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Getting Started in 3D with Maya : Create a Project from Start to Finish--Model, Texture, Rig, Animate, and Render in Maya.

Watkins, Adam.

Getting Started in 3D with Maya : Create a Project from Start to Finish--Model, Texture, Rig, Animate, and Render in Maya. - 1st ed. - 1 online resource (436 pages)

Cover -- Title Page -- Copyright Page -- Table of Contents -- Acknowledgments -- Introduction -- Chapter 1: Animation Workflow -- High-Rez 3D -- Low-Rez 3D -- Workflow -- An Idea, a Sketch, Lots of Research, and New Inspiration -- Research -- Modeling -- UV Layout -- Texture -- Rigging and Skinning -- Animation -- Lighting and Rendering -- Flexibility in the Process -- Conclusion -- Chapter 2: Maya Philosophy -- A Bit of History -- So What Is It? -- What You Need to Run It -- Processor -- Memory -- Video Processor -- Monitor -- Three Button Mouse -- Conclusion -- How Maya "Thinks" -- Interface -- View Panel -- Tool Box -- Tutorial 2.1 Tool Box Exploration -- The Move Tool -- The Rotate Tool -- The Scale Tool -- Power of Maya's Selection System -- Lasso Tool -- Adjusting Selections -- Objects versus Components -- Paint Selection Tool -- Soft Modification Tool -- Universal Manipulator -- Show Manipulator Tool and Last Tool Used -- Keyboard Shortcuts -- Channel Box -- Outliner -- Modes -- Interface Wrap Up -- Projects -- Tutorial 2.2 Setting Projects for "Escaping the Madness" -- Conclusion -- Chapter 3: Architectural Modeling -- The Polygon -- Parts -- Traits of Polygon -- Polycounts -- Modeling Modes -- Escaping the Madness -- Gathering Research -- Tutorial 3.1 Architectural Polygonal Game Modeling: Escaping the Madness -- Setting the Project -- Saving a New Scene -- Laying the Foundation -- Roughing Out the Scene -- Scaling and Positioning the Walls with Snapping -- Duplicating -- Boolean -- Component Level Editing -- Extruding Polygons -- Conclusion -- Tutorial 3.2 Prop Polygonal Game Modeling: Escaping the Madness -- Creating an End Table -- Constructing the Frame -- Insert Edge Loop Tool -- Cut Faces Tool -- Bridge -- Bevel -- Conclusion -- Tutorial 3.3 NURBS Modeling in Architecture -- Curves (Splines) -- Surfaces -- Smooth -- NURBS for Trim. Import -- Conclusion -- Homework -- Chapter 4: Organic Modeling -- Tutorial 4.1 Game Character Modeling -- Some Notes -- Getting Started -- Image Planes and Setting Up to Work -- Display Layers -- Create Polygon Tool -- Merge to Center -- Creating Dynamic Mirrored Geometry -- Sculpt Geometry Tool -- Soft Modification Tool -- Append to Polygon Tool -- Interactive Split Tool -- Mirror Geometry -- Conclusion -- Homework -- Chapter 5: UVs and UV Layout -- UVs -- UV Texture Editor -- Maneuvering with UV Space -- UV Texture Editor Interface -- Selecting Components -- Shells -- UV Maps, Snapshots, and the Purpose for It All -- Projections -- Getting to It -- Tutorial 5.1 UV Layout for Architecture and Level Design -- Dummy Material -- Automatic Mapping -- Planar Mapping -- Sewing and Moving and Sewing UV Edges -- UV Snapshots -- Cut UV Edges -- Saving Out UV Snapshot -- Wrapping Up -- Conclusion -- Tutorial 5.2 Organic Form UV Layouts -- The Head -- Cylindrical Mapping -- Smooth UVs -- Refining the Face Region -- Half the Work, Twice the Results -- Armor Pieces -- The Belt and More Cylindrical Mapping -- Cylindrical Mapping Revisited -- The Boot -- Chests, Backs, and Planar Mapping -- Hands -- Misc. Cleanup -- Mirroring -- Scale and Organize -- Conclusion -- What's Next -- Homework -- Chapter 6: Material Creation and Texture Painting -- Nomenclature -- The Hypershade -- Creating and Applying Materials -- Tutorial 6.1 Game Level and Architectural Texturing -- Walls -- Texture Resources -- Photoshop Preparation -- Trying It On for Size -- Layering Textures -- Ambient Occlusion for Texturing -- Beyond Color -- Bump Mapping -- Conclusion -- Tutorial 6.2 Textures for Organic Forms -- Preparation -- Faux AO -- Textures as Painting Basis -- Implementing into Maya -- Conclusion -- Wrapping Up and Moving On -- Homework -- Chapter 7: Lighting and Rendering. Maya's Lighting Instruments -- Tutorial 7.1 Lighting Instrument Exploration -- Point Light -- Spot Light -- Directional Light -- Area Lights -- Volume Lights -- Ambient Light -- Tutorial 7.2 -- Mental Ray -- Cycs -- Shader Types -- Preparing for Final Render -- Conclusion -- Tutorial 7.3 Character Lighting -- Scene Setup -- Key Light -- Warm Side Fill Lights -- Cool Side Fill Lights -- Group Adjustments -- Conclusion -- Homework -- Chapter 8: Character Rigging and Skinning -- Deformation Objects and Joints -- Joint Behavior -- Joints as a Deformation Object -- Tutorial 8.1 Joint Chain for the Alien -- Root Joint -- Legs -- IK vs. FK -- Mirror -- Upper Body -- Arms -- Hand -- Orienting Joints -- Foot Roll Rig -- Further Organization -- Tutorial 8.2 Skin Weighting -- Component Editor -- Painting Skin Weights -- Testing -- Mirror Skin Weights -- Conclusion -- Chapter 9: Animation in Maya -- How Does Animation Work? -- Tutorials to Learn Maya's Animation Tools -- Tutorial 9.1: Animating a Bouncing Ball -- The Graph Editor -- Anatomy of a Curve -- Bezier Curves, Anchors, and Handles -- Conclusion -- Tutorial 9.2: Wagging a Tail -- Tutorial 9.3: A Walk Cycle -- Rendering Animations -- Conclusion -- Homework -- Appendix A: Preparing Character Style Sheets -- Appendix B: Creating Seamless Textures -- Index.

Brisk, manageable and effective instruction on the essentials. With more than 12 years of experience teaching hundreds of 3D animators and artists, Watkins provides perfectly-paced, guided tutorials on creating 3D art with Maya. New artists gain the tools they need to grasp the theory and practice of 3D production.

9781136147098


Computer animation.


Electronic books.

T385.W385 2012

006.693

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