Dariush Derakhshani - Introducing Autodesk Maya 2013 (Autodesk Official Training Guides)

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Dariush Derakhshani - Introducing Autodesk Maya 2013 (Autodesk Official Training Guides)

Introducing Autodesk Maya 2013 (Autodesk Official Training Guides)

Год: 2012

Автор: Dariush Derakhshani

Жанр: CG 3D GRAPHICS

Издательство: Sybex

ISBN-10: 1118130561 | ISBN-13: 978-1118130568

Язык: Английский

Формат: ePUB/PDF

Качество: Отсканированные страницы + слой распознанного текста

Интерактивное оглавление: Да/Нет

Количество страниц: 648/671

Описание:

A complete update to the popular Autodesk Official Training Guide for Maya

Maya is the industry-leading 3D animation and effects software used in movies, visual effects, games, cartoons, and other animation. This bestselling, official guide is a must for 3D beginners who want a thorough grounding in this dynamic and complex software. Fully updated for the newest version of Maya, the book explains the interface and the basics of modeling, texturing, animating, dynamics, visualization, and visual effects. Fun and challenging tutorials lead you through the nuances of the software and offer plenty of chances to practice what you've learned.

The Autodesk Official Training Guide for Maya, endorsed and promoted by Autodesk to its 2,500 Authorized Training Centers worldwide

Maya is the 3D animation and effects software used in the film, game, and advertising industries; it's a complex program and this book gives beginners the knowledge and confidence they need

Shows how to master the interface and the basics of modeling, texturing, animating, and visual effects

Step-by-step tutorials offer realistic, professional challenges for those new to 3D and those switching from another 3D application

Materials are available for instructors who want to use this guide with their students

Introducing Autodesk Maya is the perfect guide to get you up and running on the world's most popular professional 3D application.

Learn CG and 3D core concepts and production workflows

Get a fast but thorough lesson on the Maya 2013 user interface

Build a simple animation of the planets in the solar system, right away

Explore the basics of NURBS, polygons, and subdivision surfaces modeling

Create an alien hand, a steam locomotive, a toy wagon, and more

Rig for animation and get the most out of Maya's powerful Graph Editor tool

Master HDRI lighting, mental ray rendering, dynamics, visualization, and effects

Use reference pictures to model objects more accurately

Learn how to apply and adjust textures and materials

Chapter 1: Introduction to Computer Graphics and 3D

Art?

