LEARNING MAYA 2. ◊ , Alias|Wavefront, a division of Silicon Graphics Limited. Printed in U S A, All rights reserved. Education Publishing Group. In this beginners guide we discuss how to build a simple humanoid This guide can be used next to the “Learning Maya 5 Foundation” book as a source. Trademarks. The following are registered trademarks or trademarks of Autodesk, Inc., in the. USA and other countries: 3DEC (design/logo), 3December.

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Welcome to Alias® Maya®, the world's leading software application for 3D digital animation and visual effects. Maya provides a comprehensive suite of tools for. It is true that these tutorials can be an important tool in learning Maya; but they generally for beginners to use high-end workstation cards). A good video. What is Maya? • Integrated 3D modeling, texturing, rigging, animation, visual effects, and rendering solution. • Used in film, television, game development, and .

In any view, click the left mouse button to place the first point, or vertex. Click to place the next vertex. Maya creates an edge between the first point and the last point you placed.

A dashed edge connects the three vertices.

To complete the new polygon, press Enter. Keep placing vertices to create different polygonal shapes. If you want to immediately create other polygons, press the Y key and continue to place points.

To reposition a point: To reposition the last point you placed, press the Insert key on the keyboard. A move manipulator displays. Drag to move the point. Note You cannot add points that create a nonplanar polygon if the Ensure Planarity mode is selected in the option window. For details, see Create Polygon Tool options next for details. Changing Geometry Options Use these sliders and select from the Texture pop-up menu to adjust the final outcome of the new polygon.

Tip You can set these options before you create your polygon, or you can always change the options as you work. Subdivisions Use the slider or enter a value to change the number of subdivisions that are distributed along the edges of the polygon being created. The default is 1. Extra vertices are created along the edges. You can manipulate these vertices in subsequent operations. When using the Subdivide operation, new faces are created by default.

To create new vertices, you have to subdivide the edges specifically see "Subdividing polygons" on page for details. This value specifies how many vertices the new polygon will have. The polygon closes automatically after you place the number of points specified here and you can continue to click to create new polygons in the view without re-selecting the tool. Changing Texture options Select a how texture coordinates UVs are created for the new polygon. If Unitize is selected, the texture coordinates are placed on the corners and boundary of the 0 to 1 texture space.

A polygon with three vertices will have a triangular UV texture map with sides of equal length , while a polygon with more than three vertices will have a square UV texture map. Texture view. Turn off Ensure Planarity if you want to add faces in another plane using Append to Polygon or if you select the Append Operation.

It applies to all new objects until you change the setting. Switching between operations Create is the default Operation. Select Append if you want to add to the newly created polygon and click to place points on the border edge. Press Enter to complete the polygon.

Editing the new polygon in the Attribute Editor To edit the attributes for newly created polygons, select the polygonal surface you want to edit and use the Attribute Editor. Poly Create Face History Subdivision Use the slider or enter a value to change the number of subdivisions that are distributed along the edges of the newly created polygon. For example, if you placed three vertices as in the example in the Attribute Editor , only three sets of values display.

Change these values and press Enter to move the vertices and change the shape of the polygon. The appended face becomes a connected part of the polygonal object. An appended face automatically conforms to the objects orientation, no matter how you build the appended face. That means if the original face has an outward facing normal, the new faces normal also faces outward. Note You cannot append faces to non-border edges to create nonmanifold geometry.

Using the Append to Polygon Tool Since this is a tool, you should set the options in the options window before you append to a polygon if you know what you want. Otherwise, you can create a new appended polygon and edit the result in its Attribute Editor or the Channel Box.

To append a single face to a polygon: 1 2 Select the polygon you want to append to.

The border edges highlight and appear thicker. Tip To easily see the border edges, open the Attribute Editor for the polygonal object. Click the arrow to open the Mesh Component Display section of the editor and turn on Display Borders. Increase the Border Width if necessary.

The edge you select is the first edge of the new face.

Several arrows indicate the edge direction. A new point appears with a line connecting it to the last point of the selected face edge. Keep placing points. A dashed edge displays as you place points. The dashed edge turns into a real edge when the new face is completed or when you press Enter. Now if you select faces you can see that the new face is connected to the original object.

Place a point in space. Press Enter.

Select faces. You can also add an edge by clicking on another border edge. If you change your mind, press the Backspace and change the order in which you picked edges or placed your points. Tip As when you create a polygon using the Create Polygon Tool, to reposition the last point you placed, press the Insert key.

