CGDD 4113 Final Review Chapter 7: Maya Shading and Texturing Maya - - PowerPoint PPT Presentation

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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


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SLIDE 1

CGDD 4113 Final Review

Chapter 7: Maya Shading and Texturing

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SLIDE 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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SLIDE 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

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SLIDE 4

Shader Attributes

  • Color
  • Transparency
  • Translucence
  • Ambient Color
  • Incandescence
  • Bump Map
  • Diffuse
  • Glow
  • Specular Color
  • Reflectivity
  • Reflected Color

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SLIDE 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

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SLIDE 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

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SLIDE 7

Introducing Autodesk Maya 2015

Chapter 8: Introduction to Animation

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SLIDE 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

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SLIDE 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

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SLIDE 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

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SLIDE 11

Introducing Autodesk Maya 2015

Chapter 9: More Animation!

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SLIDE 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!

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SLIDE 13

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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SLIDE 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

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SLIDE 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!

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SLIDE 16

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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SLIDE 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

  • 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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SLIDE 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

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SLIDE 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

  • f the rig.
  • Node Editor can be

handy to set exact relationships.

  • Setting up a heel control.

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SLIDE 20

Introducing Autodesk Maya 2015

Chapter 10: Maya Lighting

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SLIDE 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

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SLIDE 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

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SLIDE 23

Maya Lights

  • Light Attributes

– Intensity – Emit Specular/Diffus e – Decay Rate

  • Types of Lights

– Ambient – Directional – Point – Spot – Area – Volume

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SLIDE 24

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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SLIDE 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

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SLIDE 26

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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