Maya 2008 Essential Training

Maya 2008 Essential Training

with George Maestri

 


As one of the most advanced 3-D modeling, animation, and rendering packages on the market, Maya 2008 is used extensively in feature films, broadcast, motion graphics, and design. In Maya 2008 Essential Training, animation director and producer George Maestri covers all areas of Maya. From general workflow to manipulating objects, modeling, rendering, paint effects, and animating, these tutorials are ideal for those who quickly need to get up to speed on Maya, whether at the professional or novice 3-D animation level. Exercise files accompany the course.
Topics include:
  • Understanding the Maya interface
  • Selecting and manipulating objects
  • Modeling with polygons and NURBS
  • Sculpting and stitching surfaces
  • Creating and applying texture maps
  • Rendering and adding depth map shadows
  • Creating Mental Ray materials
  • Applying brushes to existing strokes
  • Understanding the basics of animation

show more

author
George Maestri
subject
3D + Animation
software
Maya 2008
level
Beginner
duration
9h 43m
released
Jan 30, 2008

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Introduction
Welcome
00:00Hi! I'm George Maestri and I'll be your instructor for this lesson. Today,
00:04we're going to learn the basics of Autodesk Maya 2008. Now, this is a 3D
00:10modeling, rendering and animation package. Maya has been around for about ten
00:15years and actually it's been around for longer than that, because before that
00:19the company that created it, Alias and Wavefront, both had packages that
00:23stretched back into the late 80s.
00:25So there is about 20 years of development behind Maya, and so as such, it's a
00:30very, very deep package. There is a ton of features. You can do a lot. It's
00:35used for motion pictures, games, television, motion graphics, you name it, Maya
00:42has probably done it and we're going to scratch the surface of Maya today.
00:46We're going to get you up and running in Maya, but there is a lot more to
00:49learn, every single module of Maya is very deep and we can spend a long time
00:54learning Maya.
00:55So let's get everything started and we'll go from there.
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Starting Maya 2008
00:00Starting Maya is fairly easy, but before you even start Maya, you need to get a
00:04copy of Maya. There's three basic versions of Maya. One is called Maya
00:10Complete, which is probably the most common version that people have, and
00:13that's $1,995. You can get those through Autodesk retailers. There is also Maya
00:18Unlimited, which I think is $6,495, and that has a bunch of extra features such
00:25as Clock, and it has Fluids, and some of the more advanced features which you
00:29may not need. So go ahead and check the feature list to see which one you
00:33would actually want.
00:33There is also a Maya Personal Learning Edition, which is free, and you can
00:38actually get that through the Autodesk website. All you have to do is go find
00:42Autodesk Maya page, somewhere on there. Here it is, Download the Personal
00:47Learning Edition. Just click on that, go through the procedure and you'll have
00:50a free version of Maya.
00:51Now, the thing about the Personal Learning Edition is that it will render with
00:56a watermark and I think the files are tagged so that you can't load them into
01:00the normal versions of Maya. But it's perfectly good for learning, and if you
01:05want to learn Maya, this is a great way to start. If you want to see if Maya is a
01:09package you want to buy, again, it's a great place to start.
01:12So once you've downloaded it and installed it according to Autodesk's
01:16instructions, it will put in the icon there on your Desktop or something in
01:20your Start menu, and all you have to do is double-click and Maya will come up.
01:25As Maya comes up, it will bring up these Essential Skills movies. If you want
01:31to even go through these, and these are actually little movies that give you
01:35some of the basics of Maya, similar to what we're showing you. If you don't
01:38want it to show that at startup, you can just click that and close that.
01:44And here we are in Maya.
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Understanding Mac and PC differences
00:00Now for those of you who are using the Macintosh, the interface is pretty
00:05consistent between Windows and Mac but there is a difference in the keyboard.
00:09The Macintosh keyboard is actually physically different than the PC or the
00:14LINUX keyboard. So on the PC, I will be hitting the Alt key and then using my
00:21mouse to navigate through the scenes. Now, you do not have an Alt key on the Mac
00:27keyboard. So, in that case, you would substitute the Option key. The other
00:32major difference is the Insert key. So when I am moving a Pivot, I would hit
00:39the Insert key. On the Macintosh, we don't have an Insert key so you would be
00:44using the Home key. For this, I will try and call these out in the lessons but
00:49just be sure that you remember the Alt key is the Option key and the Insert key
00:54is the Home key and pretty much everything else should line up between Windows and the Mac.
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Using a three-button mouse
00:00The other thing that's really important for using Maya is to go get a
00:05three-button mouse. Now, most PCs come with a three-button mouse. Apple still
00:11hasn't gone over quite to the three- button mouse, so if you don't have one
00:14on your system, let me show you a picture of what one looks like.
00:17It's got three buttons. Now this is critical for navigating within Maya.
00:21You really just don't want to use one. Here's another three-button mouse. I like
00:25the ones with the scroll wheels in the middle, because that also allows you to
00:29zoom in Maya, but at least get a three-button mouse like this.
00:33They are only five, ten bucks at the local office store, so just make the
00:38investment and get one. It will save you a whole lot of headaches when you are
00:41using Maya.
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A Note about Hardware Texturing
00:00Now, before we actually get into Maya, I do want to show you one more thing
00:04and that's called hardware texturing. This is how you can turn on and off
00:09textures within Maya. Now, Maya uses OpenGL based graphics cards, but in order
00:15for those graphics cards to show the textures you do need to turn it on in the
00:19viewport within Maya. So actually I'm going to go ahead and open the scene here.
00:24This is the plane that we're actually going to build in the tutorials, and one
00:30of the things with this plane is that as I load it up, you'll see that the
00:33textures aren't on the airplane. Now, sometimes when you load a file, you'll
00:38see that the textures aren't showing up and everything is gray. Well, don't
00:41freak out. All you have to do is go into Shading here in the viewport and turn
00:47on Hardware Texturing and then that will actually display the textures.
00:52Now, the reason they do that is because sometimes you really don't want to
00:56show the texture because it will slow down the display a little bit. It does
01:00take a little extra processing power to put those textures onto the objects and
01:03display them. So if all you're doing is animating, maybe you don't need the
01:07textures.
01:08You can see as I go into this four- pane view that turning it on in one view
01:13does not turn it on in other views. So from in the top view I would still have
01:17to go Shading > Hardware Texturing to turn it on there.
01:20Now, there is one more thing I want to show you and that's how to adjust the
01:24quality of these textures. We can do that by going into Settings/Preferences
01:31under Window and go into Preferences. This basically brings up preferences for
01:37all of Maya and we'll be using this a little bit as we go through the lessons.
01:42But the one I want to show you here today is Display. And what this does is it
01:47actually tells Maya how to display these textures.
01:51Now, there's a couple of things. One is, do you want maximum texture display
01:55resolution, which is how big is one of the textures is going to be. Typically,
01:59we just bring that up fairly high. I typically bring it up to 2048, or 4096.
02:04It depends on your graphics card. If you have a fast graphics card just max it out,
02:08because you'll be using more of the memory of the card.
02:12The other one is called Baked Viewport Textures. Now what that is is how the
02:16textures show up in the viewport. If you're getting pixelation in your --
02:21this one doesn't have pixilation, but if you're getting pixelation in your textures,
02:25and you want to see it more clearly, turn this up. But if you turn it up
02:29really high to High Quality, it can significantly slow down Maya. So I
02:35typically put this up to like one or two. I usually just do it one notch at a
02:39time until it looks good enough.
02:42Then also, Maximum resolution for swatches. And again I tend to put this up to
02:46about 2k; you can put it higher. Again, those are how big are the textures.
02:50If you have more memory in your video card, then you can put those higher.
02:54I'm going to hit Save here. Those are some of the things that you need to look at
03:01when you're working with textures in Maya.
03:03So as you go through the lessons, if you have gray objects, just go ahead and
03:08turn on Hardware Texturing. And if your textures are pixelated, go ahead and
03:12turn up the resolution. So with that let's move on.
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Using the exercise files
00:00Now, before we actually get into the lesson, let's go ahead and talk about the
00:04exercise files. As we work through these lessons, I'm going to be pulling up
00:09examples from these exercise files, and you can find those on the lynda.com website.
00:15This is actually the Maya 8 Training, but the Maya 2008 will look pretty much
00:19the same, and you'll have a SIT file for the Mac, a ZIP file for the PC and for
00:25Linux. Just go ahead and download that, extract it and then just put it on your
00:29Desktop so you have an exercise files folder on your Desktop.
00:33In that we have actually separate folders for each chapter. If you go into
00:39those, these are actually what we call Maya projects and I'll talk about that
00:43in a little bit, but each one of these has a standard directory structure and
00:46we put our scenes in the same folders in each one of these.
00:50So each of these is a Maya project folder and then we have the big exercise
00:54files, which actually has all of those. So go ahead and install those on your
00:59machine and then we'll get started with the lessons.
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1. Interface Essentials
Understanding the Maya workflow
00:00Now, before we actually get into the hands-on, let me just show you a little
00:03bit about the Maya workflow, about how things are created in Maya. First thing
00:09that happens is modeling. What we do is we start with things like primitives,
00:14primitive objects. We select them, we put them into the scene and we reshape
00:19them to create objects. In fact, I'm going to go ahead and open the scene here
00:25and this is actually the project that we're going to do. We are actually going
00:27to build an airplane.
00:29So what we do is we actually start modeling and we actually model the shape of
00:34an object out of either NURBS or polygon surfaces and I'll explain those as we
00:40go. There's actually two types of surfaces in Maya. And then once we've built
00:46everything for our object, we tie it all together into a hierarchy using the
00:52Outliner. So now I've got my airplane and I've got all my stuff for my airplane
00:56within what's called the hierarchy. Then after I've got everything built, then
01:02I can put the texture on it, OK.
01:05So once we've built it, once we sculpt it, we paint it, OK, and so basically we
01:11paint it by putting textures on it. This is very similar to the real world
01:15process and we take that gray airplane, such as this, and we put images on it
01:25and make it look pretty.
01:28Then once we've got everything modeled and textured, we start adding lights to
01:33the scene to light it much like you would in a photography studio and you can
01:38put cameras into the scene, again much like photography, and then once we have
01:42all that done, we can animate.
01:48Once we've got it all lit and ready to render, we can start to animate the
01:52scene. So again the steps are we model, then we texture, then we light, then
01:59we animate, then we render. Lighting and animation actually can occur in
02:03different order, but that's the order that we'll go through these lessons in.
02:07So now let's go ahead and actually get into the meat of learning Maya.
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Understanding the Maya interface
00:00By now you've installed and have loaded Maya and have it up on your screen. Go
00:05ahead and do that if you haven't. For those who are brand new to Maya, opening
00:10it up for the first time probably is a bewildering experience, because there is
00:14a ton of buttons and a ton of little controls here and there. It looks like the
00:17cockpit of a 747 sometimes. But everything is fairly logically arranged. So,
00:23let me just kind of go over the general map of where everything is at in Maya.
00:29Along the top, you'll see a very familiar File, Edit, Modify series of menus
00:34and that actually just goes on over to the right here. There is a set of these
00:39first five, or actually first six, are actually constant. File, Edit, Modify,
00:44Create, Display and Window are all the same, no matter what. But the other menus
00:49can actually change, depending upon what menu set you have selected.
00:55So for example, up here in the Animation menu set, you'll see after Window you
00:59have Animate, and all these other sets of menus for animation tools. If I go to
01:06a modeling one, such as for Polygonal modeling, you'll notice these change to
01:10Mesh-based tools. Surfaces. Again, if you go to this different menu set you'll
01:16see tools for modeling NURBS Surfaces, and so on. You can also create your
01:22own custom menu sets.
01:24Now these menus here can also be torn off. Anytime you see a double line here,
01:28you can just click on that double line and it will tear off. So that way you
01:33can go through any of these menus. You can also go through these sub-menus and
01:36tear those off as well.
01:38Now, again I did mention the menu sets here, but also we have another toolbar
01:45along the top. Now, before I go on, I do want to mention that I'm working at a
01:50reduced rate, a reduced screen size. I'm working at 1024x768, which is actually
01:56about a notch lower than what Autodesk recommends. 1280x1024 is probably the
02:02minimum screen size you'll want with Maya. I'm going to be a little crunched
02:05during this lesson, so I'm going to have to move windows around so bear with
02:09me for that. But we have to record it at a slightly lower resolution so that
02:13way we can stream it over the Internet.
02:15So here, along the top we've got a menu bar and we've got once here for create
02:21new scene, open scene, so on and so forth. Notice how when I put my mouse over it,
02:25a little Help menu does come up. So if you don't know what a button does,
02:28just put your mouse over it and it will tell you.
02:31We also have some tools here for looking at the scene in different ways. If you
02:35want to look at the scene from modeling, you'll put it in Component Mode, this
02:39is an Object Mode, this is Hierarchy Mode. We'll go through those as we work.
02:43We also have what are called, here we have what are called, Selection Masks.
02:48So basically we can turn off certain types of objects in the scene so that you
02:53don't accidentally select them. So if you're working with say, the bones of a
02:57character, you can turn everything else off and only select those animation
03:01joints or whatever. We also have a Lock Selection here, so if you actually have
03:05something selected you can lock it so you don't de-select it.
03:08We also have some Snap tools, so if you were moving objects you can snap them
03:13to each other or to the grid. We also have little Render buttons here and
03:19almost all of these are replicated in the menu system. We also have Render,
03:25Render Curve Frame, we have a Render Settings window. We'll get into all these
03:29as we go through rendering.
03:30Now, over here on the very far end, we have a set of three buttons here and
03:35these control what happens on the right side of the screen. Now typically, this
03:39will come up with the channel box. If I actually left-click on this airplane
03:42you'll see, these are the attributes for this airplane. This told me where it
03:47is in terms of translation and rotation and so on and so forth.
