CGDD 4113 Final Review. Chapter 7: Maya Shading and Texturing
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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
Art? 2 Computer Graphics 2 The Stages of Production 4 The CG Production Workflow 8 Core Concepts 10 Basic Film Concepts 21 Summary 26
Contents Introduction xvii Chapter 1 Introduction to Computer Graphics and 3D 1 Art? 2 Computer Graphics 2 The Stages of Production 4 The CG Production Workflow 8 Core Concepts 10 Basic Film Concepts 21
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