Thursday, February 12, 2009

Nifty Bit of Bloggery


Here's a cool Blogue from Graham Annable (that's his "Kodiak Mary" image above). He's a story artist, animator, and "comic fellow" who works for Laika up in Portland and recently worked on Coraline. Most importantly, he's a hockey teammate of SOU's own Jill Bruhn. Some very nice stuff; this guy's good. Check it out and get inspired.

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.