03:51This is called the Channel Box. If I want to, I can hide that by just
03:56double-clicking on this. This is when it goes with the Channel Box, one at the
03:59far right. This one here opens up Tool Settings. So if I go into a particular
04:04tool such as the Move tool, it gives me all the settings for that tool. The one
04:08that we are actually going to use a lot is the one on far left here and that's
04:12called the Attribute Editor.
04:13What the Attribute Editor does is allow us to get into very specific attributes
04:18for the airplane, such as how it shaded, any modifiers that we've put on the
04:22airplane and we'll go through that again. But just know that we can get the
04:25Attribute Editor by hitting this button or by hitting Ctrl+A and that will
04:30always get you into the Attribute Editor. But typically I usually work with the
04:34Channel Box active, so I'm going to go ahead and bring that up.
04:37Now along the top here, we also have what's called Shelves. Now, these kind of
04:43just come with Maya and what they are is iconic representations of what's in
04:48the menu system. So if we go here to Surfaces, you can just left-click and drag
04:53and create a sphere or whatever you want. You can create any type of object.
04:59Then there's other tools for Animation, Dynamics, Rendering, PaintEffects
05:03and so on.
05:03You can also create your own custom shelves. Well, I'm not going to show you
05:07how to do that right now, but you can create your own custom tools and make
05:10your own tool shelves here. So that way you can be more efficient. In other
05:15words, you can do things like macros. So if you do a set of operations
05:19repeatedly, you can create your own buttons so you can do those operations
05:24again and again.
05:26So here I have my Selection, Move and Scale tools and we'll be getting into
05:30those in the other lessons. Now, this one down here allows us to change how we
05:35view the scene and change our viewports to different types. Again, we'll get
05:39into viewports a little bit more.
05:41I just want to give a brief overview here. And along the bottom here we have a
05:45time slider so that we can scrub through our animation and add some additional
05:50tools down here for MEL commands, which are basically commands that you can
05:54type into Maya. So that's the general layout of the Maya interface.
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Working with files and Maya projects
00:00Maya has a very specific way to manage files. It uses a series of directories
00:05called Projects that it likes to use to place all the things that are required
00:10to create a Maya scene. So you probably should get used to using Projects. Let
00:14me show you the basics of that. I'm going to go ahead and minimize Maya here,
00:18and we're going to go into our exercise files, which should be on our Desktop here.
00:22Now I've got all of these folders and each folder has a series of directories.
00:28Now, each of these directories has some very specific names: scenes, textures,
00:34images and so on. What it is these files are named this because that's what
00:40Maya likes them to be called. So what I need to do is before I start any of
00:44these lessons, I'm going to actually load in here. I'm going to go ahead and
00:47we're going to set what's called a Project.
00:49So go File > Project > Set, and what I can do is I can go onto my Desktop, into
00:56my exercise files, and I just pick the project that I want. We're actually in
01:02Chapter 1. So I'm going to go ahead and select 01 and hit OK. Once I do that,
01:07when I go File > Open Scene, it will actually put me into my 01 scenes directory.
01:14Now let's take a look a little bit about what's involved in a Project. We go
01:19Project. If we want to, we can create a new project and what this does, if we
01:26use the defaults here, they'll tell you what the name of the scenes file is,
01:29where images are, source images, such as backing plates for matching to live
01:35action, sound, where do we want to render our scenes at, where do we want
01:40images at. Basically just everything that it needs for creating the project.
01:48So what's going to happen is that Maya is going to look in these places first
01:52for its data. So it's always best to work with projects because everybody who
01:57uses Maya, if you have to pass your work off to somebody else, they'll probably
02:00want to have their work come in the project directory structure.
02:05So as we start every chapter, before we start loading files I'm going to
02:10probably ask you to set your project and that's what I'm talking about. So,
02:14once you've got that set, everything else should flow smoothly.
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Navigating viewports
00:00Now that we've set our project, let's go ahead and open a file. Now I've got my
00:05project set to exercise files/01. Let's make sure we've done that. Now, let's
00:13go ahead and open a scene. Let's go ahead and open Plane01.mb, which is that
00:20airplane and it's all textured and pretty.
00:22Now, actually as I have shown you, I actually just zoomed in on that and let
00:28me show you how to navigate these viewports within Maya. The key is that Alt
00:34key on the keyboard or the Apple/ Command key on the Macintosh keyboard and
00:39this is where the three-button mouse comes in very, very handy. How you
00:43navigate a viewport in Maya is you hold down the Alt key and then you left
00:48click. If you left click, you rotate around your view. If you middle-click,
00:54you pan. so you can drag it left, right, up and down. If you right-click, you zoom.
01:01OK. So basically you've got three buttons and three actions, one, so left,
01:07middle, right, OK. So go ahead and play with that for a little bit.
01:16Once you get the hang of it, let me show you a little bit more about viewports.
01:21Viewports in Maya, we have a couple of different types. As I have showed you
01:26along here we can actually switch from our main Perspective viewport to a
01:32four-view. What this four-view does is gives you a top/front/side view. We can
01:38also do some other things. We can go in Perspective and Outliner and I'll talk
01:42about the Outliner in a little bit. But there are many different ways to view
01:46things to view your viewports in Maya.
01:49Now, the one thing I do want to point out is that there's really two classes of
01:53viewports. We have this Perspective window which allows us to rotate, but in
01:58the top, front and side viewport, these are what we call orthographic
02:02viewports. They don't allow you to rotate, so you can only zoom or pan; you
02:08can't rotate. See how it says that negative, don't do that sign?
02:12We also have this little box here and this allows us to change our views within
02:19the viewport. So if I click here, I've got my front view. I can click down
02:23there to get to my bottom view, left view. If I click here, I can rotate that
02:30view and I can make an orthographic view, so on and so forth. So I can actually
02:36change my viewport just by clicking on that box.
02:40There is another way to change viewports. In fact, I'm going to go ahead and go
02:45back into my Perspective viewport. Now, you can switch between viewports just
02:52by hitting the Spacebar. So if I click in the Perspective viewport, and I hit
02:56the Spacebar, I can toggle between that and the previous layout. So I can go
03:03from full screen to my four-view, just by hitting the Spacebar, OK.
03:08Now, if you hit the Spacebar and Home you're going to get a menu and I'm going
03:12to talk about that a little bit later. So what you have to do is just tap that
03:16Spacebar. So if you tap it, it works, if you hold it, you get what's called the
03:20hotbox, and I will talk about that a little bit later.
03:22Now, when you're in a viewport, you can also change the type of viewport. You
03:26can change it by hitting this little box here. But you also can just go Panels
03:30and then you can change it. So if I wanted to actually do a front viewport I
03:34can just go into Orthographic, and do a front viewport, or if I want to go back
03:39into my Perspective viewport I can do it there.
03:42You can also make these viewports into any other type of window. So as we go
03:48through Maya, you're going to be working with things like the Outliner, the
03:51Graph Editor, the Dope Sheet, the Texture Editors, and all of these different
03:56types of editing programs. You can actually stick them in a viewport, so that
03:59it makes it easier to work.
04:01So for example, if I was in this four- view, I could actually makes this one
04:06what's called a Hypershade window, which would give me tools to -- I'm really
04:12tight here, but this will give me tools to work with the textures that I
04:15put on the airplane.
04:16Now, another thing you can do is, if you're in one of these multi-views, if you
04:21put your mouse over the panes here, you can actually slide them and make them
04:27bigger or smaller. So you can actually rearrange the orientation of these. I'm
04:33going to go back into my Perspective window here.
04:37There's also some other options here for shading. If we go here to Shading, we
04:41can view in Wireframe, we can view in Smooth Shaded mode. Now when you're in
04:46Smooth Shaded mode, in order to see textures, you need to have this little
04:50button clicked. Now, typically this is off, this is called Hardware Texturing.
04:54If you just go into Shaded mode, it will show you the rough shading of the
04:59object. If you want to see the actual textures on the object, you need to make
05:04sure you turn Hardware Texturing on.
05:08There's also some other ones here. You can Flat Shade it, and what Flat Shading
05:12does is it basically shows you the facets of the object. I like Smooth Shade.
05:18You can also do Wireframe on Shaded, and that shows you the actual wireframes
05:24of your object over your shaded model, and that's a really good way to see
05:28where the detail is on your model.
05:30I'm going to turn that off. We can also do what's called X-Ray. What X-Ray does
05:35is basically allows you to do see through. So if you select an object, you can
05:38actually see through it and model it, but still kind of see the shape of the
05:43object. So those are some of the basics of Shading.
05:47You can also change Lighting, you can use the Default Lighting, you can use
05:50what's called All Lights. So if there are lights in the scene, which there are
05:54in this one, it will actually show you how the lights affect the object. You
05:59can also use Selected Lights, so actually what you have to do is go out and
06:03select a light, in order to see how that light is affecting the scene. Again,
06:07it's really great for lighting. I have to see for working with lights.
06:15You can also turn on whether or not you want to have shadows or not. Now here,
06:21we can also turn on what's called Show. In fact, I'm going to tear this menu
06:25off. I'm going to click on this double line here. What Show does is allows us
06:30to turn on and off certain types of object. So you can turn off Polygonal
06:36objects, you can turn off NURBS Surfaces. I can hide the Cameras, the Lights,
06:44anything.
06:44I can actually hide things in my scene, so that way I don't even see them in
06:48this particular viewport. So I can hide the Grid, that's something I do a lot.
06:54So that's kind of nice. So you can only show specific objects. This is really
06:58great for narrowing down your scene. If you're working with a certain type of
07:01object, you can hide everything else. So that way you're only working with
07:05what's needed.
07:06You can also do Default or High Quality Rendering. Now, High Quality Rendering
07:12will slow down the viewport a little bit. So typically, I just do Default
07:16Quality Rendering. So those are some of the basics. Under the View menu,
07:21there's a couple of other things here. One of the ones I like to use is under
07:25Camera Settings, you can use what's called a Film Gate or Resolution Gate and
07:29this will show you exactly what you are rendering when you actually do go to render.
07:34You can also have couple of options here, such as Frame All and Frame
07:38Selection. So if have an object selected and it's all the way over there,
07:42I can actually just frame my selection. I could zoom in and frame whatever
07:46objects are currently selected.
07:48So those are the basics of viewports. Now let's go ahead and move on from here.
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Using the hotbox
00:00Now, I give you a sneak peak at that menu called the hotbox and let me show
00:04you little bit more about it. When you hit the Spacebar, if you tap it, it will
00:08switch between different types of viewports in Maya. But if you hold it down,
00:12it will bring up a menu called the hotbox.
00:14Now, this is great way to get to your main menu items while you are in the
00:18middle of Maya, you don't want to have to move your mouse all the way up here
00:22to get to any one of these menus. So what you do is you hit your Spacebar and
00:26hold it, you can get your File, Edit, Modify, Create. All these menus along here.
00:32You can actually get to them right at the mouse, which is really nice. So,
00:36all of these options are available at the mouse.
00:39Now, there are some other additional options that you have and one is called
00:43Recent Command. So anything that you have done before, you can just go here and
00:46just find that last command and just repeat it. You can also hit the hot key of
00:50G and that will also repeat the command. Let me talk a little bit more about
00:55the hotbox.
00:56If you click in the middle here, you can actually change what view you have. So,
00:59for example I'm in the Perspective view, if I want to I can go into my top view
01:03just right here. OK, so basically it's almost like a gestural thing. You can
01:10just hit the Spacebar and just move your mouse just a little bit and let go and
01:15you can almost immediately go from view to view. It can get very fast if you
01:20really kind of build in the muscle memory for doing that. It makes it very fast.
01:24Now if you go over here, we have hotbox controls and this basically says which
01:27menu set you want to show. Now, remember we have all these different menu sets here.
01:33If I want to, I can go back into my hotbox and say well, I want to Show
01:37Surfaces rendering. I can Show All or I can show any one these. So let's go
01:41ahead and do Show All.
01:43When you do that, it basically shows all of your menu sets, which is kind of
01:46nice because you don't have to keep to switching menu sets up in Maya and I
01:50personally just leave my hotbox on Show All. So that way I can just get to
01:55every single menu very quickly without having to switch between menu sets.
01:59So that's the basics of the hotbox. Go ahead and play with that, learn how to
02:03use it and we are going to go ahead and move on from here.
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Working with Marking Menus technology
00:00Another type of menu that you can have at your mouse is called a Marking Menu.
00:05Let me show you how those works.
00:06Let's go ahead and open that scene we had before Plane01. And I'm going to do
00:12zoom in here. I'm going to hold down the Alt or the Command key and right-click and
00:15zoom in and use my Left Arrow to rotate.
00:19Now the Marking Menu basically is a context sensitive menu that occurs when you
00:24right-click over something. So if I right-click over this object here, which is
00:29a polygonal object, you will see I have kind of a menu here where I can go into
00:33those sub-objects for this airplane body.
00:36So if I wanted to enter the vertices of this body, I can do that. I want to
00:40edit the face, faces of this object I can. If I want to go back into Object mode, I can.
00:47Now, if I go over a different type of object, like for example this propeller
00:51or this cowl. Actually, let's go over this cowl of this airplane, which is
00:54actually a NURBS surface. If I right- click over this, you will see that these
00:58are different because the type of surface is different.
01:01So instead of vertices, faces and edges, I have Isoparms, Control Vertices,
01:07Hulls, and so on. So you actually have those tools for editing that particular
01:12type of object. All of these will have an Object mode, which kind of gets you
01:15out of that mode and as we get into modeling, we will be using this a lot.
