Contents

 

Acknowledgments

Introduction

Chapter 1: Animation Workflow

High-Rez 3D

Low-Rez 3D

Workflow

An Idea, a Sketch, Lots of Research, and New Inspiration

Research

Modeling

UV Layout

Texture

Rigging and Skinning

Animation

Lighting and Rendering

Flexibility in the Process

Conclusion

Chapter 2: Maya Philosophy

A Bit of History

So What Is It?

What You Need to Run It

Processor

Memory

Video Processor

Monitor

Three Button Mouse

Conclusion

How Maya “Thinks”

Interface

View Panel

Tool Box

Tutorial 2.1 Tool Box Exploration

The Move Tool

The Rotate Tool

The Scale Tool

Power of Maya’s Selection System

Lasso Tool

Adjusting Selections

Objects versus Components

Paint Selection Tool

Soft Modification Tool

Universal Manipulator

Show Manipulator Tool and Last Tool Used

Keyboard Shortcuts

Channel Box

Outliner

Modes

Interface Wrap Up

Projects

Tutorial 2.2 Setting Projects for “Escaping the Madness”

Conclusion

Chapter 3: Architectural Modeling

The Polygon

Parts

Traits of Polygon

Polycounts

Modeling Modes

Escaping the Madness

Gathering Research

Tutorial 3.1 Architectural Polygonal Game Modeling: Escaping the Madness

Setting the Project

Saving a New Scene

Laying the Foundation

Roughing Out the Scene

Scaling and Positioning the Walls with Snapping

Duplicating

Boolean

Component Level Editing

Extruding Polygons

Conclusion

Tutorial 3.2 Prop Polygonal Game Modeling: Escaping the Madness

Creating an End Table

Constructing the Frame

Insert Edge Loop Tool

Cut Faces Tool

Bridge

Bevel

Conclusion

Tutorial 3.3 NURBS Modeling in Architecture

Curves (Splines)

Surfaces

Smooth

NURBS for Trim

Import

Conclusion

Homework

Chapter 4: Organic Modeling

Tutorial 4.1 Game Character Modeling

Some Notes

Getting Started

Image Planes and Setting Up to Work

Display Layers

Create Polygon Tool

Merge to Center

Creating Dynamic Mirrored Geometry

Sculpt Geometry Tool

Soft Modification Tool

Append to Polygon Tool

Interactive Split Tool

Mirror Geometry

Conclusion

Homework

Chapter 5: UVs and UV Layout

UVs

UV Texture Editor

Maneuvering with UV Space

UV Texture Editor Interface

Selecting Components

Shells

UV Maps, Snapshots, and the Purpose for It All

Projections

Getting to It

Tutorial 5.1 UV Layout for Architecture and Level Design

Dummy Material

Automatic Mapping

Planar Mapping

Sewing and Moving and Sewing UV Edges

UV Snapshots

Cut UV Edges

Saving Out UV Snapshot

Wrapping Up

Conclusion

Tutorial 5.2 Organic Form UV Layouts

The Head

Cylindrical Mapping

Smooth UVs

Refining the Face Region

Half the Work, Twice the Results

Armor Pieces

The Belt and More Cylindrical Mapping

Cylindrical Mapping Revisited

The Boot

Chests, Backs, and Planar Mapping

Hands

Misc. Cleanup

Mirroring

Scale and Organize

Conclusion

What’s Next

Homework

Chapter 6: Material Creation and Texture Painting

Nomenclature

The Hypershade

Creating and Applying Materials

Tutorial 6.1 Game Level and Architectural Texturing

Walls

Texture Resources

Photoshop Preparation

Trying It On for Size

Layering Textures

Ambient Occlusion for Texturing

Beyond Color

Bump Mapping

Conclusion

Tutorial 6.2 Textures for Organic Forms

Preparation

Faux AO

Textures as Painting Basis

Implementing into Maya

Conclusion

Wrapping Up and Moving On

Homework

Chapter 7: Lighting and Rendering

Maya’s Lighting Instruments

Tutorial 7.1 Lighting Instrument Exploration

Point Light

Spot Light

Directional Light

Area Lights

Volume Lights

Ambient Light

Tutorial 7.2

Mental Ray

Cycs

Shader Types

Preparing for Final Render

Conclusion

Tutorial 7.3 Character Lighting

Scene Setup

Key Light

Warm Side Fill Lights

Cool Side Fill Lights

Group Adjustments

Conclusion

Homework

Chapter 8: Character Rigging and Skinning

Deformation Objects and Joints

Joint Behavior

Joints as a Deformation Object

Tutorial 8.1 Joint Chain for the Alien

Root Joint

Legs

IK vs. FK

Mirror

Upper Body

Arms

Hand

Orienting Joints

Foot Roll Rig

Further Organization

Tutorial 8.2 Skin Weighting

Component Editor

Painting Skin Weights

Testing

Mirror Skin Weights

Conclusion

Chapter 9: Animation in Maya

How Does Animation Work?

Tutorials to Learn Maya’s Animation Tools

Tutorial 9.1: Animating a Bouncing Ball

The Graph Editor

Anatomy of a Curve

Bezier Curves, Anchors, and Handles

Conclusion

Tutorial 9.2: Wagging a Tail

Tutorial 9.3: A Walk Cycle

Rendering Animations

Conclusion

Homework

Appendix A: Preparing Character Style Sheets

Appendix B: Creating Seamless Textures

Index

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