Computer Graphics

A Preview of the CG Process

Animation

The Stages of Production

Preproduction

Production

Postproduction

How It All Works Together

The CG Production Workflow

Modeling

Texturing

Animation

Lighting

Rendering

Core Concepts

Computer Graphics Concepts

Basic Design Concepts

Basic Film Concepts

Planning a Production

Lighting

Basic Animation Concepts

Summary

Chapter 2: Jumping in Headfirst, with Both Feet

You Put the U in UI

A Quick Screen Roadmap

Keys and Syntax in Maya

Mouse Controls

Making Selections

Manipulating Objects

Project Overview: The Solar System

The Preproduction Process: Planning

Creating a Project

The Production Process: Creating and Animating the Objects

Creating the Sun and the Planets

Saving Your Work

Creating the Moons

Applying a Simple Shader

Creating the Animation

Hierarchy and Maya Object Structure

Understanding Nodes

Parents and Children

The Solar System Resumed

Animating Mercury’s Orbit Around the Sun

Creating Venus

Earth and the Moon

Using the Outliner

Outputting Your Work: Playblasting

Summary

Chapter 3: The Autodesk Maya 2013 Interface

Navigating in Maya

Exploring the Maya Layout

The Main Menu Bar

Work Panels and Navigation

The Manipulators

Soft Selection

Building a Decorative Box

Creating Reference Planes

The Channel Box/Attribute Editor Explained

Mapping the Box’s Reference Planes with Hypershade

The Hypershade Explained

Organizing Workflow with Layer Editor

Layer Editor Explained

Modeling the Decorative Box

Status Line Explained

Editing the Decorative Box Model Using the Shelf

The Shelf and Tool Box Explained

Continuing the Decorative Box Model

Time Slider and Help Line Explained

Finishing the Decorative Box Model

The Attribute Editor and Outliner Explained

The Outliner

Summary

Chapter 4: Beginning Polygonal Modeling

Planning Your Model

Choosing a Method

An Overview of Polygons

Using Primitives

Polygon Basics

Creating Polygonal Primitives

The Polygon Tool

Poly Editing Tools

The Poly Extrusion Tools

The Wedge Face Tool

The Poke Face Tool

The Bevel Tool

Putting the Tools to Use: Making a Simple Hand

Creating Areas of Detail on a Poly Mesh

The Add Divisions Tool

The Interactive Split Tool

The Insert Edge Loop Tool

The Offset Edge Loop Tool

The Combine and Merge Functions

The Cut Faces Tool

The Duplicate Face Tool

The Extract Tool

The Smooth Tool

The Sculpt Geometry Tool

Modeling a Catapult

The Production Process

The Base

The Wheels

The Winch Assembly

The Arm

Suggestions for Modeling Polygons

Summary

Chapter 5: Modeling with NURBS, Subdivisions, and Deformers

NURBS! NURBS!

NURBS Modeling

Levels of Detail

NURBS Surfacing Techniques

Combining Techniques

Surface History

Using NURBS Surfacing to Create Polygons

Converting a NURBS Model to Polygons

Editing NURBS Surfaces

Project Curve on Surface

Trim and Untrim Surfaces

Attach Surfaces

Detach Surfaces

Insert Isoparms

Patch Modeling: A Locomotive Detail

Starting the NURBS Pump

Adding End Caps

Stitching and Tangency

Integrating the Pump into the Locomotive Model: Importing a Scene

Using Artisan to Sculpt NURBS

Modeling with Simple Deformers

Modeling Using the Bend Deformer

Adjusting an Existing Axe Model

The Lattice Deformer

Creating an Alien Hand

Creating Alien Fingers

Animating Through a Lattice

Subdivision Surfaces

Creating a Starfish

Converting to a Subdivision Surface

Building a Teakettle

Creating the Base Polygon Model

Converting to Subdivisions

Converting Back to Polygons

Taking the Kettle Further

Summary

Chapter 6: Practical Experience

Evaluating the Table Lamp

Modeling the Base

Creating the Lamp Stem

The Stem

The Lampshade Bracket

Modeling the Lampshade

Making the Toy Airplane

Reference Images

Creating Reference Planes for the Images

Creating the Fuselage

Using Booleans to Finish the Fuselage

Cleaning Up the Fuselage

Creating the Propeller and Nose

Using References

Finishing the Toy Airplane

Making the Wheels

Updating the Reference

Summary

Chapter 7: Autodesk Maya Shading and Texturing

Maya Shading

Shader Types

The Lambert Shader Type

The Phong Shader Type

The Blinn Shader Type

The Phong E Shader Type

The Anisotropic Shader Type

The Layered Shader Type

The Ramp Shader Type

Shader Attributes

Texturing the Table Lamp

The Socket, Stem, and Lampshade

The Metal Parts

Textures and Surfaces

UV Mapping

Using Projections

Texture Nodes

Textures and UVs for the Red Wagon

Assigning Shaders

Creating a Shading Network for the Wheels

Putting Decals on the Body

Working with UVs

Texturing the Floor

Shading the Wood Railings

Finishing the Wagon

Photo-real Mapping: The Decorative Box

Setting Up UVs (Blech!)

Color Mapping the Box

For Further Study

Summary

Chapter 8: Introduction to Animation

Keyframe Animation—Bouncing a Ball

Creating a Cartoon Ball

Setting Up the Hierarchy

Animating the Ball

Throwing an Axe

The Preproduction Process

Setting Up the Scene

Preproduction: Keyframes and Motion Study

Animating the Axe: Keyframing Gross Animation

Adding Follow-Through

Adding Secondary Motion

Motion Trails

Path Animation

Axe Project Summation

Replacing an Object

Replacing the Axe

Transferring Animation

Animating Flying Text

Rigging the Locomotive, Part 1

The Scene Setup

Selection Handles

Animating the Locomotive

Animating the Catapult

Animating with Deformers

Summary

Chapter 9: More Animation!