01:20Now, each of these menus also has some additional options here. Again I'm just
01:25right-clicking here. You can go into Paint options. If I want to, I can go to
01:303D Paint. I can sculpt it, and we will get into those as we go through the lessons.
01:34We also have actions. So for example you can template an object and what
01:38templating does is it makes the object so you can't select it. So basically, it
01:44creates a template. So you can actually use it as a kind of as thing to model
01:47over. So you don't accidentally select it. If you want to, you can also
01:51un-template that.
01:55We also can also assign materials from this. So if I want to, I can assign a
01:59different type of material, as we get into the Material Editor and doing texturing,
02:03you will be using a lot of these. And we can also assign existing
02:07materials to it.
02:08So there are a number of options under the Marking Menus. Now, each type of
02:12object will have different Marking Menus. But just note, if you right-click
02:16over it, you will get the Marking Menu that's appropriate for whatever it is
02:19you are working with.
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Working with layers
00:00Another way to organize your data in Maya is to use layers. Now, layers are
00:05something that we'll probably be using a little bit later in the chapters as we
00:09start creating more and more complex scenes, but let me show you some of the
00:12basics of it.
00:13I'm going to go ahead and open a scene, and we are going to open the scene
00:17called Kitchen.mb. What this is is basically just a standard kitchen scene. If
00:23we wanted to, we could actually segment this into what we call layers.
00:27Now, if we go into our Channel Box here, you will notice that there are three
00:32buttons here. There is one that says Show Channel Box, Show Layers or Show
00:37Channel Box And Layers.
00:39Now that's the default to Show Channel Box And Layers. And what we have here is
00:43we have a Window that allows us to essentially organize the scene by layer.
00:48Let me just show you how this works. If I click here, and I go Create Empty
00:52Layer, what it does is it creates a layer in the scene. Now, I can select the
00:56objects in the scene, and I can add those selected objects by right-clicking
01:06over the layer. I just go Add Selected Objects.
01:08So now I have a layer with the table and chairs in it. If I Double-click on
01:13this, I can just call this say, Furniture. And now, I have a layer that just
01:20includes the Furniture in the room.
01:22Now, I have some options here. I can turn those on or off. Actually, I didn't
01:25select everything there. OK, I just selected the tabletop and not that actual table.
01:29Well, what I can do is, I can turn those on and off. I can template those, and
01:35so I can manage these. And you can also set these up, so that you have render
01:39layers, so you can render things out to separate files depending upon the type
01:43of object.
01:44So typically in a scene, I'm actually going to open a scene here from another
01:49lesson here. I'm actually going to go out into Lesson 9, and there is actually
01:56a scene here called Plane02.
01:59Now, this is actually going to be a little bit -- it's more of a complex scene
02:08here, because what we've used is the feature called Paint Effects.
02:13This is a good use of layers. Here is our airplane in a big field, and what I
02:18have done is I have actually put the Paint Effects on to a layer, so that way I
02:23can turn off all the foliage which is what, will drag down your scene. So when
02:27you are interacting all of this foliage, can actually add a lot to your
02:30interactivity.
02:31So you can turn that off, and then I put the plane and I put the background on
02:35separate layers as well. So as you can see layers can be very useful for
02:39organizing your scenes.
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2. Manipulating Objects
Selecting objects
00:00In this chapter, we are going to learn how to select and manipulate objects,
00:05such as move, rotate, and scale them. So let's start with some basic selection,
00:11how to select objects in Maya. Because we are in a new chapter, we are going
00:15to start by setting a new project.
00:17So I'm going to go File > Project > Set and then I'm going to scroll down to 02,
00:24which is our chapter number, and hit OK.
00:29Now, I'm going to go ahead and open a file. So we just go to Open Scene, and if
00:34you notice here we are in Exercise Files/02, and under Scenes, select Kitchen Table,
00:43which is the only file out there right now. And you will notice, it's a
00:48table and chairs with some stuff on the table.
00:51So in this scene, we have a number of different objects. If I want to, I can
00:56select one or more of these objects, so I can do stuff to them. Like I can move
01:01them, rotate them, I can apply textures. In Maya you are going to be selecting
01:05objects all the time.
01:06So let's go through some of the basics of how to do that. First thing you can
01:09do is, just left click on an object. So if I want to select this chair, just
01:13left-click on it, and it highlights. You can even see the name of the object here.
01:17This object is called Chair1. If I left click on this chair, notice it's
01:22just called the Chair. Click here and it's called Chairforbox. If I click on
01:28this one, that's called Orange and so on.
01:31Now, if I want to select multiple objects, you can Shift-select as you can in
01:36most applications. So I can select this chair by left clicking on it. Hold down
01:40the Shift key and select another chair, select the spoon, some of the oranges,
01:48whatever.
01:48Now one thing you should notice is, as I'm selecting these objects, always
01:53notice the very last one I select is highlighted in green.
01:58So as I select things, you will notice that the last thing selected goes to
02:02white, and then when I currently select, goes to green. So let's try that
02:06again. So I select this chair, and you notice how the chair is highlighted in green.
02:11If I Shift-select the other chair, now that other chair is highlighted in green
02:17and the original chair is highlighted in white.
02:19Now why is that important? In Maya, a lot of times the order that you select
02:24things, is important when you've got a model or texture or lightings. There's a
02:30number of places in Maya where the operation will happen on the last thing
02:34selected. So knowing that the last thing selected is green, will help you in
02:40those situations, and we will get into those as we go through Maya, and as we
02:43get deeper into Maya.
02:45So there are other ways in addition to Shift-selecting, you can just left click
02:49and drag and rubber band things. So I can select everything in the scene. I can
02:53select just this part of the scene, and what happens with the left click and
02:59drag is anything within the box. So anything that touches over the box gets selected.
03:06There is also a Lasso tool. So if I go over here to my toolbar, I can click the
03:11Lasso tool, and I can select that way as well. So you can see, you can actually
03:17Lasso things. And this is really handy, if you are like, really want to just
03:22select a few things and not everything else.
03:24You can also use the Ctrl key. So if I hit Ctrl, I can deselect a new object I
03:31want. You can also hit Shift. If you hold down Shift, you can select and
03:36deselect those ones. But if you hold down Ctrl, it's only Deselect.
03:41So Ctrl is really handy if you want to just rubber band and deselect a
03:44bunch of things. If I hold down Shift and I select and then I hold down Shift
03:49and rubber band again, then I'm going to be selecting and deselecting.
03:54With Ctrl, you actually deselect everything.
03:57So now that we understand a little bit about how to select objects, let's go
04:01ahead and move on to moving, rotating, and scaling objects.
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Using the Move tool
00:00Once you know how to select an object, then you can do stuff with it, such as
00:04move it, rotate it, scale it. Let me show you how to do that.
00:07We are going to open actually that same file we had KitchenTable in 02\Scenes.
00:15And this is our little kitchen table. So let's select an object and move it around.
00:20Now, one of the things I want to tell you right before we get into selecting,
00:24moving and rotating and all that, is that there are some really great keyboard
00:27shortcuts and those are called the QWERTY tools actually because they are the
00:31top row of the keyboard. Q, W, E and R are the real handy ones. So Q is Select,
00:39which is what we've just learned about, W is move, E rotate, and R is scale.
00:48So as you work through Maya, you are going to become very familiar with these
00:52keyboard shortcuts. So Q, W, E, and R. Select, Move, Rotate, Scale. So let's
00:56say I want to move something.
00:58Well, I can select it by hitting Q or going over here to my Select tool, or I
01:05can just hit W, which puts me in the Move mode, and when you are in Move mode,
01:10you can also select. So any one of these Move, Rotate, and Scale tools are also
01:18allow you to select objects.
01:19So if I want to move things around, I just click on it and then up comes this
01:23little gizmo, which allows us to move the object in the three dimensions. So we
01:30have X, Y and Z. So R, G and B stand for X, Y, and Z. So let me click off that
01:36and click on it again.
01:37You will notice how these are three colors R, G, B. R, G, B equals X, Y, Z. So
01:45this is X, Y, and Z. And if you have your Channel Box up, you will notice here
01:50that this also has your X, Y, and Z values here. But, if you want to move it,
01:55you just literally can select this middle one and you can move it in all three dimensions.
02:01If you select one of these, so for example if I just select the red one,
02:06I'm moving it in X. If I select the blue one, I'm moving it in Z and of course
02:12green is Y, which is up and down. So that makes it very easy to precisely
02:18position your objects because you know that you are moving it along one of the
02:23axes when you've got just one of these arrows selected.
02:28Now also notice here, when we have our Channel Box active, what's the Channel
02:32Box, let's go through this again. We have got the Attribute in there, and we
02:37have got our tool Settings, and here we have the Channel Box.
02:40Now, what the Channel Box is, is it gives us all of the values for the objects.
02:45So this object is at -4.5 in X, 3.5 something in Y, and 3.995 in Z. So as I
02:55move them, you will notice how these numbers change.
02:57Now, if I want, I can just type in a number, and actually position it very
03:03accurately. I can left click, drag, and select all of these and just type in
03:09one number and they are all equal to same.
03:10So for example, if I want to move this to 0 which is the origin. I can just
03:16select all of these, and hit 0, and then I will move it to the origin of the
03:22scene, which is 000. And we move that back up, so we can see it.
03:30Now, another thing you can do, and this is a great little trick, is that you
03:34can select one of these values in the Channel Box, really any of these values,
03:38and this is another reason I have a three button mouse is if you middle-click
03:43and drag, it will change that value.
03:47So if I want to translate it in Y for example, I highlight this, go put my
03:52mouse over the Viewport, middle-click and drag, and then it will move it up
03:56and down. And I don't have to be on the object. You don't have to use it just
04:00for rotation. There are a lot of values that show up in the Channel Box that
04:03you can use this for. Morph targets or any values for shaders, really anything.
04:09And it's a great tool to be able to just middle-click and drag that.
04:12Now, moving multiple objects, we can always just Shift-select and select
04:18multiple objects and we can also move multiple objects as well. OK, let's move
04:26on to rotate and scale.
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Rotating and scaling
00:00So now that we understand the basics of move, let's look at rotate and scale.
00:04You will know that they are very, very similar.
00:07Well, let's go ahead and open a scene, KitchenTable, which is going to be the
00:11same scene that we have been using. Let's work with this chair and really go
00:14ahead, and select this chair. And if I wanted to move it again, what do we do?
00:17We hit W or you can hit the Move tool here. Also there is Transformation > Move
00:22Tool is up here too. So we've got three different places where we can find that.
00:29So we have selected that, and instead of moving it, say if I wanted to move it,
00:32I can do that, or I can rotate it. So I'm going to hit E and notice how my
00:36tool changes to the Rotate tool. This gizmo is very similar to the Move tool,
00:41in that we have R, G, and B. So we can rotate around X, Y, and Z. So if I grab
00:49this red one, it rotates around the X axis. If I grab the green one, Y axis,
00:57and so on.
00:58Now, there is also an outer ring here, and that just rotates around the view
01:03that you are looking at it. So whatever direction I'm looking at, this rotates
01:08around that direction, which can be very handy.
01:12Also, if we grab inside one of these like quadrants, I just have a free
01:17rotation. And as with the Move tool, you can select any of these in the Channel
01:22Box, obviously type it in or middle- click and drag within the Viewport and we
01:27can change that value to whatever we want, just by middle-clicking.
01:31Now, let's also go through Scale, which is this tool, or if you want to you can
01:36just hit R and you can scale objects along X, Y, and Z axes. Now, one thing
01:45that's nice is that you can scale negative. So if I wanted to mirror of this
01:50object, all I have to do is just click and drag and just scale it negative,
01:55for example, if I scale it negative one, it would be exactly the opposite.
02:03Now, if I wanted to, I could also just type in one here to select all of these, X,
02:07Y, and Z. Type 1 into the last box there and it just puts it back to normal.
02:13So in Maya, a scale of one would also be 100%. I don't know if other 3D
02:18applications use 100, but in Maya, one is the default scale for anything. So,
02:25let's move on to some other topics.
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Manipulating pivots
00:00Now that we understand how to move, rotate, and scale objects, I want to
00:04introduce the concept of pivots. Now what a pivot is it's simply the axis
00:09around which you rotate or scale an object. It's probably easier just to show
00:14you how that works.
00:15Let's go ahead and open up the scene. In fact, we are going to open that same
00:17scene, KitchenTable, and let's just zoom in here. And we are going to go in and
00:26let's select this spoon and I'm going to hit W for move and you can see that
00:32when that's Move gizmo comes up, it's centered around this kind of like the mid-
00:37point of the spoon handle. So I can certainly move it but when I go to rotate it,
00:42I hit E to rotate. You see it actually rotates around that same point.
00:48But that brings up an issue. What if I don't want to rotate it around that point?
00:52What if I want to rotate it around say this end here and I want to kind of flip
00:56it up, so it's standing up? I can change that by changing the pivot of the object.
01:00Now this is done very simply. All you have to do is hit the Insert key. Now if
01:05you are on the Mac keyboard, the actual official Mac keyboard doesn't have an
01:08Insert key; I believe it's the Home key. But anyways, you hit that key,
01:12Insert or Home, and that icon changes and what it changes to is basically the
01:18Move Pivot gizmo, which kinds of looks like the Move one, except it doesn't
01:22have the little arrows at the end. So what I can do is I can actually just move
01:25this and place it. In fact if I want, I can go into my top viewport, place it
01:32there. Make sure it's also placed in my side viewport. So you can actually
01:40precisely place it and then all you have to do is hit Insert or Home again and
01:44that toggles it off.
01:45You hit it once and it goes into Move Pivot mode. Hit it again and it brings
01:50you back out. So now once I'm out, that is how now I can pivot this around the
01:56tip of the spoon. As you can see it makes it very easy to change the pivot
02:01point of the object and you can see how this could be very important in
02:04animation. Pivots are also important for scaling objects. So if I go into Scale
02:09by hitting R, you can see now that it's scaling around that pivot point as well.
