By Dariush Derakhshani
Learn Autodesk Maya from an award-winning insider
Best-selling writer, visible results manager, and technical educator Dariush Derakhshani brings you a newly-updated, step by step consultant to the most well-liked and complicated 3D software out there, Autodesk Maya. Introducing Autodesk Maya 2015 comprises hassle-free classes, real-world examples, unique tutorials, and downloadable venture documents that get you modeling and animating your individual electronic versions and scenes correct away.
The publication starts off you with the most recent CG techniques and construction workflows, after which indicates you ways to create a sunlight process to aid get you conversant in the fundamental device set in Maya. From there, the books is helping you:
- Learn the Maya consumer interface, together with menus and plug-ins
- Build easy animations and 3D pictures correct away
- Explore polygons, modeling, and NEX tools
- Get all started with HDRI lights, rendering, dynamics, simulations, and effects
no matter if you are new to 3D or migrating from one other 3D software, Introducing Autodesk Maya 2015 will kick-start your creativity and get you up and operating with Maya. writer Derakhshani has labored on videos reminiscent of The extraordinary Four and Pan's Labyrinth, the South Park television sequence, and diverse ads and song videos.
Read Online or Download Introducing Autodesk Maya 2015: Autodesk Official Press PDF
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Extra resources for Introducing Autodesk Maya 2015: Autodesk Official Press
Make any extra changes in your liking through manipulating faces and vertices. placing the instruments to take advantage of: creating a comic strip Hand ■ ninety nine Figure 4. 33 scale back those faces to flare the thumb a section extra. 15. go out gentle Preview (press 1). so as to add extra element to the hand, you’ll increase the knuckles. you must create new vertices for the knuckles the place every one finger meets the hand. input aspect choice mode with Modeling Toolkit nonetheless energetic. within the Modeling Toolkit panel, click on the Multi-Cut icon ( ). click on and drag alongside the sting of the hand, correct less than the place the index finger attaches to the hand, until eventually the yellow readout reads approximately 65%. free up the mouse button to put down the 1st aspect of the Multi-Cut operation. sixteen. Now click on the other side throughout at approximately 33%. You’ll observe a eco-friendly dashed line stretch throughout denoting the place a brand new side could be put, as proven in Figure 4. 34 (left). Figure 4. 34 Use the Multi-Cut device to put down edges for the knuckles. 17. click on around the last knuckle faces to put down a reduce line around the most sensible of the hand, as proven in Figure 4. 34 (right). 18. go out the Multi-Cut instrument within the Modeling Toolkit panel to dedicate the adjustments, and it'll upload 3 new edges (and therefore 3 new faces) alongside the again of the hand for the 100 ■ bankruptcy four: starting Polygonal Modeling knuckles. pick out every one of these new faces and select Edit Mesh ➞ FACE ➞ Poke (under the FACE part) to subdivide them into 5 triangles, with a vertex within the heart. a distinct manipulator seems in case you invoke the Poke command. Use the Z translate deal with to tug these center vertices as much as make knuckles (see Figure 4. 35). 19. Now that you've got a comic strip hand, you could gentle out the mesh to make it much less boxy. In item mode, decide on the hand, and press three to determine a preview of what the hand will seem like after it’s smoothed. Press 1 to go out the graceful preview. opt for Mesh ➞ SHAPE ➞ soft ❑ (under the form element of the menu); within the choice field, lower than Exponential Controls, pick out Maya Catmull-Clark for the Subdivision sort, set department degrees to two, and go away the opposite thoughts at their defaults (see Figure 4. 36, left). Figure 4. 35 Use the Poke instrument to elevate the knuckles. Figure 4. 36 Set the choices for the graceful operation (left), and the smoothed hand is proven with all its heritage nodes (right). 20. click on soft. Your caricature hand should still tackle a smoother, rounder glance. This time, in spite of the fact that, you’ve altered the geometry and really made the mesh smoother and given it the next density of polygons. observe the entire nodes indexed below Inputs within the Channel field in Figure 4. 36 (right). it is because historical past has been on for the total period of this workout. At any time, you could choose a type of nodes and edit something—the extrusion of the pinkie, for instance. to make sure that you’ve been operating accurately, you could load the completed hand dossier (with its background intact), referred to as poly_hand_v3. mb, to be had from the book’s website, www. sybex. com/go/introducingmaya2015.