made transparent using image editing software.</span></div>
<div style="background: white; font-style: inherit; font-weight: inherit; line-height: 18.0pt; margin-bottom: 15.75pt; margin-left: 15.0pt; margin-right: 0in; margin-top: 0in; mso-list: l0 level1 lfo1; outline: 0px; tab-stops: list .5in; text-indent: -.25in; vertical-align: baseline;">
<span style="color: #444b51; font-family: inherit; mso-bidi-font-family: inherit; mso-fareast-font-family: inherit;"><span style="mso-list: Ignore;">5.<span style="font: 7.0pt "Times New Roman";">
</span></span></span><span style="color: #444b51; font-family: inherit;">Adjust
the pose of your model slightly, taking care to only move the portions of the
model that are being animated instead of moving the entire model mesh. Once the
model is posed the way you want it for the second frame of your animation,
create another render and save it with a different file name than the first
rendered image.</span></div>
<div style="background: white; font-style: inherit; font-weight: inherit; line-height: 18.0pt; margin-bottom: 15.75pt; margin-left: 15.0pt; margin-right: 0in; margin-top: 0in; mso-list: l0 level1 lfo1; outline: 0px; tab-stops: list .5in; text-indent: -.25in; vertical-align: baseline;">
<span style="color: #444b51; font-family: inherit; mso-bidi-font-family: inherit; mso-fareast-font-family: inherit;"><span style="mso-list: Ignore;">6.<span style="font: 7.0pt "Times New Roman";">
</span></span></span><span style="color: #444b51; font-family: inherit;">Continue
making adjustments to your model and rendering the new poses to make a full
sequence of images for the sprite's animation. By the end of the animation
sequence the model should have returned to the same position it was in when you
made your first rendered image.</span></div>
<div style="background: white; font-style: inherit; font-weight: inherit; line-height: 18.0pt; margin-bottom: 15.75pt; margin-left: 15.0pt; margin-right: 0in; margin-top: 0in; mso-list: l0 level1 lfo1; outline: 0px; tab-stops: list .5in; text-indent: -.25in; vertical-align: baseline;">
<span style="color: #444b51; font-family: inherit; mso-bidi-font-family: inherit; mso-fareast-font-family: inherit;"><span style="mso-list: Ignore;">7.<span style="font: 7.0pt "Times New Roman";">
</span></span></span><span style="color: #444b51; font-family: inherit;">Close
your modeling program. Launch your image editing program, and open the
individual render images you created of your model.</span></div>
<div style="background: white; font-style: inherit; font-weight: inherit; line-height: 18.0pt; margin-bottom: 15.75pt; margin-left: 15.0pt; margin-right: 0in; margin-top: 0in; mso-list: l0 level1 lfo1; outline: 0px; tab-stops: list .5in; text-indent: -.25in; vertical-align: baseline;">
<span style="color: #444b51; font-family: inherit; mso-bidi-font-family: inherit; mso-fareast-font-family: inherit;"><span style="mso-list: Ignore;">8.<span style="font: 7.0pt "Times New Roman";">
</span></span></span><span style="color: #444b51; font-family: inherit;">Convert
the background layer of each image into an editable layer; then select the
background of each image using a wand or selection tool, and press the "Del" or
"Delete" key on your keyboard to remove the background color from the
images.</span></div>
<div style="background: white; font-style: inherit; font-weight: inherit; line-height: 18.0pt; margin-bottom: 15.75pt; margin-left: 15.0pt; margin-right: 0in; margin-top: 0in; mso-list: l0 level1 lfo1; outline: 0px; tab-stops: list .5in; text-indent: -.25in; vertical-align: baseline;">
<span style="color: #444b51; font-family: inherit; mso-bidi-font-family: inherit; mso-fareast-font-family: inherit;"><span style="mso-list: Ignore;">9.<span style="font: 7.0pt "Times New Roman";">
</span></span></span><span style="color: #444b51; font-family: inherit;">Save
the images in a format such as .gif that supports background transparency. This