02:14So if I were to change that pivot point and scale it again, you can see
02:21how it scales around that point. So you can see how pivots are important.
02:26Now another thing you can do, I'm going to change this pivot point one more
02:30time at the back end here so you can see how this next thing works.
02:34There is a way to automatically change pivot points and that's called
02:38center pivot. Now what center pivot does is it basically calculates the outside
02:43of the object and it just puts that pivot point right smack dab in the middle.
02:48So if you go Modify > Center Pivot, it just puts it right in the middle of the
02:52object. Now this can be very important if you are modeling because a lot of
02:57times when you model, Maya will put the pivot point at the origin.
03:02So you may draw something way over here and you got the a point that's at
03:07the origin so Center Pivot at least gets it to the middle of your object and at
03:12least puts it somewhere close to where you are working and then you can always
03:15hit Insert or Home and move the pivot to the exact point where you need it. So
03:20that's the basics of pivots. Let's move on.
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Understanding the Channel Box
00:00Now let's talk about the Channel Box. We touched on it briefly when we were
00:05working with the Move, Rotate and Scale tools and the Channel Box is actually
00:09this area over here. Now let's go ahead and open a file and then I will go head
00:14and Open Scene, KitchenTable. Now, if I select an object, you will notice how
00:20all of this stuff comes up in the Channel Box.
00:23Before we get into it, there's also, this area of the screen can be a couple of
00:29different things. So if we click here we will get the Channel Box, we can turn
00:33it on and off. Click here, you get the settings whatever tool you are using.
00:38So for example, if I using the Move tool -- you can actually have a lot of
00:41different options for that. And we also have another thing called the Attribute
00:46Editor, which we will get into a little bit later.
00:49Let's go back over to the Channel Box. If you also notice the Channel Box has
00:53underneath it a thing called the Layer Editor. Again we will look into that
00:57in a little bit. Well what the Channel Box does is it has all of the parameters
01:04for the object. So for example, it has Translate, Rotate and Scale.
01:10If I want to, I can type in numbers to rotate. For example, if I type zero in that
01:15Rotation, it will just rotate so it's facing us. And if I want to, again I can
01:22just click in, highlight any one of these values, middle-click and drag and I
01:28can rotate that just by dragging.
01:30Now, there are some buttons up here that allow us to affect the operation of
01:37the Channel Box. We can show just the Channel Box and that means hide layers.
01:42We can show just layers or we can show both. This one here allows us to use the
01:50manipulators in the scene. We can turn off or we can turn off manipulators and
01:58just use the Channel Box. So there is really a couple of ways of doing this. So
02:02if I click this so that it's black and white, only the Channel Box is
02:07active. If I click this so this is off, I actually can't use these rotate things.
02:16Notice how this actually just moves the object.
02:19So that kind turns off this action of being able to middle-click and drag when
02:24that X is available and this makes it only Channel Box. So that way that
02:30middle-click and drag is the only option. In case we have three options.
02:34Either Gizmo and Channel Box, Channel Box only, or Gizmo only. Now this one
02:39here basically just says how fast does the slider move when I middle-click and
02:46rotate. Does it do it a lot, does it do it a little, does it do it medium and
02:53so on. And this one here that switches between linear or hyperbolic channel.
02:58So what is linear? Well, linear means that for every inch I drag my mouse,
03:03it goes exactly the same. But hyperbolic says that as I drag my mouse faster, it's
03:10going to accelerate the rate of change. So this is great if you change your
03:15values and need to change value very quickly, you just switch it to hyperbolic
03:19and it will go very fast if you just snap your mouse over to the side and
03:23you will get a really large value. OK, so those are some of the basics of the Channel Box.
03:29Now a Channel Box can also do more than just rotate, scale, translate and
03:35visibility. We select some of these objects, in fact if I select this orange
03:40right here, this one here is called Orange 01, you will notice here that we
03:45also have what it called inputs. What the inputs are are the tools that are
03:50used to actually create the object. Now as we get into modeling, for example,
03:55you will start with this sphere and then you may deform that sphere to make
03:59something else and what Maya will do is it will actually keep the history of
04:03all the things you have done to create the object and that history can appear
04:07in the Channel Box.
04:09So what I can do is I can actually select this particular orange. You will
04:16notice it's still got the makeNurbSphere options available and I can
04:21actually change some of these parameters. Say for example, I can make it half a
04:29sphere. Just by typing in that value, I can change the number of sections and
04:34the number of spans. I can actually change the detail of that object and so on.
04:39If I selected for example this plate, here underneath this cake, you will
04:44notice it actually has two inputs. It has one for creating the cylinder and
04:49then another for actually for smoothing that cylinder, which actually creates
04:52those edges. But we are getting a little ahead of ourselves into modeling. But
04:56just know that these values are here in the Channel Box and so you can actually
05:03change a lot more than just the position of the object.
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Working with the Attribute Editor
00:00Now let's take a brief look at the Attribute Editor. This is a window you can
00:04use a lot in Maya. Especially once you get into modeling and texturing and
00:08modifying objects. The Attribute Editor has almost all the parameters available
00:14for creating the object and texturing and all of that.
00:16So actually let's just go back into the scene that we have been playing with,
00:20KitchenTable.mb and let's select the plate on the table. Let's select this
00:25yellow plate. So I'm just going to left- click on that and we kind of touched on
00:31this when we looked at the Channel Box and that's that we have some of these
00:35parameters here for creating, for example, the cylinder that creates the plate
00:39and so on and so forth, but we can get a better look at that by going into the
00:43Attribute Editor.
00:45So if I move my cursor here and just click on that, or you can just hit Ctrl+A
00:51and that will also bring that up and also if you want you can make the
00:56Attribute Editor a floating window as well. But I tend to just keep it docked
01:00over here. If you notice the Attribute Editor has a couple of ways to
01:06navigating it. You have got these tabs here, which are basically the things
01:12that modify the objects.
01:15So we have got a cylinder, that's smooth and then we have got a texture on it.
01:21So this phong26 is that yellow color. This is the actual cylinder itself, so how
01:28many subdivisions it has. In fact, you can change these values and if I go into
01:32polyCylinder here and change the subdivisions... So as I change the number of
01:44subdivisions, it's actually changing how the object is made. So we could also
01:51change the number of caps on that cylinder that I use and I can change the
01:55radius of the cylinder and so on and so forth. The height. OK, all of these
02:03parameters can be changed because I still have my history attached to this
02:08particular object.
02:09But as we go through and work with objects, you will notice that you are going
02:13to get a lot of these tabs across here that you can use, that are going to be
02:18basically the things that have been done to that object to turn it, to model
02:21it, or texture it, or animate it or any number of different things. So you can
02:26navigate this by just hitting these side arrows and this basically just steps
02:31through these tabs if you have more tabs in display, you can just go this way
02:36or that way or you can just highlight the tabs and go through that.
02:41So I just wanted to introduce you to the Attribute Editor so you know where
02:45it's at and a little bit about what it does.
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Understanding the Outliner
00:00So now let's take a look at the Outliner. The Outliner is a window that allows
00:05you to look at the objects in your scene by name and also allows you to sort
00:10and select objects as well as create hierarchies of objects.
00:15So first of all, let me show you how to get into the Outliner window. There's
00:18actually two places. You can make it a floating window. So along the menu bar
00:22here just go Window > Outliner and there it is. Or you can make it part of
00:27viewport. The easiest way is just to click here on this little hot key here
00:32Perspective/Outliner. That puts the Outliner up and gives you perspective
00:36window. Or if you get want to -- let's say if you have a Four View, you can
00:40make any view an Outliner just by going Panels and making that panel a
00:45Outliner. You can also make it all sorts of other things. So I can make that an
00:49Outliner, if I want. Or I can just make it Perspective view. Whatever.
00:53So let's look at this in practice now. We are going to go ahead and open a
00:56scene. We are going to open that same scene KitchenTable.mb and let's take a
01:04look at what these look like in the Outliner. I like to use the floating
01:09Outliner so you kind of have to bear with me and do it my way. So let's take a
01:14look at the objects in the scene.
01:15We have got the oranges and see we have those, we have a bowl, we have a plate,
01:23frosting on the cake, and the chairs and the table and so on. Now the Outliner
01:29window itself has a couple of features. First of all it has a movable tab. If I
01:34go all the way down at the bottom notice how my window changes and I just left
01:37click and drag and I can actually make a second window pane in there. This is
01:42great, if you have got really complicated scenes, you can either take a look at
01:46two parts of your scene at the same time. If you middle-click and drag it to
01:49the bottom, it gets rid of it.
01:51You can also sort by names. So if I just wanted to see the oranges in the
01:54scene, all I have to do is to just type Orange and then hit the asterisk. So
01:59anything with orange in the name is what shown and everything else is not
02:03shown. That makes it easier to locate object again, especially in large scenes
02:08and just by erasing that I can go back to my normal view.
02:11There's also some Display options here. We can display different types of
02:16option, but the one that I really like is the Show. So for example, I can show
02:20by type of objects. So let's say I'm just lighting my scene right now, I can
02:24show just the lights in my Outliner, but right now there are no lights in my
02:29scene. But I can also show just the NURBS Objects. So I can see just oranges
02:37and the bowl all are made out of NURBS. We will get into what NURBS and polygons
02:41are later, but we can also show different types, which are just polygonal objects.
02:48So again, you can sort by object type, you can sort by name, you can also Show
02:52All. So it makes it much easier to kind of organize and go through your scene
02:58and be able to pick stuff in your scene. Now you can pick things just by left
03:02clicking on it. So if I left click on spoon, it picks the spoon, then left-click
03:06on the orange, it picks the orange. You can also use Shift and Ctrl to select
03:11objects within the Outliner. So if I hit Shift and I go down here to the bottom
03:15of the list, it selects everything in between those two. It's kind of that
03:20standard convention.
03:22If I hold down Ctrl, let's do that again. I click on orange and hold down Ctrl
03:26and I go down at the bottom of the list, it will only pick those objects that I
03:30click on. So Shift picks everything and Ctrl picks one at a time. You can also
03:37left-click and drag and just go down and select a bunch of things that way.
03:43So that's the basics of the Outliner. You can also use the Outliner to create
03:47hierarchies and we will do that in the next lesson.
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Creating hierarchies
00:00Now let's go a little bit deeper into the Outliner and talk about hierarchies.
00:04Now what a hierarchy is, it's a way to connect the objects in your scene so
00:08that when you move or rotate one, the others go along for the ride. It's very
00:13important in animation and organizing your scene. Let me show you how it works.
00:18We will go ahead and open that same scene, KitchenTable.mb, and let's take a
00:24look at this.
00:25First of all let's take a look at it in the Outliner. We will go to Window >
00:30Outliner, and we actually already do have a hierarchy set up. If you notice here,
00:39look at the Outliner as I select the legs of the table. Notice how we have this
00:44object here called Table and that actually anything I select within that
00:49just highlights the table. But if I hit this little Plus sign, you will notice
00:54there is actually a bunch of different objects within this table. We have this
00:59ChamferBox, which makes the table top, and these legs were all made out of
01:04spheres. Initially they were spheres and then we sculpted them.
01:08So actually this table is just kind of a placeholder that holds all of these
01:15other objects, so when I actually move this the whole table moves, but if I
01:21select any one underneath it like one of these legs, I can just move those
01:27separately. Now you can get around this by up here, right under your menu bar
01:33here, we have got this little button here that says, Select by hierarchy and
01:37combinations. And normally we are here just Select by object.
01:41But if we go by hierarchy, Select by hierarchy and combination, let's bring
01:45that little that menu up again. Select by hierarchy and combinations.
01:48If we click that, then whenever I click anywhere on that, it goes up to the top of
01:54this hierarchy and it allows me select this table. So if you leave that toggled
01:58then you can select the entire hierarchy. I can go down into that and select
02:03just individual objects in the Outliner, if I want and still move them.
02:08But if I click in the viewport on any one of those, it selects the entire hierarchy.
02:13So now we know what a hierarchy is, let's show you how to make one. Let's go to
02:20that bowl of fruit on the table and if you notice here we have got a couple of
02:24objects. We have the bowl and then we have all of the oranges that are in the
02:29bowl. Right now they are all kind of at the same level. So if I move the bowl
02:35the oranges don't go along for the ride. Let's just select one orange and how
02:40you create a hierarchy is you middle-click and drag.
02:42Now if you middle-click and drag, let's look how this works. There is a double
02:48line, when it's over the other object and there is a single line when it's in
02:53between. So for example, if I took this Orange00 and move it in between Table
02:58and Orange04, nothing would happen. But if I middle-click and drag over,
03:05you are going to get that double line there over Bowl, then you get the little Plus
03:09sign and now that particular orange is now a child of the bowl. So I select the
03:16Bowl and that one orange actually moves with it. So I can just multi select,
03:21I can Shift-select all of the other ones. Middle-click and drag again, you want
03:26to get that double line and now they are all part of the Bowl.
03:29Now I can continue to do that by taking the Bowl and making it part of the
03:36table. So I can go middle-click and drag the Bowl and over the Table and so
03:41now when I select the Table, the Bowl goes with the Table. You can see how this
03:49can work and how it can make your life a whole a lot easier when moving things around.
03:53Let's take a look at this cake. So we have got this plate, we have got the
04:00layers of the cakes with frosting on them and they are, again, all at the same
04:04level. So if I want to I can start making a really deep hierarchy. I can take
04:10the frosting, middle-click and drag at over that Cake01 layer. Take the Cake01
04:15layer with the frosting, make it part of the frosting underneath it, and
04:22essentially what I'm doing is I'm creating a little stack there.
