TY - BOOK AU - Watkins,Adam TI - Getting Started in 3D with Maya: Create a Project from Start to Finish--Model, Texture, Rig, Animate, and Render in Maya SN - 9781136147098 AV - T385.W385 2012 U1 - 006.693 PY - 2012/// CY - Milton PB - CRC Press LLC KW - Computer animation KW - Electronic books N1 - 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 N2 - 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 UR - https://ebookcentral.proquest.com/lib/orpp/detail.action?docID=4689435 ER -