ensures that only the image of your rendered model to appear in each frame of
your sprite.</span></div>
<div style="background: white; font-style: inherit; font-weight: inherit; line-height: 18.0pt; margin-bottom: 15.75pt; margin-left: 15.0pt; margin-right: 0in; margin-top: 0in; mso-list: l0 level1 lfo1; outline: 0px; tab-stops: list .5in; text-indent: -.25in; vertical-align: baseline;">
<span style="color: #444b51; font-family: inherit; mso-bidi-font-family: inherit; mso-fareast-font-family: inherit;"><span style="mso-list: Ignore;">10.<span style="font: 7.0pt "Times New Roman";">
</span></span></span><span style="color: #444b51; font-family: inherit;">Close
the image editing program, and open the animation or game creation program
you're using to create your sprite. Create a new image if using an animation
program, or open the game you wish to add the sprite to and access the sprite
or character editor if using a game creation program.</span></div>
<div style="background: white; font-style: inherit; font-weight: inherit; line-height: 18.0pt; margin-bottom: 15.75pt; margin-left: 15.0pt; margin-right: 0in; margin-top: 0in; mso-list: l0 level1 lfo1; outline: 0px; tab-stops: list .5in; text-indent: -.25in; vertical-align: baseline;">
<span style="color: #444b51; font-family: inherit; mso-bidi-font-family: inherit; mso-fareast-font-family: inherit;"><span style="mso-list: Ignore;">11.<span style="font: 7.0pt "Times New Roman";">
</span></span></span><span style="color: #444b51; font-family: inherit;">Add
your rendered images to the animation or game creation program one at a time in
the order that they were created. Preview the sprite animation once the images
have been added, adjusting the timing between images as needed to make
animation that flows smoothly. Save your animated 3D sprite.</span></div>
</div>
Adminhttp://www.blogger.com/profile/04953023215973147139noreply@blogger.com2tag:blogger.com,1999:blog-528686718924618454.post-57985942604757363722015-09-17T19:50:00.002-07:002015-09-17T19:50:31.854-07:00How to Fill a Curve in Maya<div dir="ltr" style="text-align: left;" trbidi="on">
<br />
<h1>
How to Fill a Curve in Maya</h1>
<div class="MsoNormal">
By Jack Gerard</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="separator" style="clear: both; text-align: left;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHRsDSjV-1PTXcNBorn5Q_5gOogHZayAyZF6qyXClkFiEJqC7DRDvpYxf4lHb1WSnLDSdZ2lfTeNDFHG086nhn-oWB-ItuJy10OUkyPHHjZ-6KojKEUKmNHm6vV94lK7FaDFddOU4SWuU/s1600/kghkgisghui663556.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHRsDSjV-1PTXcNBorn5Q_5gOogHZayAyZF6qyXClkFiEJqC7DRDvpYxf4lHb1WSnLDSdZ2lfTeNDFHG086nhn-oWB-ItuJy10OUkyPHHjZ-6KojKEUKmNHm6vV94lK7FaDFddOU4SWuU/s640/kghkgisghui663556.jpg" width="640" /></a></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Maya is a 3-D modeling program by Autodesk that provides a
number of ways to create 3-D objects and animations. One method of creating
objects in Maya is with the use of nonuniform rational b-splines, usually
shortened to NURBS. With NURBS, you can create individual lines known as
splines or "curves" and create complex polygon meshes that follow the
contour set up by the curves. Once you create the curves, of course, you must
know how to fill the space between curves with polygons to create a model mesh.<br />
<br style="mso-special-character: line-break;" />
<br style="mso-special-character: line-break;" />
</div>
<div class="separator" style="clear: both; text-align: center;">
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<h2>
Instructions</h2>
<div style="margin-left: .5in; mso-list: l0 level1 lfo1; tab-stops: list .5in; text-indent: -.25in;">
<span style="mso-list: Ignore;">1.<span style="font: 7.0pt "Times New Roman";"> </span></span>Launch
Maya and open the scene containing the NURBS curves that you wish to fill. If
the curves have not been created, create them within the scene using the CV