04:25So I have got a cake and on top of this piece of cake here and on top of this
04:31piece of cake is a frosting and on top of the frosting there is another layer
04:35and on top of that layer is some more frosting, and we take all of that and
04:39stick it on the plate and now we have got an entire hierarchy.
04:43So if I take that and move it, it works if I take just the cake. Now again,
04:52sometimes you are not going to have to select this in the Outliner, so if I
04:54wanted to just move the cake off the plate then I have to go into the Outliner,
05:00select that cake and move it and again I can take that plate and make it a part
05:05of the table and I can do that as well with that spoon that we have.
05:09So now I have got everything on the table. It's part of the table and I can
05:15move that around. So you can see how hierarchies can be very useful in
05:22organizing in your scene. Now I have got this scene. It's much more organized.
05:25Look at that the table and two chairs and that's basically all I have in this
05:31scene and that makes it much easier to organize your scene.
05:34Now let's go ahead and move on to the Hypergraph, which is another way of doing
05:37hierarchies and looking at your scene. So let's go ahead and take a look at that next.
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Understanding the Hypergraph
00:00The Hypergraph is another way to look at your scene. We have looked at the
00:04Outliner and the Hypergraph is kind of a graphic version of the Outliner. But,
00:08it also has a lot more features.
00:10So let's look at some of the basics of it. We're going to get more into it as
00:13we get into modeling and texturing. But let's look at the basics of the
00:16Outliner. Well, I'm going to go ahead and open a scene. We are going to open
00:20that same scene, which is dealing with this KitchenTable scene. And let's take a
00:27look at what the Hypergraph is.
00:29If we go onto a window, we have two options for Hypergraph. One is Hierarchy
00:34and one is Connections. Right now, we are just dealing with objects and
00:38Hierarchy. So let's take a look at the Hierarchy version of it, and that just
00:41shows you the objects in your scene.
00:44Now, the Connections version shows you how objects are connected. So if I have
00:50a texture on an object, if I'm animating an object, if I have modeling
00:55techniques applied to an object, you can actually see how the object is created
01:00node by node. This actually shows you how the scene is created object by object.
01:06So navigating this window is as easy as navigating any Maya viewport. You hold
01:11down the Alt or the Option key, and then you just use your middle-clicks and so
01:17on to drag and zoom. Now, you can't rotate around this window because it's a 2D window.
01:22Now, if I right-click and zoom-in, you can notice here how I've got this
01:28hierarchy, I have got the table, and all of the boxes and spheres and all that,
01:33that I use to create that table. You'll also see how I have all of the oranges,
01:40and the bowl and so each object in this appears as kind of a little box and
01:45actually it's called a node.
01:46Now, what I can do in the Hypergraph is I can actually create hierarchies
01:52graphically. So if I wanted to, I could select all of the oranges,
01:55middle-click, just like in the Outliner, drag over to bowl, and now I've
01:59created a hierarchy, and you can actually visually see your hierarchies,
02:03which is kind of nice.
02:04So if I wanted to for example do what I did with the cake, I could take that
02:10cake, this frosting layer, put it on the cake, take the cake, put it under the
02:16frosting and so on and so forth. And I can actually build a hierarchy by just
02:21middle-clicking and dragging.
02:26So I can take the bowl and the plate, and the spoon. I can just Ctrl-select all
02:32of those. Where you actually Shift- select all of those. So you Shift-select and
02:36drag to select all of these objects, and middle-click and drag them to the table.
02:45So you can see how I can easily create hierarchies in the Outliner, and you can
02:51actually visualize to your hierarchies. Sometimes for visual person, such as
02:55myself, this makes a lot more sense.
02:59There are some other options with the Hypergraph. One is you can Frame All;
03:05you can frame just what you're selecting. You can frame the hierarchy that you
03:11are working with, and then you also have these two other options here, Scene
03:17Hierarchy, which is what we are working with now, or Input/Output Connection.
03:22So for example, if I select Plate and hit Input/Output Connections, it will
03:26show me exactly how that plate has built.
03:31Now remember how we looked at this plate in the Attribute Editor. So I'm going
03:36to hit Ctrl+A and bring up the Attribute Editor. So for example here, if I
03:49click on that, that's the shader that I use to shade that plate. I don't know
03:52if you can see it all right now. So I'm going to kind of switch it up there.
03:57You can see the plate is yellow, and I have this yellow shader on there.
04:01This is how I created the actual shape of the mesh. I have got a cylinder,
04:06which has been smooth, and so this is my Smoothing options and so on. So
04:11everything I use to build that object is in this Show Connections. OK, this may
04:18be a little confusing at first, but I just wanted to show you that it's there.
04:22Now if we go back to see in hierarchy, we can see all of the objects. So
04:25basically what this does, is it takes this plate for example, and it expands it
04:30even further one in a time of course. So I can see exactly how this object has made.
04:36This can be very important when you get into complex modeling, rigging,
04:41animation, all that sort of stuff. You will spend a lot of time in the
04:44Hypergraph, reconnecting things.
04:46And there are also some additional options here. So for example, Frame All, a
04:50lot of these are duplicates of this button. So you can also create a bookmark,
04:54which means, again, if you have a complex scene you can just kind of save out
04:58or snapshot out your current view, which would be a bookmark.
05:02This is how we graph things again Input/ Output Connections or Hierarchy. How we
05:07want to show rendering options, such as do you want to show the lights and the
05:12textures in the scene and so on, and some other display options.
05:16We also have a Show option, just like we have in the Outliner. So we can
05:21manifest by different types of objects. So we can just say, I want to see just
05:25the lights in my scene or I want to see just the polygonal objects and so on.
05:30So that's the basics of the Hypergraph window and we are going to be using this
05:34a lot more as we get into modeling, and rigging, and animation and all of that
05:39other stuff. Let's move on from here.
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Grouping objects
00:00The next thing I want to talk about is grouping. Now, what grouping does is it
00:04just a real quick way to create a hierarchy. Let's take a look, in fact let's
00:09just keep going into that same scene. Let's go into our KitchenTable and let's
00:16take a look at what grouping does. What a group does is essentially creates
00:21a hierarchy of multiple objects. So if I selected, if I Shift-selected all of
00:26the oranges in that bowl, I can create a group by just doing Edit > Group or
00:31you can do Ctrl+G. That's what I usually do. I just do Ctrl+G. That creates a group.
00:37In fact, let's take a look at what happened in the Outliner. If you are looking
00:40in the Outliner. Here, I have this group called group2 and that contains all of
00:44the oranges and so what it's done is it actually created a empty node, kind of
00:49a placeholder called a group. Now, it's not an object.
00:53Remember how we took the oranges and we drag them underneath the bowl to create
00:58a hierarchy? This creates a hierarchy without having to drag it underneath
01:02another object. The group itself is just the blank node. So we can call that
01:07Oranges or whatever we want. So now I select this, I select all of the oranges.
01:12Makes it much easier, again, for our scene organization.
01:16Now, if I want to I can simply select the group and I can also do -- I believe
01:20it's under Edit > Ungroup and that just gets rid of that particular group. So,
01:26Ctrl+G groups it. Ungroup you have to go into the menu there or you can set a
01:32hot key if you wanted to go into menu settings or whatever. There are some
01:36options with group and how do you want to group it and how do you want to pivot it.
01:42 You want to pivot it in the origin or the center.
01:44Now, this can be really handy again, we were talking about pivots before. If I
01:50group this what that does is it gives me another pivot point. Now, this is
01:58actually pivoted at the origin, so if I want to I can just to Modify > Center
02:05Pivot or when I created this, when you did create group, you could actually
02:10pivot it at the center as well.
02:12And what this does now, it gives me a universal way to move it and rotate it
02:20and so on and so forth. Now, another little trick you can do with grouping, is
02:25you can actually create multiple pivots. You can just group an object to
02:28itself. Let's say I wanted to take this particular object and I just hit Ctrl+G
02:33and group it to itself. You see here I have got this group3 but I also have the
02:38spoon. So if I select the spoon I have got a pivot here. I go up to the group,
02:42I have got a pivot there. So actually I can have multiple pivot.
02:46So if you had like an object that needed to rotate around more than one axis,
02:50you just group it to itself and move the pivots around to the appropriate
02:54places and you can do that. It makes it much easier again to have multiple
02:59pivots on your objects.
03:00So that's the basics of grouping and I'm sure you can see the benefits of that.
03:04So let's move on from here.
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Creating layers
00:00Now, let's talk about layers. Layers is just another way to organize stuff in
00:05your scene. We are going to go ahead and open the scene that we have been
00:08working with, KitchenTable, and what layers does is it allows you to basically
00:14organize your scene into layers. So a typical example would be a character
00:19animation. You put the skeleton of the character on one layer and the mesh of
00:23the character on another and in just a normal Maya environment you can put the
00:26lights and the cameras on the layer. We can put the background on a separate
00:30layer. Just kind of almost like you do in Photoshop or Illustrator or any other
00:34package, you have the ability to segment out parts of the scene.
00:37Now, in this scene, a good way to use layers will be maybe to take the
00:41furniture and then the objects on the table and make them into separate layers.
00:45We will go over here to my Channel Box, in fact I can just click here on that
00:51to make sure I have got my Channel Box up. You should have your Layer Editor
00:55up. If not, you can just click here or here that just brings up the Layer
00:59Editor. Well, well that brings up the Layer Editor and the Channel Box.
01:03I'm going to bring up both because that's kind of the default way that Maya
01:07presents it, and I'm going to go ahead and drag this up a little bit just so
01:10you can see better what we are doing. So what we can do is we can select the
01:15objects. Let's go ahead and select. I'm going to select by hierarchy here,
01:18I'm going to select the table, Shift-select the chair and both chairs. So I want to
01:26select the table and all of the chairs.
01:28What I can do here is if I go and hit the Layers button it says Create Layers
01:33and if it say Create an empty layer, and I right-click and I say Add Selected
01:39Objects. Now what it's done is it's actually created a layer of those objects.
01:45If I hit this button here, I can visualize it turning on and off. If I
01:49double-click here I can give it a new name. So let's call it Furniture, hit
01:56Enter. So now my Furniture is on a separate layer. So if I want to, I can just
02:03left-click and drag and box select all of these. Left-click, Create Empty
02:08Layer. Select that layer by left- clicking. Right-click, Add Selected Objects.
02:14Now, if I want to, I can double- click and just go let's call it whatever,
02:18StuffonTable. So now we have got the stuff on the table and the furniture and
02:26we can actually turn those on and off. Now, this is great for when you are
02:29working with complex scenes, so you can like turn all of the background stuff
02:33off and just work with what you really need to focus on.
02:36Now, there are some other options here. We can also do what's called templates.
02:41So if I click here, I can template the objects, which means I can see them in
02:45the scene, but I can't select them. So it's kind of a nice way to kind of keep
02:51your references. So if I template the table and the furniture, it means I can
02:56still animate this and not have to worry. So I won't be able to select that
03:00furniture. You can also turn it on and off and there's also other options. We
03:08can make the layers current. Add New Objects, so if it creates new objects,
03:12you can always add those to it.
03:13And the current layer, so if I start modeling or start creating new things,
03:17whatever layer is highlighted that's where the stuff will go. We also have some
03:24options here called Membership and that would basically just tell you what's in
03:29each layer. It's called the Relationship Editor and that actually will show you
03:35what's in your layers. And Attributes for a specific layer, OK. Do you want to
03:45show Shading, do you want to show Texturing, just ways to display. How do we
03:49display this particular layer? I will go back to my Channel Box in my Layer Editor here.
03:56So those are the basics of layers and you can use those as you create more
04:00complex scenes to organize your data.
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Working with selection masks
00:00Now let's talk a little bit about Selection Masks. Selection Masks are a way to
00:04block out what it is that you can and can't select in a scene. They are right
00:10here up along here. It's actually these little buttons here and what they do is
00:14allows us to turn on and off. Handle objects, joints, which are used in
00:19character animation. Curve objects which we used to modeling surfaces, which
00:24are the surfaces that we actually see in Maya. Deformation such as lattices,
00:29those sorts of thing. Particle systems, dynamic objects and rendering objects,
00:34such as lights and cameras and textures and so on.
00:37Now, let me show you how this works. What we can do is we can actually toggle
00:40these on and off. So I don't have to select any one of these particular
00:45objects. So let's show you how that works. I'm going to open a scene. Let's go
00:49ahead and open our KitchenTable scene, and let's go ahead and just do all
00:55objects off. So if I do that that means I can't select anything in the scene,
01:03because I have masked out everything that I can possibly select in this scene
01:08is not selectable.
01:09Now, if I want to -- if I left-click here, it just toggles it. If I right-click
01:14I can turn on very specific things. So I click off, for example NURBS Surfaces,
01:20means I can select everything but the bowl and the oranges and the table
01:25because those are made of NURBS. Everything else in this scene is made of
01:28polygons. So by doing that I can actually just say I don't want to select the
01:32NURBS, I just want to select the polygons. If I turn that off, it means I can
01:38select everything. If I zoom out though, I may have a light in the scene.
01:41So I can under Rendering Objects, we can say I just want to turn on just the
01:46Lights. I just want to do my rendering objects. So it means I can't select my
01:50Polygonal or my NURBS objects but I can select the light that I put into the
01:54scene. As you can see, this is a real nice way to just mask off stuff that you
01:59want to be able to select or not select in your scene and it's a very quick
02:04way to make selections easier.
02:07Now, there is also another thing that we can look at in our viewports here and
02:11that is we can also do Show. So actually we can just turn off in our viewport,
02:16very specific things. So if I don't want to see NURBS Surfaces in this
02:20viewport, it will turn that off. It's just kind of handy if you are working
02:25with lighting for example. You could turn off, turn on or off the lights in the
02:29scene and so on.
