Showing posts with label Maya Thang. Show all posts
Showing posts with label Maya Thang. Show all posts

Tuesday, February 9, 2010

How To Set Up An Image Plane Template In Maya


0. Put your image in your project's sourceimages folder.
1. In the front viewport menu, choose View > Image Plane > Import Image.
2. Choose your image. If your project is correctly set up, it should jump to the right directory.
3. You can scale the image plane by setting the Width and Height attributes in the Attribute Editor under Placement Extras.
4. To adjust the location of the image plane (up and down, side to side) change the Center attributes in the Attribute Editor under Placement Extras.
5. Create a new layer in the Layers palette, then select Window > Outliner, hit the "+" next to the front camera, select "front shape." Now right-click the new layer in the layer palette and choose "add selected objects." Now you can turn your image planes on and off.
6. To add another image plane for the side and/or top views, repeat the above steps in a different viewport menu.
7. If you've selected something else, and need to get the Image Plane attributes back, just select View > Image Plane > Image Plane Attributes > Image Plane 1 from the front viewport.

Tuesday, February 2, 2010

How to get some Fearful Symmetry goin'


Also, remember these handy shortcuts!
snap to grid = hold down x
snap to point = hold down v

Tuesday, January 26, 2010

Delete Maya Construction History!


1. Select the object you want to free from its history.
2. Edit > Delete by Type > History
3. It's good to note that you also have a delete "Non-Deformer History" option. For some parts of the modeling process (especially rigging!) deleting your full history will cause catastrophic failure. Just keep this in the back of your mind.

Thursday, January 14, 2010

Undoable Camera Movement



If you keep accidentaly moving your camera in the viewport and screwing up your shot, I recommend the "undoable movement" option. Go to View > Cameras > Undoable Movement in the panel of each camera you want to make "undoable." Now, when you hit good ol' "command-z" your pans and dollys will un-do!

Tuesday, February 10, 2009

Quick Maya Material Reference


Here's a good reference for the Hypershade. It gives short, clear descriptions of shader types and attributes in 3 handy pages.

Here are some guidelines when working with materials:
1. If you're using texture files, start off with a Blinn.
2. Most materials will involve Color, Bump, and Diffuse maps.
3. Play around with the basic "shininess" of your material. With a Blinn, that means working the Eccentricity and Specular Roll Off sliders.
4. The exceptions to these rules come with funky surfaces like glass and shiny metals.
5. The skydome uses a Surface Shader. A Surface Shader allows you to have a material that functions independently of the lights you set up in Maya. A surface shader will always show the values and colors of your texture map regardless of how it is lit.
6. The Layered shader can be a groovy way to get more advanced material effects down the road. It lets you combine different materials into a new material.

Thursday, February 5, 2009

Quick Maya Lighting Reference


Types of lights in Maya

1. Ambient Lights = Bad (or last ditch cheat)

2. Directional Lights = Infinite in size and casts light in one direction. Often used to simulate the sun. Can cast shadows.

3. Point Lights = Omni-directional light source emanating from a single point. Can be used for light bulbs, the sun in a planetary system, a fire. Can cast shadows and be attenuated.

4. Area Lights = Similar to Directional Light but with a limited size. Can cast shadows and be attenuated. Can be used for skylights and large light fixtures. Akin to a "soft box" in movie lighting. "Relatively expensive" in terms of render time.

5. Spotlights = Most common and versatile of the lights. Your work horse. To move the aim point separately from the light, hit "T" for the "manipulator" tool.

Thursday, January 29, 2009

How To Set Up A Sky Dome

Here's a link to a concise tutorial on how to set up a sky dome from DezFX. Merci.
Key points:
1. Using a surface shader so you don't have to light your dome.
2. He uses a nurbs sphere, but a poly sphere is okay too. ("isoparm" in his step 3 is just the center line of the sphere for those of you NURBS newbs.)
3. You'll need a 2D sky image to use as a texture map. Hmmm. Google + "Sky Texture" FTW.
Higher res textures will give you more flexibility. Photoshop is your friend for getting the proper color and feel for your sky.
4. Here's an example of the technique in action by that bad-ass Alex Munn. Check out Alex's site. His stuff is splendid and gives such a clear example of how design, composition, modeling, textures, and lighting come together to create an environment.

How To Set Up An Image Plane Template In Maya


0. Put your image in your project's sourceimages folder.
1. In the front viewport menu, choose View > Image Plane > Import Image.
2. Choose your image. If your project is correctly set up, it should jump to the right directory.
3. You can scale the image plane by setting the Width and Height attributes in the Attribute Editor under Placement Extras.
4. To adjust the location of the image plane (up and down, side to side) change the Center attributes in the Attribute Editor under Placement Extras.
5. Create a new layer in the Layers palette, then select Window > Outliner, hit the "+" next to the front camera, select "front shape." Now right-click the new layer in the layer palette and choose "add selected objects." Now you can turn your image planes on and off.
6. To add another image plane for the side and/or top views, repeat the above steps in a different viewport menu.
7. If you've selected something else, and need to get the Image Plane attributes back, just select View > Image Plane > Image Plane Attributes > Image Plane 1 from the front viewport.

Thursday, January 22, 2009

UV Mapping Thursday

Not a catchy name, but here we are. Here is a .pdf file on UV mapping in Maya for you to cut your teeth on. It's Dio-intensive, so watch out.

Tuesday, January 13, 2009

Maya Thang: Heads Up Display

Obnoxious Maya Tip Of The Day 3: HEADS UP!
Turn your Heads Up Display (HUD!) on and off by using Display > Heads Up Display > Poly Count. Keep an eye on those hidden points and faces.

Maya Thang: Duplicate


Maya Thang 2: DUPLICATE
The command-D shortcut is awfully handy. Just make sure that you check your Duplicate options before you start doing it! The Duplicate options are where you'll set up your mirror instance when we get into organic modeling.

Maya Thang: Keep Faces Together


Maya Thang: KEEP FACES TOGETHER
To turn this extrude option on and off, go to Polygons > Tool Options > Keep Faces Together