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CGDD 4113 Final Review Chapter 7: Maya Shading and Texturing Maya topics covered in this chapter include the following: Shader Types Shader Attributes Texturing the Axe Life, Love, Textures and Surfaces UVs, oh, UVs! 2


  1. CGDD 4113 Final Review Chapter 7: Maya Shading and Texturing

  2. Maya topics covered in this chapter include the following: • Shader Types • Shader Attributes • Texturing the Axe • Life, Love, Textures and Surfaces • UVs, oh, UVs! 2

  3. Shader Types Shader Types are • loosely defined by how they reflect light and highlights (specular) Lambert • Phong • Phong E • Blinn • Anisotropic • Layered Shader • Ramp Shader • 3

  4. Shader Attributes Color • Transparency • Translucence • Ambient Color • Incandescence • Bump Map • Diffuse • Glow • Specular Color • Reflectivity • Reflected Color • 4

  5. Life, Love, Textures and Surfaces – Texturing the Red Wagon Creating shader • networks and file textures Understanding the • relationship between meshes and how their textures lay across them is important Use ramps to • position colors and textures 5

  6. The magic of UVs UVs define the coordinate • space along a surface or mesh UVs must be laid out well for • textures to be applied properly Projection nodes can place • textures on objects with poor UVs The UV Editor allows you to • manipulate and export UVs to be painted or aligned in Photoshop 6

  7. Introducing Autodesk Maya 2015 Chapter 8: Introduction to Animation

  8. Maya topics covered in this chapter include the following: • Keyframe animation – Animating a ball • Throwing an Axe – Path Animation • Object Replacement • Setup for Animation • Animating a Catapult 8

  9. Keyframing Bouncing a ball is • the best introduction to animation concepts It’s usually best to • begin with overall animation and timing keyframes, then finesse Creating a hierarchy • to help isolate animation Editing Animation – • Graph Editor Reading and • Adjusting Animation Curves 9

  10. Animating Along a Path Creating Text in • Maya Objects can • travel along a pre-defined path (a curve) Objects may • also deform along their animation path 10

  11. Introducing Autodesk Maya 2015 Chapter 9: More Animation!

  12. Maya topics covered in this chapter include the following: • Skeletons • Binding to Geometry • IK • Constraints • Set Driven Keys • Rigging • But wait, there’s more! 12

  13. Skeletons and Kinematics • Skeletons are a way to visualize pivots in a hierarchy • FK and IK • Walk Cycle Mechanics – Pose – Time – Refine – Check 13

  14. Binding to Geometry Drawing the • Skeleton into place Moving joints • for proper placement in the model Smooth Bind • Interactive • Bind Editing Binds • for better animation results 14

  15. IK, ok? IK is a way to solve • the motion of a skeletal rig IK Handles are • positioned and animated which in turn pose and animate the skeleton IK Handles can keep • your feet on the ground! IK Walk cycle is a • little bit less traumatic than FK Character animation • gets easier with tons of practice and attention! 15

  16. Constraints Constraints keep • objects in a specific relation to each other and are very useful for rigging and setup Point • Orient • Scale • Aim • Geometry and • Normal Parent • 16

  17. Set Driven Keys SDKs maintain • controls of object attributes through another object’s actions You can create • complex movements of several parts of an object by assigning an SDK to run multiple joints or parts or even shader settings like color. What, did he say • color? 17

  18. Rigging Automating • animation is a huge time saver Time spent in • rigging is time saved in animation Complex systems • can be animated based on the animation of a single object We create • relationships between the mechanics of the locomotive so that the rotation of a single wheel drives everything else 18

  19. Simple Character Rig Controllers are animated, • not the IK handles or joints! Relationships and • constraints are setup to connect the controllers to the appropriate parts of the rig. Node Editor can be • handy to set exact relationships. Setting up a heel control. • 19

  20. Introducing Autodesk Maya 2015 Chapter 10: Maya Lighting

  21. Maya topics covered in this chapter include the following: • Basic Lighting Concepts • Maya Lights • Light Linking • The advancement of smoothie technology in the past decade • Shadows • mental ray Lighting • mental ray Physical Sun and Sky • Special Lighting Effects 21

  22. Lighting Concepts • You have to learn how to see all over again • Proper Exposure • Three-Point Lighting Basics – Key Light – Fill Light – Rim Light • Practical Lights 22

  23. Maya Lights Light Attributes • – Intensity – Emit Specular/Diffus e – Decay Rate Types of Lights • – Ambient – Directional – Point – Spot – Area – Volume 23

  24. Light Linking • Linking Lights allow you to light some objects in the scene but not others • Gives you greater control in your scene 24

  25. Only the Shadow Knows Creating Shadows • – Depth Map serve most purposes and are relatively fast to render – Raytraced Shadows are more accurate but more costly to render – Soft shadows may be had using mental ray or raytracing 25

  26. Light Effects Volumetric effects • such as fog add atmosphere to your lights Lens Flare can • heighten realism Shader Glow • mimic glowing objects, but are Shader based and not light based 26

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