02:32So that's the basics of Selection Masks.
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3. Polygonal Modeling
Understanding polygonal primitives
00:00Now, we are ready to dive into modeling in Maya. Maya has two types of
00:05modeling, Polygonal Modeling, which involves polygons, and NURBS based
00:09modeling, which involves patch based or NURBS surfaces.
00:14Right now, we are going to explore Polygons and I'm going to show you a little
00:17bit about the Polygon toolkit.
00:20The first place we are going to stop in exploring this type of modeling are the
00:24basic primitive objects that we can create within Maya and these are located
00:30actually in two places. If you have your shelves active, just click on Polygons
00:35and bring up the Polygon shelf and you'll notice we have got all of the basic
00:39primitives here. We have got spheres, polygon, cubes, cylinders, cones and so on.
00:45If you don't want to use shelves, there is a Create menu and we have Polygon
00:49Primitives here, sphere, cube, cylinder, cone, pretty much the same thing. I
00:55like to use the Shelf because it's very interactive. So that's what we are
00:58going to do to begin with, and let me show you the basics of creating some of
01:01these primitives.
01:02Let's start with the basic sphere. So all I have to do is click on Sphere and
01:06it prompts me, it says drag on grid. OK, well, I will just left-click and drag
01:12and there is my polygon primitive. There is my sphere. So if I want to, I can
01:17hit the 5 key and shade it.
01:22If you notice here over on this side now, I have got a very small screen. So
01:26you are going to bear with me here, but if we go over to the Channel Box, and
01:30if you don't have the Channel box up, just click this until you get it.
01:34You will notice here that we have got the sphere itself, which is called
01:38pSphere for polygonal sphere, and we have got our position, information, which
01:42we have learned about. But down here, we have what's called Inputs and this is
01:46essentially what we use to create a sphere.
01:49So this is the radius of the sphere, the number of subdivisions, and the number
01:54of subdivisions for the height. So what we can do, is if we click on these,
01:58remember if anything in the Channel box, if we click it and middle-click and
02:02Drag left and right, we can change that. So if I want to change the number of
02:06subdivisions, I can change that, the subdivisions and the height and so on and
02:12so forth. So I can actually change these parameters interactively.
02:15Another way to change these parameters, is as we create it. So if I go over to
02:20the Create menu, this is probably a good reason to be using this, because if we
02:23go here, you will notice that under sphere, we have one of these little Options
02:27boxes, and I just click on that and I can set the divisions, the Height and
02:32Radius right here, as I create it.
02:35So if I wanted to create one with only four subdivisions, I can create a very
02:42primitive, primitive. And I can go over here to that second sphere and if I
02:47didn't like that, I can certainly make it a little bit more spherical.
02:53OK. So I'm going to go ahead and select those and delete them. And let's go
02:58through some of the rest of these primitives and just show you how they are
03:02created. We have a polygonal cube, and what you do is you just drag the base,
03:07and then you drag to set the height.
03:09OK. Now, you can do this in multiple Viewports as well. If I hit the Spacebar,
03:14I will go to my Four view and I can drag in my top view, so that where you can
03:19precisely position it and I can drag in any one of these views to set the height.
03:23So you can actually switch between Viewports as we create these. I'm going to
03:27go ahead and maximize my perspective window and delete that cylinder, very much
03:33the same. Just create the base and the height. And again with this, you've got
03:38all of your creation parameters that you can either access before you created
03:42or afterwards which we are doing here, and just middle-click and drag, select
03:47one of these, little click and drag, and we can change all sorts of parameters here.
03:52What else, we have got a cone. Now that's pretty easy. Now, a cone can very
03:58easily become a pyramid. All we have to do is just make it a three to four
04:03subdivisions and that cone becomes kind of like a pyramid.
04:09And a plane, well that's pretty easy, and the only thing really here is the
04:13number of subdivisions that you can add to it. And a torus, just kind of a
04:18doughnut shape. What you do is you drag once to set the outside radius and
04:26then you drag second time to basically make the thickness of the doughnut. So
04:32the diameter of the doughnut and then how big around it is and then we've got
04:36a couple of other ones, Polygonal pyramid, OK, so actually we do have a
04:39pyramid. OK, but that's essentially, it's almost like a cone. But, they only
04:44has 3, 4, 5 number of size, so it's specific. And what else?
04:58The pipe, which is essentially a tube. Basically you drag, drag, drag. OK,
05:05let's try that again. I will show you exactly how. So basically, you drag the
05:09outside radius, the height, and then the thickness or the inside radius, and
05:20these are all very simple polygonal pyramids.
05:22Now, as we go to start modeling, you are going to be using these primitives as
05:27kind of like your raw material for modeling. So if I wanted to model something
05:32that's tubular, I would use this primitive. If I wanted to model something
05:36that's kind of based on a sphere, I will just start with the sphere.
05:39So what you need to do is think of these objects as kind of like clay and
05:45what sort of shape you want to start with in order to model what you want.
05:50Let's go ahead and move on to actually editing the shape of these objects.
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Understanding polygonal components
00:00Now, that we understand the basics of how to create polygonal primitives, let's
00:04go a little bit deeper and learn how to reshape those objects.
00:07Let's go ahead and just create something here. I'm going to go ahead and click
00:10on Polygonal Cube and just create one. And actually, I do want to get a bit in
00:15more detail. I'm going to shape this. I'm going to hit 5 and shape this. Let's
00:19go over here to our Channel Box polyCube, and then I'm just going to left-click
00:24and drag and highlight all those, and then middle-click and give it some
00:27subdivisions. I think three should be fine.
00:29Now, let's select this object. Now, this object is made of polygons. A polygon
00:38is a three or four sided plane. Now, what polygonal modeling does is it
00:43collects all those planes together and makes an object. So the smaller the
00:48polygons, the smoother the object looks.
00:51Now, typically when we model a polygonal object, we start with very low
00:56resolution objects, and then we add detail as needed. But what I really want
01:00to show you here is the different types of components that create a polygonal object.
01:06You notice we have the polygons, which are the squares, and then in between
01:10those, we have these little lines. Those are called edges. And then where the
01:16edges intersect, we have vertices. So in effect, we have components that
01:21represent all of the three dimensions.
01:23So a vertex is a point, which is one dimension, an edge is a line, which is a
01:29two dimensional object, and then those lines or those edges determine a plane,
01:35which is a three dimensional object.
01:37So by manipulating all of these different components, we can reshape the
01:41object. Let me show you. In order to select the component, we can do one of the
01:47two things. We can hit F8, which puts us into Select By Component Type, or if
01:56we wanted to, we can just hit this button. Then we can say well, I want to
02:00select Vertices, I want to select Edges, I want to select Faces or, and I think
02:09this is much easier,
02:11you can right click over the object and a Marking menu will come up, and this
02:15will allow you to select any one of those components. So for example, if I
02:21select the vertex, vertices will appear, and then I can left-click and drag,
02:26and select that vertex, and shape it, or I can select a bunch of vertices and
02:31reshape it, or I can right click over that, and select edges. And then I can
02:38just select the edges, I can Shift- select, hold down the Shift or I can left
02:41click and drag.
02:42Now, selecting these is really just the same as selecting any object. But, what
02:46you do is you are selecting the components or the parts of an individual
02:51object. So if I select these edges, I can manipulate these.
02:58You can also do Faces. So if I right click here, go Face, I can select any one
03:04of these faces. This will probably a little bit easier. I can move that face to
03:10reshape the object as well. So this does have practical applications.
03:19In fact, if you want to, we can load an object and we can show you a little bit
03:22about how to reshape an object. So if I want to, I can set my project because
03:27we haven't done that yet.
03:28So I'm going to go ahead and set my project to Chapter 03, which is what we're in,
03:35and then I'm going to go ahead and open the scene. Let's go ahead and open the
03:40file called Head. So this is in Exercise Files, 03, Scenes, Head. And this is
03:48just a simple character, head. But, it's modeled out of polygons.
03:54So if I wanted to, I can reshape this very easily by right clicking, and let's
04:00select vertices, and I can go in and let's say, I want to give him a big long
04:07nose or something like that, I can just again, reshape it. If I want to give
04:12him a bigger chin, I can do that as well.
04:14If I want to, I can select faces, and I can Shift-select, or I can Area Select,
04:25I can Lasso Select, any of these selection tools work just fine. And I can
04:31Shift-select the faces.
04:35Now, one of the things is that this little gizmo here, it can't get in the way.
04:39So like for example, if it's actually over something, sometimes you have to
04:44kind of angle around it. But again, you can just move these and adjust it
04:51however you want.
04:54So those are the basics of selecting and modifying components within a
04:59polygonal object, and you can see how that's a great way to reshape an object.
05:04Now there are additional tools in Maya to add, subtract, geometry, which
05:08is what you are going to need to do if you are going to build a complex model.
05:11So let's go through some of those tools as well.
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Working with the Edge Loop feature
00:00Now when you start working with polygonal objects, one of the things people are
00:04going to start talking a lot about are Edge Loops. Now what Edge Loops are
00:08really is just connected loops of edges on a model and a lot of modeling is
00:14centered around creating and moving and manipulating these loops of edges.
00:20Because what that does is it creates real uniform models and it makes it a much
00:25easier way to form an object, like for example a character or something like
00:30that and Maya has a number of tools for selecting edge loops and I want to show
00:34you some of those tools.
00:35I will move ahead and create a sphere just so that you kind of see some of the
00:39basics of how this tool works and I'm going to show you that. In fact, I'm
00:42going to turn off the Grid here so you could see this fully and then I'm going
00:48to select the edges. I'm going to right click, Edge and I'm just going to
00:52select one edge.
00:53Now here's the trick. The Up, Down, Left, and Right Arrow keys, help you select
00:59Edge Loops. So for example, if I hit the Up key, it selects all of these edges
01:03that go radially around the sphere. If I select the Down Arrow, it will move
01:11that selection. Now if I hit Left and Right Arrows, it will select Longitude
01:22lines, Latitude lines and move those around.
01:27So you can see how you can select basically by just hitting the Up and Down
01:31keys. You can just play with that. You can very easily get a feel of how this
01:35works. So that's how it works on a sphere. Let's go ahead and open that File
01:40with character Head.
01:42Now I will show you how this works on a little bit more of a complex model. So
01:45let's select that model and we are going to zoom-in just a little bit and I'm
01:50going to go ahead and right click and select Edges. We will select, oh let's
01:56see, let's hit this Edge here on his forehead. If I hit the Right arrow, it
02:00selects basically that whole line along his forehead. If I hit the Up and Down
02:06arrow, it selects the other ones. So I'm going to hit the Left arrow to select
02:10that again and then I can hit right and left and I can move and down, so it
02:14makes very easy to select all parts of the character.
02:16Now if I want to I can hit for example Scale and I can actually make his face
02:21broader or narrower. And you can see how you can select lots of detail along
02:26the character. Edge Loops are really important like around the eyes and the
02:31mouth of the character. So for example, if I select this top lip and I hit the
02:36Right arrow, then I have got the whole line around the lip and if I wanted to,
02:40I can basically scale his lips. Or if I start going with the Left and Right
02:46keys, I can actually select inside and outside that lip.
02:49If I click on the bottom lip here, let's say I click down here and I hit the
02:53Right arrow, you will see how this works. What it does is it actually goes
02:58through -- so let's try this again. I select that one and then I hit the right arrow.
03:03Now what this does is it just goes and walks along. Let's say every time there
03:08is a -- basically whatever it's called a four way junction where we have one
03:12vertex that connects four different edges, keeps going. When it hits a non four
03:19way junction, so in this case this is a three way junction, it stops. So that's
03:24the key. It basically just walks the four way junctions until it hits a three
03:28or a five. Anything other than four way, it stops.
03:32So for example here, I select that one, hit the Right arrow, it will go all the
03:37way around. If I hit the Left arrow, you will see it stops right there. Hit the
03:42Right arrow, it goes back to that one, Right arrow again, and you can see how
03:47it basically limits the selection because of the way that the character is built.
03:52Now typically when you model a character or really anything you want to
03:56try and keep these loops of edges connected with these four way junctions
04:00because it makes it much easier to select large parts of the character. You can
04:03also insert edge loops and there are a lot of tools for that as well. Let's
04:07move on to some other tools.
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Manipulating edge loops
00:00So let's take edge loops one step further and learn how to insert and add edge
00:05loops into an object. Let's just start with a real simple object, let's just
00:09start with a cylinder. I'm going to go ahead and click here, left-click and
00:13drag and then let go and left-click and drag again. OK and then I'm going to go
00:20ahead and shape this, hit 5. In fact I'm going to go over here over the Inputs
00:26on my Channel Box and I'm going to give it a few more Sub-divisions in Height
00:30so I have some stuff to work with.
00:31And maybe some Sub-divisions on the Caps, there we go. So now we have got some
00:38detail to work with. Let's take a look at some of these Edge Loop tools. When
00:42we start editing polygons in Maya, we are going to be using the Polygon menu
00:47aets. So I click here and I find polygons. And you then even go from Animation,
00:52these menus change here. So let's go to Polygons and we have got a couple of
00:56ones here, the two most important are Mesh and Edit Mesh.
01:00Now the difference between these has always confused me until I kind of figured
01:03it out. What Mesh does is it works on the entire Mesh. So any one of these will
01:10affect the entire mesh. So when your script is selected in Object Mode, that's
01:16where these tools kick in. So for example, Combine, Separate, Smoothing, all
01:20these sorts of things, we will get into some of these as we go through the lessons.
01:24And Edit Mesh works on components. So if I right click here and I select Edge,
01:29Vertex or Face then Edit Mesh will work on those. For example, Extrude, Edges,
01:37those sorts of things. So let's start working with Edges.