17 mighty Maya tutorials to try today

Use the move manipulator to move the point. To exit Insert mode, press the Insert key again.

Subdivision Use the slider or enter a value to change the number of subdivisions that are distributed along the edges of the polygon being appended. Extra vertices are placed along the edges to create the subdivisions. The following example shows the appended polygon subdivided with a setting of 4.

Default Subdivision value of 1. Subdivision value of 4. Limit Points Specified To The value you specify here indicates how many vertices are allowed on the new polygon. If set to 3 or more, you can create polygonal strips.

See "To create tri polygonal strips when appending to polygons:" on page 33 for details. Using this option, you can continue to append to polygons without re-selecting the tool. Rotation Angle This option becomes available while you are placing points to append to the polygon. Use the slider to rotate the new points before you complete the append operation.

If all the edges can be set on a hinge, the face turns around the reference line. If the edges you select are not aligned, the face will not turn around this reference line. Changing Texture options Select how texture coordinates UVs are created for the appended polygon. Appended face. Ensuring planarity when appending to polygons Ensure Planarity By default, any faces you add are in the same plane as the polygonal object you append to.

This is one of the newest books on Maya first being published in early A big portion of this book focuses on the workflows and how you should develop a Maya design system. This book delivers exactly what the title promises. A clear no-BS guide to Maya that anyone can use. This often overlaps with character design where 2D concept artists might create a design, then import that into Maya for a full render. But a lot of 3D modeling comes from experience in the software, not so much from putting pencil to paper.

The real difficulty is understanding how characters work and how they move. This book is perfect for all entertainment artists who want to design 3D character models. The book also comes with 30 hours of video tutorials so it has a great price tag for everything you get.

The Art of Maya does cover a lot of fundamentals explaining all the different tools and common workflows. The very last chapter offers an inside look into professional Maya with insights from 6 industry professionals.

I do recommend nabbing a copy of this book if you can, but I also recommend having some basic experience under your belt first. It does expect you to understand the fundamentals of Maya and have a sense of the basic tools. The early chapters help to demystify animation and how Maya works in a production environment.

There are tons of interviews with pro animators scattered throughout each chapter and those are absolutely worth reading. But the lessons are also very pragmatic to help you see how animation in Maya really works. The author Roger King has classroom teaching experience and it shines through in his writing style.

It totals pages with dozens of exercises you can follow to learn how this complicated program functions. All the content is extremely detailed and these lessons can apply to video games as well. By far the best animation book for Maya but it does get into some complex topics too.

Related titles

Creating Environments in Maya Alongside traditional character creation is environment design. Concept artists typically craft environments in 2D and bring these to modelers for 3D rendering. This is another digital-only book from Maya expert Jana Germano. Her writing style is just as easy to consume and this book Creating Environments in Maya is an excellent follow-up from her introductory guide Simplifying Maya.

It talks about photorealism and how to work with realistic environments compared to cartoony environments. Other topics cover matte painting and ultimately what background designers need to know for working in the industry.

Definitely a great read although it does focus a lot more on realism over stylized environments. Rig it Right! Maya Animation Rigging Concepts I covered this book in my previous post on rigging which is a huge topic of study.

Maya Animation Rigging Concepts is one of the few Maya-centric books that covers this topic in great detail. Even semi-experienced Maya users can learn a lot about rigging from these exercises. How to Cheat in Maya How to Cheat in Maya teaches power workflows and hidden secrets that far surpass the edition of this software. Every professional or aspiring Maya user should keep a copy of this book nearby.

The entire book mostly covers character animation work but a lot of these techniques apply to video games too. Anyone hoping to work as a 3D animator will learn so much from this book.The following image shows two more examples of shells. But a lot of 3D modeling comes from experience in the software, not so much from putting pencil to paper. You simply merge the edges together to connect the surfaces. Using Revolve — Learn how to use the revolve tool in Maya with this tutorial.

Making of Portrait of a Troll.

100+ Maya 3D Tutorials For Beginners, Intermediate And Advanced Users

Building a Polygon Arch — Learn how to make arches in a building with this interesting tutorial. If you can already design characters by yourself then the tricks in this book will bring your skillset up a few notches fast. This shape is also possible where two three-dimensional shapes share a vertex such as two cubes meeting at a single point.

Model Airplane in Maya — This video tutorial shows you how to model an airpalne in Maya. For details, see Create Polygon Tool options next for details.

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