Curve Tool in the Create menu to create curve-vertex points directly, the EP
Curve Tool to create curve-editing points that allow you to tweak the
positioning of curve-vertex points or the Pencil Curve Tool to directly draw
the curve with your mouse or stylus.</div>
<div style="margin-left: .5in; mso-list: l0 level1 lfo1; tab-stops: list .5in; text-indent: -.25in;">
<span style="mso-list: Ignore;">2.<span style="font: 7.0pt "Times New Roman";"> </span></span>Click
one of the curves in the Maya scene to select it. Hold down the "Shift"
key on your keyboard to enable the multiselect function and click another curve
to select it as well. The selected curves create the outline of the area you
wish to fill. Select additional curves, if necessary, to fully define the fill
area.</div>
<div style="margin-left: .5in; mso-list: l0 level1 lfo1; tab-stops: list .5in; text-indent: -.25in;">
<span style="mso-list: Ignore;">3.<span style="font: 7.0pt "Times New Roman";"> </span></span>Select
the "Loft" option from the Surfaces menu to create a lofted plane
that passes through the selected curves and recreates their 2-D geometry in a
3-D form. The lofting function will automatically create the polygons necessary
to make a 3-D mesh that covers the area.</div>
</div>
Adminhttp://www.blogger.com/profile/04953023215973147139noreply@blogger.com0tag:blogger.com,1999:blog-528686718924618454.post-69984460011946282672015-09-15T20:47:00.001-07:002015-09-15T20:57:47.301-07:00What Is a Pin Constraint in Maya<div dir="ltr" style="text-align: left;" trbidi="on">
<br />
<div class="MsoNormal">
<b><span style="font-size: large;">What Is a Pin Constraint in Maya ?</span></b><br />
<br />
By <span style="color: #274e13;">Laura Gittins</span></div>
<div class="MsoNormal">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
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<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
A scene created in Maya consists of several objects, called
"bodies," that interact with each other. To do so, you must
"constrain" or connect them. A pin constraint is a type of constraint
that connects two bodies to each other while still allowing each one to
maintain a full range of motion at the end of the pin.<br />
<br style="mso-special-character: line-break;" />
<br style="mso-special-character: line-break;" /></div>
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<div class="MsoNormal">
<br /></div>
<h2>
Bodies and Constraints</h2>
<div style="margin-left: .5in; mso-list: l3 level1 lfo1; tab-stops: list .5in; text-indent: -.25in;">
<span style="font-family: Symbol; font-size: 10.0pt; mso-bidi-font-family: Symbol; mso-bidi-font-size: 12.0pt; mso-fareast-font-family: Symbol;"><span style="mso-list: Ignore;">·<span style="font: 7.0pt "Times New Roman";">
</span></span></span>A body is an object that moves. Maya has two
types of bodies: soft and rigid. A soft body can change shape while a rigid one
does not. Rigid bodies further break down to passive and active rigid bodies,
where a passive body can influence an active one, but not vice versa. You use
constraints to connect one or more rigid bodies so you can influence how the
the body acts and behaves.</div>
<h2>
Pin Constraint</h2>
<div style="margin-left: .5in; mso-list: l2 level1 lfo2; tab-stops: list .5in; text-indent: -.25in;">
<span style="font-family: Symbol; font-size: 10.0pt; mso-bidi-font-family: Symbol; mso-bidi-font-size: 12.0pt; mso-fareast-font-family: Symbol;"><span style="mso-list: Ignore;">·<span style="font: 7.0pt "Times New Roman";">
</span></span></span>A pin constraint is a specific type of
constraint that connects two bodies together, for example a rope hanging from a
ceiling, or body parts such as an arm connected to a shoulder. Other bodies in
your scene can still interact with these bodies, but the pin constraint will
ensure that they do not separate from each other. You cannot constrain one body