Skeletons and Kinematics

Skeletons and Hierarchy

Forward Kinematics: The Block Man

Creating the Skeleton

Attaching to the Skeleton

The Block Man: FK Walk Cycle

Skeletons: The Hand

Rigging the Hand

Binding to Geometry

Binding the Hand: Rigid

Binding the Hand: Smooth

Binding the Hand: Interactive Skin Bind

Inverse Kinematics

Rigging the IK Legs

Creating an IK Walk Cycle

Further Uses for IK Chains

Basic Relationships: Constraints

The Point Constraint

The Orient Constraint

The Point on Poly Constraint

The Aim Constraint

Geometry and Normal Constraints

Scale, Parent, Tangent, and Pole Vector Constraints

Basic Relationships: Set-Driven Keys

Creating a Set-Driven Key

An Advanced Set-Driven Key: The Hand

Application: Rigging the Locomotive

Setting Up Wheel Control

Controlling the Wheel Arms

Controlling the Pump Arm

Controlling the Back Wheel

Finishing the Rig

Summary

Chapter 10: Autodesk Maya Lighting

Basic Lighting Concepts

Learning to See

What Your Scene Needs

Three-Point Lighting

Practical Lighting

Maya Lights

Common Light Attributes

Light Types

Lighting a Scene

Light Linking

Adding Shadows

Creating Shadows in Maya

Controlling Shadows per Object

Raytracing Soft Shadows

mental ray Lighting

Global Illumination: A Downloadable PDF Exercise

Image-Based Lighting

mental ray Physical Sun and Sky

Lighting Effects

Volumetric Lighting

Lens Flare

Shader Glow Effects

Lighting the Table Lamp and Decorative Box

Further Lighting Practice

Tips for Using and Animating Lights

Animating a Light

Using the Show Manipulator Tool for Lights

Summary

Chapter 11: Autodesk Maya Rendering

Rendering Setup

Choosing a Filename

Image Format

Frame Range

Camera

Setting Resolution

Selecting a Render Engine

Previewing Your Render: The Render View Window

Saving/Loading an Image

Keep/Remove Image

IPR Rendering

Reflections and Refractions

Raytraced Reflections

Rendering Refractions

Using Cameras

Creating a Camera

Camera Types

Camera Attributes

Motion Blur

Batch Rendering

Rendering the Wine Bottle

Selecting Render Settings Options

Setting Up the Scene

Setting Up the Camera

Batch Rendering and Playing Back the Sequence

mental ray for Maya

mental ray Quality Settings

Render Settings in Action!

Motion Blur with mental ray

Render Layers

Render Passes in mental ray

Rendering the Still Life in Layers

Final Gather

Ambient Occlusion

The Living Room

Rendering the Results

Compositing the Results

HDRI

Displacement Mapping the Decorative Box

Reflection Map

Displacement Mapping

Rendering the Lamp and Decorative Box

Adding an IBL

Fixing Final Gather Noise

Blurring Reflections with the mia_material

Let’s Get a Little Closer

Adding Depth of Field

Wrapping Up the Lamp and Decorative Box

Summary

Chapter 12: Autodesk Maya Dynamics and Effects

An Overview of Dynamics and Maya Nucleus

Rigid and Soft Dynamic Bodies

Creating Active and Passive Rigid Body Objects

Moving a Rigid Body

Rigid Body Attributes

Animating with Dynamics: The Pool Table

Creating the Pool Table and the Balls

Creating Rigid Bodies

Animating Rigid Bodies

Additional Rigid Body Attributes

Baking Out a Simulation

Simplifying Animation Curves

Fun Dynamics: Shoot the Catapult!

nParticle Dynamics

Emitting nParticles

Emitter Attributes

nParticle Attributes

nCaching Particles

Creating an nCache on Disk

Animating a Particle Effect: Locomotive Steam

Emitting the nParticles

Setting nParticle Attributes

Setting Rendering Attributes

Introduction to Paint Effects

Paint Effects Attributes

Toon Shading

Customizing Maya

User Preferences

Shelves

Hotkeys

Color Settings

Summary

Where Do You Go from Here?

Index

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