CGDD 4113 Final Review Chapter 7: Maya Shading and Texturing Maya - - PowerPoint PPT Presentation
CGDD 4113 Final Review Chapter 7: Maya Shading and Texturing Maya - - PowerPoint PPT Presentation
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
Maya topics covered in this chapter include the following:
- Shader Types
- Shader Attributes
- Texturing the Axe
- Life, Love, Textures and Surfaces
- UVs, oh, UVs!
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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
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Shader Attributes
- Color
- Transparency
- Translucence
- Ambient Color
- Incandescence
- Bump Map
- Diffuse
- Glow
- Specular Color
- Reflectivity
- Reflected Color
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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
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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
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Introducing Autodesk Maya 2015
Chapter 8: Introduction to Animation
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
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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
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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
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Introducing Autodesk Maya 2015
Chapter 9: More Animation!
Maya topics covered in this chapter include the following:
- Skeletons
- Binding to Geometry
- IK
- Constraints
- Set Driven Keys
- Rigging
- But wait, there’s more!
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Skeletons and Kinematics
- Skeletons
are a way to visualize pivots in a hierarchy
- FK and IK
- Walk Cycle
Mechanics
– Pose – Time – Refine – Check
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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
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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!
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Constraints
- Constraints keep
- bjects in a
specific relation to each other and are very useful for rigging and setup
- Point
- Orient
- Scale
- Aim
- Geometry and
Normal
- Parent
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Set Driven Keys
- SDKs maintain
controls of object attributes through another object’s actions
- You can create
complex movements of several parts of an
- bject by
assigning an SDK to run multiple joints or parts or even shader settings like color.
- What, did he say
color?
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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
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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
- f the rig.
- Node Editor can be
handy to set exact relationships.
- Setting up a heel control.
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Introducing Autodesk Maya 2015
Chapter 10: Maya Lighting
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
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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
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Maya Lights
- Light Attributes
– Intensity – Emit Specular/Diffus e – Decay Rate
- Types of Lights
– Ambient – Directional – Point – Spot – Area – Volume
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Light Linking
- Linking
Lights allow you to light some
- bjects in
the scene but not
- thers
- Gives you
greater control in your scene
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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
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Light Effects
- Volumetric effects
such as fog add atmosphere to your lights
- Lens Flare can
heighten realism
- Shader Glow
mimic glowing
- bjects, but are
Shader based and not light based
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