to a point in space using a pin constraint.</div>
<h2>
Creation</h2>
<div style="margin-left: .5in; mso-list: l0 level1 lfo3; tab-stops: list .5in; text-indent: -.25in;">
<span style="font-family: Symbol; font-size: 10.0pt; mso-bidi-font-family: Symbol; mso-bidi-font-size: 12.0pt; mso-fareast-font-family: Symbol;"><span style="mso-list: Ignore;">·<span style="font: 7.0pt "Times New Roman";">
</span></span></span>To create a pin constraint, click on the two
bodies that you want to bind together. The first becomes "Body 1" and
the second "Body 2" in the constraint's "relative to"
attribute. Click on "Soft/Rigid Bodies," then "Create Pin
Constraint." This will add the pin constraint to your scene and open its
properties in the options window. Here, you can edit several properties
including X, Y and Z values for its position, scale and fulcrum, turn visibility
on or off, or even change the type of constraint if needed.</div>
<h2>
Default Position</h2>
<div style="margin-left: .5in; mso-list: l1 level1 lfo4; tab-stops: list .5in; text-indent: -.25in;">
<span style="font-family: Symbol; font-size: 10.0pt; mso-bidi-font-family: Symbol; mso-bidi-font-size: 12.0pt; mso-fareast-font-family: Symbol;"><span style="mso-list: Ignore;">·<span style="font: 7.0pt "Times New Roman";">
</span></span></span>When you create a pin constraint, the constraint
initially connects to the center of the body's mass. For example, if you
constrained an arm to a shoulder, the initial connection point would be the
center of the arm, which obviously would not look right. Using the move tool,
you can click and drag the connection point for the constraint to another
section of the body, such as the end of the arm.</div>
</div>
Adminhttp://www.blogger.com/profile/04953023215973147139noreply@blogger.com0tag:blogger.com,1999:blog-528686718924618454.post-34966008586128610402015-09-11T22:03:00.001-07:002015-09-11T22:04:37.849-07:00How to Apply a Specular Map in Maya<div dir="ltr" style="text-align: left;" trbidi="on">
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgK5ZZD76hEIfhWV9ORJlGkNsfY7oY7g9cugntu2r8xFL7nTuem79_xl5d9_KGdErdH3I0Rmwvek8q3dua8ApZSG7dF8wx-J-O0c1yBNvjRKG3Y-GXP5rG1uW4ZrWkKmEhzkqECvbeYRFA/s1600/664jhvgdvd564.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="324" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgK5ZZD76hEIfhWV9ORJlGkNsfY7oY7g9cugntu2r8xFL7nTuem79_xl5d9_KGdErdH3I0Rmwvek8q3dua8ApZSG7dF8wx-J-O0c1yBNvjRKG3Y-GXP5rG1uW4ZrWkKmEhzkqECvbeYRFA/s640/664jhvgdvd564.jpg" width="640" /></a></div>
<br />
<span style="font-family: "Times New Roman"; font-size: 12.0pt; mso-ansi-language: EN-US; mso-bidi-language: AR-SA; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-US;">Specular maps use a 16-bit grayscale image as a
light-management layer in 3D rendering. This light management layer alters the
reflectivity of a given surface or texture on an object when rendered. When
used with a tint, specular maps mimic the surface color and reflectivity of the
rendered object. Maya triggers some confusion in new users, because the
Specular Shading tool has five fields where you can load a file, each of which
does something slightly different, and none of which are labeled "Specular
Map."</span><br />
<br />
<br />
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<br />
<h2>
Instructions</h2>
<ol start="1" style="margin-top: 0in;" type="1">
<li class="MsoNormal" style="mso-list: l0 level1 lfo1; tab-stops: list .5in;">Generate
grayscale versions of your texture files. The grayscale image will need to
be fairly dark; the darker areas will be less reflective in the final
rendered object.</li>
</ol>
<div class="MsoNormal">
<br /></div>
<ol start="2" style="margin-top: 0in;" type="1">
<li class="MsoNormal" style="mso-list: l0 level1 lfo1; tab-stops: list .5in;">Save
this file in Photoshop or Targa format in the same directory as your
working texture files. Maya can import and use Photoshop files natively.