01:42I'm going to select this object here, and I'm going to go into Edge Mode here.
01:50Now I'm going to tear this off, so I'm going to click here on this double line
01:55and tear that off so that we won't have to keep pulling it down in front of the
02:00model that we are working with. So I have got a couple of tools here. We have
02:03got Insert Edge Loop and Offset Edge Loop, we also have Slide Edge. All of
02:10these work on edges or Edge Loops, OK.
02:13So Insert Edge Loop is a way to add details and a way to add Edge Loops to an
02:18object. So if I click here and all I have to do is I click on the edge, now
02:24here is the trick here, I click on the edge that's perpendicular to where I
02:28want to add. So if I want to add radially I click on the vertical ones. If I
02:33want to add a horizontal edge essentially, I click on a vertical edge, if I
02:38want to add a vertical edge, I click on a horizontal.
02:41So in this case let's add detail around this cylinder. So I click here and you
02:48notice now I can just slide this and I can actually add that detail in. So now
02:53I have got more detail in the object.
02:57If I want to I can also do what's called Offset Edge Loop and what that does is
03:02it takes an Edge Loop and it splits it. So let's show you that. Click on that,
03:09then I can create an Offset -- let me undo that and I will show you that one
03:12more time. So with the Insert Edge Loop what I'm doing is I'm selecting a
03:20vertical line to create a horizontal one. With Offset Edge Loop I'm selecting a
03:25horizontal one and I'm bracketing it or I'm actually creating two horizontal
03:30lines on either side.
03:32Again it will work for either vertical or horizontal no matter what correction
03:36the Edge Loops are going but just kind of a good way to take a look at it. So
03:39if I click here and it just adds more Edge Loops that way. So that's a great
03:46way to add details. So if for example, if I wanted to add a little bit of a
03:50slice there, I can just do that and that will essentially slice it for me.
03:56Now the last one I want to show you is the Slide Edge tool. What that does is
04:02it selects an edge and it says -- right here it actually prompts you Drag with
04:06MMB to Slide. If I can select an edge and if I drag with the middle mouse
04:10button(MMB), it will slide that edge along my object but it will maintain or
04:17try to maintain the shape of the object.
04:19So this great for working with Edge Loops. So if I hit the left or the right
04:23key, I can select a whole loop of edges, do Slide Edge tool, middle-click and
04:30then I can reposition that Edge Loop without really changing the shape of the
04:35object. So that means I can push detail around on an object without actually
04:41having to remodel it.
04:42Let me show you how this works a little bit -- probably better to show you this
04:46on a more complex model. So for example, let's go ahead in Open Scene, in fact
04:50let's open that Head, our file, Head _01.mb, I don't want to save this.
04:57So, let's say I wanted to add some detail because I want to make his eyebrows
05:01more prominent or something like that. So what I can do is I can just go in the
05:04Edge Mode, click on that edge, hit the right arrow and now what I can do if I
05:11want to, I can do an Offset Edge or actually I can do a Slide Edge, right.
05:14So if I middle-click on slide you can see how I can slide that and it pretty
05:20much tries to maintain the details. So if I click here, hit right click and
05:27middle-click, you can see how I can actually -- it's a great way to like slide
05:31detail around on a model without really reshaping it. So what it's trying to do
05:37is it's trying to keep that parallel to the surface without changing the
05:41surface. Now that can be really good. So if I want to move it there and let's
05:45say I want to add a little bit more detail, so I can do Insert Edge Loop, click
05:49there and so on and so forth. So, what you can do is you can start adding
05:53detail to your model to reshape it.
05:57Now again when you start adding detail to a model, you have got to be very
06:01careful because one of the things with Polygonal modeling or NURBS modeling or
06:05any modeling for that matter is that you want to try and get the least detail
06:08to create the most shape because when you go to animate it, you want that model
06:12to be as light and as efficient as possible. So you want to just add just
06:17enough detail to make it the shape that you want without any extra detail.
06:21That's just a general tip I'm throwing out at you there. So let's move on to
06:25some more tools.
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Understanding polygon extrude
00:00Now let's look at the Extrude tool. Extruding is probably one of the most
00:04common modeling operations you will come across. It's very versatile, it's a
00:08great way to add detail. So let me show you some of the basics of that.
00:13I'm going to go ahead and create -- let's start with a Polygonal Cube. So I'm
00:17just going to create a cube. So I'm going to left-click and drag and drag again
00:26on my Perspective window and I want a little bit more detail. So I'm going to
00:29go into my Channel Box here and just going to left-click and highlight all
00:33these and just add some more subdivisions. I'm going to make it a 3x3 cube
00:39essentially is what I have got. So the Extrude tool.
00:43Now the Extrude tool works on all three components, it works on Faces, it
00:48works on Edges and it works on Vertices. So it's kind of unique in that way.
00:53Typically people use it to extrude faces, that's probably the most common,
00:58although, edges are another really good way to create detail.
01:02Let me show you how it works. We are going to go ahead and right click over
01:06this cube and select Face and I'm just going to select one of these faces. Then
01:10I'm going to go Edit Mesh > Extrude and a little gizmo pops up and what I can do
01:17is I can just left-click and drag and I can extrude that detail or I can
01:24basically extrude it out or I can extrude it in to create a hole either ways.
01:29So I'm going to extrude this one out and that creates that additional details.
01:33Basically what I have done is I have added detail to my model and you can see
01:39how very easily you can use this to create all sorts of things. So for
01:42example, if I was creating a character I can extrude out the arms on both sides
01:46and the legs from the bottom. If I want to extrude again, I can hit extrude or
01:55two little tricks here, you can hit the G key and that repeats the last
01:59command, there you go or if you hold down the Spacebar and go into your Hotbox
02:06you can go Recent Commands and just repeat it that way. So there are a couple
02:10of ways we are doing it.
02:10Now another thing you can do with this tool is you have got these little scale
02:15gloves here. So if I grab these boxes at the edges of this X, Y and Z, I can
02:19actually scale that or I can push that back in. So you can actually scale your
02:29detail as you model it. So that's very handy.
02:35Now we have been playing with faces but there is another way to extrude and
02:40that's extruding edges. Now probably the best way to extrude edges is along an
02:47open edge. Now what I'm going to do is I'm going to select that face there and
02:51then I'm going to hit the Delete key and what I have done is I have created a
02:53hole and around that hole are open edges.
02:57So now I want to extrude some edges. So I'm going to right click here, Edge --
03:00let's just do one edge and I will show you how it works and then I will show
03:05you why I have created that hole. Let's just start with one edge. So I'm -- if
03:08you are going to go Edit Mesh > Extrude and we are going to extrude this edge.
03:14As you can see what it does is it creates a plane. So it just adds enough
03:19detail to create a plane. Then I'm going to undo that. I'm going to hit Z, undo
03:23and Z again to get rid of the Extrude operation. So I hit Z twice there.
03:29Then I'm going to hold down the Shift key and I'm going to select everything
03:33around that edge. Now this is probably the way that most people model with
03:40extruding edges is that they will take an open edge of an object, this is
03:44really handy when you are modeling, for example, the face of a character, you
03:47could take the lower edge of the lip or the upper edge of the lip and extrude
03:51it up to connect with the eye and stuff like that.
03:55Well, let me just show you. So I hit G to redo my extrude operation and there
04:01we go. Now extruding essentially the two and I can scale and do all sorts of
04:07stuff with them and I can repeat that and you can see also if this goes off at
04:12an angle, you can have problems. So sometimes what I do is I will extrude it
04:18just a little bit and then I will move it. So what I did was I just extruded
04:24it and then instead of using that tool that Maya provides, let me show you how
04:30I did that again.
04:30So for example, if I select this open edge, I will extrude and if that gets
04:40kind of weird, what happens is that this extrude has already taken place, as
04:44soon as you hit Extrude it's already there, so you can just hit W for move and
04:50just move it rather than use that Extrude tool.
04:54Now let me show you Vertices as well. So I'm going to hit Vertex, select just
05:00one vertex, Edit Mesh > Extrude and you can see how you can extrude a vertex.
05:06Now what that does is it creates detail and extrude out and creates additional
05:11detail. So we work from this to this. So you can see very easily how that
05:18works, it kind of creates this diamond shape around the vertex.
05:24So there is one more thing I want to show you about extruding and that is we do
05:29have an Options menu here. That's for Extrude Vertex. Let me show you for
05:34Extrude Face. Actually that's probably the best one. So I'm going to right
05:38click here on Faces, select any face it doesn't matter. I just want to show you
05:44these options. So if I go here and click on Options, the Extrude Face Options
05:49we have a couple of them, one is how many Divisions?
05:53So when I extrude something how many times is it going to subdivide it.
05:58Typically that's one but we can do three or four. The one I really wanted to
06:02show you was Use selected curve for extrusion. Now what that does is it allows
06:07you to extrude along a curve. So we haven't gotten into curves, for example,
06:13for NURBS surfaces. So you would draw a NURBS curve, select the Face, select
06:18the curve and then you can actually use that curve as a path to extrude.
06:25So those are the basics of the Extrude tool. Let's move on to the next set of tools.
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Using the Keep Faces Together feature
00:00Now I'm going to show you another tool that firstly relates to the Extrude tool
00:04and that's called Keep Faces Together. It's right here in the Edit Mesh menu,
00:08so we go to Polygons > Edit Mesh. You'll notice this little checkbox here, it
00:12says Keep Faces Together. It's very important, particularly when you are
00:16extruding objects. I'm going to tear off this menu here, so I'm going to
00:20double-click here or single click there and let's go ahead and create a sphere.
00:24So I'm going to go ahead and create a Polygons Sphere, Polygonal Sphere and I'm
00:30going to select some faces, so I'm going to right-click Face and then
00:37Shift+Select four faces, anywhere, it doesn't really matter. And I'm going to
00:44extrude those, I just hit Extrude and I'm going to go ahead and pull them out.
00:52And if you notice when I extrude these all of these faces are basically kept
00:59together and what that is that's because this is checked Keep Faces
01:04Together. Let me un-check it, in fact I'm going to select four polygons on the
01:09other side.
01:10So I've selected four faces on the other side of this and I'm going to click
01:26this off and let me do the extrude again. Click that blue one. If you notice
01:34look at the difference. When I turn this off, when I turn Keep Faces Together
01:40off it doesn't keep them together and look what it does, it adds a lot more
01:46geometry, instead of creating kind of a monolithic extrude, it extrudes each
01:53face individually.
01:55Now this can be very handy. For example, if you are creating characters hand
01:59then you wanted the fingers to be separate, just turn that off and extrude of a
02:05box, for example, or if you wanted to create like a really spiky kind of thing,
02:09again this works very, very easily. For example, if I wanted to select all of
02:14these and do an extrude with that of, you could very easily create something
02:20like that.
02:23So that's what this Keep Faces Together does, let me do that there, it keeps
02:32the faces together. That was simple as I can say it, but it's better to see it
02:36and see it in action. So that's a very important thing to know and typically,
02:41when I model, I keep that checked, but just know what that tool does. So let's move on.
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Using the Cut Faces tool
00:00Now we are going to go a little bit deeper into some tools that affect faces
00:04and those are the Cut Faces and Split Polygon tool. They basically do the same
00:11thing, just a little bit differently though. So let me show you how that works.
00:15So I'm just going to create a box. I'm just going to create a polygon cube.
00:18I'm going to shape that and let's just do Cut Faces. What Cut Faces does is it says
00:31click-drag to cut. So what that does is basically you click and you drag and
00:38when you drag, it creates this line. What this line does is it cuts the
00:43polygon, the face where you drag it. Notice how it kind of cut that right
00:48there. So just try that again, so if I click-drag here for the cut here.
00:58So what it does is it cuts in straight along. Basically what it does it creates
01:04a knife that is projected along that line. So sometimes it's best to use this
01:11tool in a top or a front or an orthographic viewport because that way you can
01:18get really straight cuts. I'm going to go ahead and delete that and let's go
01:25ahead and do another one, and that is the Split Polygon tool.
01:30So the Split Polygon tool, what that does is allows you to kind of, almost kind
01:34of manually draw an edge loop. So what you can do is you click on one edge,
01:40this is where I want to start cutting and then I want to cut to there and you
01:44can literally just mark your way around the object. You don't have to go, you
01:52can go over here, whatever. A lot of times what I do is I'll go around this
01:57way, and in order to create my own edge loop or if you wanted to add into like
02:04a character or like extra detail in there. That's a great tool as well. OK, so
02:11that's Cut Faces and Split Polygon.
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Using the Poke and Wedge Faces tools
00:00So let's do a few more tools that deal with faces and that would be Poke and
00:04Wedge Faces. Again I'm going to start with just a box, so I'm going to click
00:10box and just create a box, and again I want some more divisions, so I'm just
00:15going to make it 3x3 box, highlight those, middle-click and drag and you've got
00:21it, OK. So let's do Poke Faces first.
00:24So I'm going to go ahead and select this, right-click and hit Face, and then
00:29left-click to select the Face, and let's just see what Poke Face does.
00:37What it does is essentially, it basically just kind of triangulates that face.
00:42Now if I wanted to do it for multiple faces, it will go ahead and triangulate
00:53all of those faces.
00:54Now there are some other options here and that is how much do you want that
01:02middle vertex to put in middle to be offset. So in other words, what I did here
01:06is I just clicked and dragged to offset that, I could have just automatically
01:11done that with the Poly Poke tool.
01:16Now let's took a Wedge. Wedge is a little bit more interesting in the way that
01:21it works. What Wedge does is it actually uses an edge as a hinge to kind of
01:27rotate a series of faces around. So let me show you how to do this. It's a
01:31two-step process, first, you need to select the face then you need to select
01:37the edge, and then you can use the tool. So let's go ahead and select the Face,
01:41left-click.