Give it a name that indicates it's a specular map.</li>
</ol>
<div class="MsoNormal">
<br /></div>
<ol start="3" style="margin-top: 0in;" type="1">
<li class="MsoNormal" style="mso-list: l0 level1 lfo1; tab-stops: list .5in;">Launch
Maya with your current work project.</li>
</ol>
<div class="MsoNormal">
<br /></div>
<ol start="4" style="margin-top: 0in;" type="1">
<li class="MsoNormal" style="mso-list: l0 level1 lfo1; tab-stops: list .5in;">Select
the objects in the main work area that need a specular map applied to
them.</li>
</ol>
<div class="MsoNormal">
<br /></div>
<ol start="5" style="margin-top: 0in;" type="1">
<li class="MsoNormal" style="mso-list: l0 level1 lfo1; tab-stops: list .5in;">Click
on the icon next to "Specular Shading" in the expanding tool
panel. You may need to scroll down to spot it. It will have five
attributes: "Eccentricity," "Specular Roll Off,"
"Specular Color," "Reflectivity" and "Reflected
Color."</li>
</ol>
<div class="MsoNormal">
<br /></div>
<ol start="6" style="margin-top: 0in;" type="1">
<li class="MsoNormal" style="mso-list: l0 level1 lfo1; tab-stops: list .5in;">Select
"Specular Roll Off" and click the icon on the right. The file
navigation pane will open up; by default it will be in the same directory
as any textures loaded into the current project.</li>
</ol>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<ol start="7" style="margin-top: 0in;" type="1">
<li class="MsoNormal" style="mso-list: l0 level1 lfo1; tab-stops: list .5in;">Select
the file you saved in Step 2, then click "OK."</li>
</ol>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<ol start="8" style="margin-top: 0in;" type="1">
<li class="MsoNormal" style="mso-list: l0 level1 lfo1; tab-stops: list .5in;">Adjust
the lighting on the project to see how the specular map is applied. You
can edit the file in Photoshop to adjust the contrasts between the dark
and light areas of the map file.</li>
</ol>
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Adminhttp://www.blogger.com/profile/04953023215973147139noreply@blogger.com0tag:blogger.com,1999:blog-528686718924618454.post-85174231726830453442015-09-07T21:00:00.000-07:002015-09-07T21:00:03.989-07:00How to Import Textures Into Maya <div dir="ltr" style="text-align: left;" trbidi="on">
<h1>
How to Import Textures Into Maya </h1>
<div class="MsoNormal">
By <span style="color: red;">Kyle Horne </span></div>
<div class="MsoNormal">
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<br />
<br />
In Maya you can integrate images found from the Web or your very own
textures to use for 3D models, reference images and related projects.<br />
<br />
Select <b>Window</b> from the top menu bar, then select <b>Rendering
Editors</b> then <b>Hypershade</b>. The Hypershade is Maya’s
version of a material editor. Here you can create materials in Maya using the
included material library and use custom shaders for whatever texture you
choose.<br />
<br />
In the Hypershade there are three default materials named <i>lamber1, particleCloud1</i>
and <i>shaderGlow1.</i> These should be left alone as backup default
materials, should a setting go astray.<br />
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<h2>
Step 1: Creating a Material for Your Texture</h2>
To view your texture you must create a new material or shader to display the
texture by clicking <b>Create</b> then <b>Material</b> and
selecting <b>Lambert</b>.<br />
<br />
Lambert is the name of the default shader applied to the surface when modeling
inside Maya. You can also use any material you wish; Blinn and Phong are both
common shaders with different specular values affecting the shininess of the
material.<br />
<br />
After you create your material, the name changes to <i>lambert2 --</i> you
can also see this change in the materials tab located in the top right box of
the Hypershade. If you double click the Lambert material in this window the <b>Attribute
Editor</b> pops up with different options. Material settings are
adjustable through sliders as well as fields for entering values to increase or
decrease each attribute.<br />
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<h2>
Step 2: Importing a Texture File into Maya</h2>
Within the Attribute Editor, there is a checkered box on the far right end
of the color's attribute slider. Double click the checkered box to bring up the
<b>Create Render Node</b> menu. Select <b>File</b>.<br />
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<div class="separator" style="clear: both; text-align: center;">
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<br />
<span style="font-family: "Times New Roman"; font-size: 12.0pt; mso-ansi-language: EN-US; mso-bidi-language: AR-SA; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-US;">Under the <b>File Attributes</b> box
in the Attribute Editor there is a field called <b>Image Name</b>,
with a blank square and a folder similar to a typical folder icon. Left click
the icon to bring up the <b>File Browser</b> to choose a texture.
Common texture types include JPG, PNG, TARGA and TIFF.</span><br />
<br />
<br />
<br />
<blockquote class="tr_bq">
<h3>
Tip </h3>
For a full list of supported file types, refer to the Maya <a href="http://download.autodesk.com/global/docs/maya2014/en_us/index.html?url=files/File_management_Supported_file_formats.htm,topicNumber=d30e33712" target="_blank">help documents</a>.</blockquote>
<br />
<br />
<span style="font-family: "Times New Roman"; font-size: 12.0pt; mso-ansi-language: EN-US; mso-bidi-language: AR-SA; mso-fareast-font-family: "Times New Roman"; mso-fareast-language: EN-US;">Click <b>Open</b> to load your image
into Maya.</span><br />
<br />
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<br />
<h2>
Step 3: Applying a Texture to a 3D Object</h2>
To view the texture in 3D space you need a base to hold the image, similar
to paint being held by the canvas.<br />
<br />
Click the top menu and selecting <b>Create</b> followed by <b>Polygon
Primitives</b> and <b>Plane</b>. Use the <b>R</b> key
and left-click and drag to scale. Scale up the plane so that it covers most of
the grid.<br />
<br />
To apply the texture to the plane go back to the Hypershade menu and locate
the material you created. Left click to select your material in the Hypershade,
then <b>middle mouse click</b> and drag the cursor to the created
plane and then release the middle mouse button.<br />
<br />
Another method of applying a texture is first to select the material in the
Hypershade shown when the green box bordering the material changes to yellow,
indicating a selection. In the viewport select the plane in 3D space and right
click to <b>Assign Existing Material</b> and choose the desired
texture.<br />
<br />
The Shaded Display is the default setting in Maya. To cycle between the
Shaded Display and the Shaded and Textured Display press the <b>5</b>
or <b>6</b> keys, respectively, to view your texture.<br />
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<br /></div>
</div>
Adminhttp://www.blogger.com/profile/04953023215973147139noreply@blogger.com0tag:blogger.com,1999:blog-528686718924618454.post-88683753784604809712015-09-06T20:03:00.002-07:002015-09-06T20:03:51.994-07:00Texturing Basics in Maya Tutorial <div dir="ltr" style="text-align: left;" trbidi="on">
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<br />Adminhttp://www.blogger.com/profile/04953023215973147139noreply@blogger.com0tag:blogger.com,1999:blog-528686718924618454.post-27159363423980417962015-09-05T20:56:00.002-07:002015-09-05T20:56:37.135-07:003D Blood Effects in Maya<div class="separator" style="clear: both; text-align: center;">
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<br />Adminhttp://www.blogger.com/profile/04953023215973147139noreply@blogger.com0tag:blogger.com,1999:blog-528686718924618454.post-89447347835297765682015-09-05T20:51:00.002-07:002015-09-05T20:51:50.516-07:00Parent Constraint - Learn Basic Setup<div class="separator" style="clear: both; text-align: center;">
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<br />Adminhttp://www.blogger.com/profile/04953023215973147139noreply@blogger.com0tag:blogger.com,1999:blog-528686718924618454.post-88194294808828298012015-09-05T20:47:00.002-07:002015-09-05T20:47:51.167-07:00What is FK/IK Rigs Watch Video Tutorial<div class="separator" style="clear: both; text-align: center;">
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