01:42Now here's the trick, right-click over this, I need to select an edge. So go
01:48over in your marking menu to Edge, hold down the Shift key, don't let that get
01:53unselected, hold down the Shift key, left-click and select your Edge.
01:58So now what I've done is I've selected two separate types of components, I
02:01selected the Face and the Edge. Now I can go to Wedge Face and there it goes.
02:15So as you can see this rotated that face out around that edge, and if I go into
02:24my Wedge Face tool, you can see that OK, this is the angle and this is the
02:29number of divisions, so what 90 degrees and had four divisions
02:33Now here's a the little trick, I've done this Wedge Face here but I can go here
02:40into my INPUTS and actually change that, so I can change my number of Divisions
02:45by middle-clicking and dragging and also change my Wedge angle. In fact, this
02:51is what we call the history or the history of the object, OK. So as I model, it
02:58actually created my poke, the two pokes that I did, and the Wedge Face. So I
03:04can actually walk through all the things I did to this object and change the
03:10parameters, very handy.
03:16So that's the basics of Poke and Wedge Face.
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Using the Object History
00:00Most of the time when you model you start with a primitive and then you start
00:04adding detail, tweaking detail, reshaping things, and you start doing all of
00:09these operations on a basic object. Now as Maya works, by default, it turns on
00:16a history, which is essentially, it keeps track of everything that you do. Now
00:20this can be very important when modeling to know that this history exists and
00:25how to work with it. So let me show you a little bit of the basics about this.
00:29Let's just take a simple cube. OK, we are going to model on to that cube a
00:35little bit. I'm going to take that cube, select some Subdivisions, add some
00:40Subdivisions here in the Channel Box. Select Faces and just Shift-select a few
00:48faces and I'm going to Extrude those and then I'm going to Extrude those again,
00:58I just hit the G key. Now I'm going to Extrude those again, G these ones here.
01:07What I'm doing is I'm creating some modeling tools and then let's do something
01:12else. Let's do a Poke Face here and extend that and then just take that face
01:23and extrude it. OK.
01:25So now I have done a bunch of different things to this basic box, OK. I can
01:34select the box and if I go over into my Channel Box here, you'll notice under
01:39Inputs everything that I have done to this basic box has been reported. So I
01:45start with a polyCube, just left-click on these, and I have all these different
01:50Subdivisions for Height and what I can do is if I change them... Let's say for
01:55example, I change the Height of the original height of the cube, you can
01:58actually go back and work with your history.
02:02Now if I go in here and I start adding Subdivisions, what I'm doing is I'm
02:07actually adding detail in here. That's going to change the way that that
02:11Extrude works. For example, if I change the number for Subdivisions for Depth,
02:15it actually starts moving those Extrudes around because the polygon that it
02:19extruded is actually moving around on the object.
02:24But I can't change the fundamental parameters of this, and I can walk my way
02:29through this. So I can go into that Extrude Face that I originally did and I
02:34can go for example to anyone of these. Like for example that last Extrude that
02:38I did, I could add some more divisions to it. You can actually go through and
02:45just say, "Well I don't want to change the translation of it". For example
02:49here, I can go in and you can actually just go through anyone of these.
02:53If you change the Translation or the Pivot Points of these. You can change the
03:00number of divisions. So what happens is as you model, you can actually go
03:06through and walk your way through this history to change the parameters that
03:12you used to create the object.
03:14The one thing that you have to also be careful of is that, it does keep this
03:18history so as you model something you get a history list that's several hundred
03:23operations long. You could actually create very, very, very deep history list
03:27and what happens is that starts to slow down the system. It complicates things
03:32because every time you select this object, it has to go through and apply these
03:37operations, over and over, and over again.
03:39So if you have a list with dozens or hundreds of operations, then it's really
03:45going to start slowing the system down. So what we have in Maya is we have a
03:49way to get rid of that. So if we go over into Edit, we have got Delete by Type,
03:54History. So there's two of these, we can delete the history of the entire
03:59object and just collapse it all down to just a raw point of an object or we can
04:05collapse just Non Deformer History, what that is, is that's anything other than
04:11animation deformers.
04:12OK, so if you have got a character animation or skin build or something like
04:16that, it won't delete that. You can also delete all sorts of other things from
04:21the object. But history is the most important thing. You can also do a Delete
04:25All by Type, History and that will delete history on every single object in the
04:29scene. Be careful when you use them. But if I delete history on this object
04:33here what happens is all of those go away and now it just becomes just a raw
04:39object with no history and you can't go and scroll through all of that, OK.
04:46Real basic but it's very important in the way that you model, OK.
04:51So be aware that you do have that history and every once in a while when you
04:55get to a milestone in your model and you really like it, you can go ahead and
04:59delete the history before you move on to the next major step.
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Understanding the Polygon Bevel tool
00:00The next tool I want to show you is Bevel. Typically, Bevel is used to kind of
00:04round off the edges of objects. Let's go ahead and create a polygonal cube and
00:11shape that, I'm going to show you the basics of Bevel.
00:15Let's start with the edges because that's probably a thing that people bevel
00:19the most. What Bevel does is basically create around at corners. We go Edit
00:24Mesh > Bevel and there it goes. I'm going to undo that, and let's take a look
00:30at some of these options here.
00:31So basically what you want to do is you want to create, what type of Bevel do
00:36you want to create and how many Segments, that's really important. Let's do 3
00:40or 4 segments and hit Bevel, and you can see how that works.
00:45Now that's very nice to particularly if you are doing something like text or
00:48something like that you want to go with the edges of text on something. You can
00:52also bevel faces, so for example, let's take this face here, in fact I'm going
00:59to turn off Show - Grid, I'm going to turn that off. So if I wanted to bevel
01:04say the bottom of this object here, to select the face go Bevel and there,
01:10well, it will also adjust bevel those faces.
01:13So actually here, let me show you that a little bit more succinctly, let's just
01:19go ahead and create a new box and if you want, you can just go Face, select all
01:26the faces and then just Bevel them and that just bevels the whole object.
01:32Now again we're playing with history here, we can actually change the number of
01:37segments that you want to bevel up with. So I've my cube, going to Object mode
01:46and I could find my inputs here. I have my basic cube, I'm going to have my bevel.
01:50If I wanted to change my number of segments here, I can just do that, I can
01:55also change how round I wanted to be and so on and so forth.
02:00One more thing here is you can also bevel vertices well, and typically people
02:07don't do that, but let me just show you, I'm going to select the vertices
02:11around the top edge of this rounded cube and just do a bevel on that, let's
02:19just make it 1 Segment, hit Bevel, and you can see how a vertex bevels, And
02:27typically, you are going to want to bevel faces or edges. So that's the Bevel tool.
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Understanding Polygon Chamfer
00:00For vertices there's another tool kind of similar to Bevel and it's called
00:04Chamfer and let me just show you how that tool works. It's a very simple tool,
00:09but it will be very handy. I'm going to go ahead and draw a sphere and then
00:14let's just right-click over that, go to Vertex and just select the Vertex and
00:18let's see what the tool does. Edit Mesh > Chamfer Vertex and as you can see what
00:26it does is just expands that out along the edges and chamfers it. So what it
00:33does is create a nice little chamfer.
00:38I select a bunch of them, bunch of vertices, and chamfer those. You'll see it
00:46creates this kind of a pattern. Now one thing you can't do with Chamfer,
00:51actually I do use this a lot with modeling is you can Edit Mesh > Chamfer and
00:58remove the face after you chamfer. So if you hit Apply, what that does is it
01:03actually creates a little hole. Now this can be a great base for modeling. So
01:08for example if I select those edges, I could extrude those and create something
01:23off of that, OK. So that's the basics of the Chamfer Vertex tool.
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Understanding Polygon Bridge
00:00Now I want to show you one last tool and that's the Bridge tool and what that
00:05does is allow you to take and create bridges between two open edges of an object.
00:10We are going to work with just a file here, we are going to open a scene, we
00:15are going to open the scene called Cup_ 01. What this is, this is a coffee cup.
00:20Now how I built this, this is actually kind of like one of the last steps of
00:24creating this coffee cup. What I did was I created this kind of tube shape,
00:30I did some extrudes and I created the handle by doing an extrude in shaping this
00:38handle, actually extruded to a curve.
00:43Now what I did here was I chamfered this vertex and I've got these two open
00:48edges and I need to connect the bottom part of this coffee cup. I can use the
00:53Bridge tool to do that, so let's go to Edge mode, what I need to do is select
00:57the open edges and then Bridge will create a bridge between them.
01:01So what I can do is I can just select one of these edges here, hit the Right
01:06Arrow key and that selects my edge loop. Now for the other one, I'm going to
01:09have to hold down the Shift key and I'm going to just lasso select or
01:14rubber-band select all of these.
01:17Notice how it selected the whole open edge but also selected a couple of other
01:22edges here. It selected this one and then of course one on the opposite side.
01:26So all I can do is hold down the Ctrl key, rubber-band over those and it will
01:31de-select those.
01:32Now let's just go into this, we've got Open Edge. Open Edge, as long as you've
01:37got those selected, you just go Edit Mesh > Bridge and it bridges that.
01:43Now let's look at the Bridge options here, which is how do you want to bridge
01:49it, do you want to bridge a Linear, Smooth path and how many divisions do you
01:54want and the smoothing angle, I'm going to go ahead and just close that,
01:57because we already bridged it. And if we go over to our Channel box you'll
02:02notice that I've these same tools here. So I can actually left-click on
02:05Divisions and then middle-click and drag and just change the number of
02:09divisions there and so on and so forth.
02:15So that's Poly Bridge and as you can see now I've got a completely connected
02:20handle here and that makes it a very easy way to connect those sorts of things.
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Understanding Polygon Booleans
00:00Now let's talk about some tools that deal with entire meshes. Up to this point
00:05we have been working with components such as vertices and faces and edges, now
00:10let's work with some of these tools under the Mesh menu, which deal with entire
00:14polygonal object.
00:15The first one we are going to work with is Booleans. Now Booleans, for those
00:20who are not familiar with it, is a modeling tool that allows you to add and
00:23subtract objects together. A lot of people like to use Booleans, I kind of got
00:28to be careful though because it can create geometry that's really not very
00:32deformable. So I always recommend that use Booleans for objects that are just
00:36kind of sit there, like I would recommend it for character where the character
00:40deforms or something like that.
00:43Anyways, let me show you how this works. We are going to go ahead with
00:45polygonal sphere. Let's just with the sphere, one of my favorite objects and
00:51let's do a cylinder. Can we make that cylinder taller than the sphere and let's
00:58shape them. So we can see what we have got here. Booleans allows us to use one
01:02object to basically cut into or add to another.
01:08Now the one thing about Booleans is sometimes it's sensitive to the order that
01:11you select things. Let's remember the order that we select these objects as we
01:16go through this. So I'm going to select the Sphere and I'm going down the Shift
01:19key and select the Cylinder and then let's go Mesh Booleans. We have three
01:25options here. In fact, I'm going to tear this off. I'm just going to click on
01:29that double line there and these are my Booleans options, I have Union,
01:34Difference and Intersection.
01:36So let's just go through these top to bottom. So I have selected both of those
01:41and when I hit Union, it actually makes this one object. It cuts away all of
01:49the access. In fact, if I did a shading here, you will see that cylinder is cut
01:54off. Normally, it was in entire cylinder that went down to the origin and now
01:59it's just attached to this object, to this sphere.
02:04Now I'm going to go ahead and undo that. So I have got two separate objects. So
02:08I just hit the Z key to do that. Now let's go ahead and do Difference. So I'm
02:13going to select the cylinder first, hold down the Shift key and select this
02:18sphere. Now the last object we selected is always green. So we know we have
02:22selected the sphere last. So what this is going to do is we are going to hit
02:26Difference and what that does is it subtracts the sphere from the cylinder.
02:31So if we go, we go over there we can see that the sphere is kind of cut into
02:37the cylinder. Let's go ahead and undo that and now let's select the cylinder
02:43second. So now we will select that sphere and the cylinder second. This is
02:47opposite order from what we did and now this time when we do Difference, we
02:52have subtracted the cylinder. The last item selected is subtracted from the
02:57first one selected and so now you can see we have created the cylindrical hole
03:03in that sphere. So you can see the order of selection sometimes does make a difference.
03:10So let's do the last one Intersection and what that does is that basically is
03:14only the parts of the object that overlap. So whatever overlaps which is
03:20basically the outline of that cylinder to the edge of that sphere. So those are
03:26basics of Booleans.
03:29So now we are going to show a kind of more practical application of Booleans.
03:33Just go ahead and create a simple object like for example a barbell. So we can
03:38create a polygonal sphere. Click on Sphere, create polygon sphere and now we
03:44are going to go into another viewport and let's just go into my Front viewport
03:48and I'm going to duplicate that sphere. Now I can just do Edit > Duplicate or it
03:52can hit Ctrl+D and what that does is that duplicates that sphere.
03:58Now I want to also create a cylinder that goes between those two spheres. So
04:03what I'm going to do is going to my Top view and I'm just going to keep it in
04:07the four view right now and then just select and drag my cylinder and then just
04:15drag it to set the height. So what I can do is I can position that cylinder so
04:27it's pretty much centered amongst the bar bell. So you can see here in the Top
04:31view it centered and what I'm going to do is I'm going to use to combine
04:36operation. So I'm going to select the sphere and the cylinder then we will go
04:40Mesh > Booleans > Union. What that does is that creates that. Now if I select the
04:48other sphere and I do the same thing it now creates one object that is of the bar bell.
04:55The thing is I wanted to do at this way because I'm actually going to create
05:00the same object in another way in the next couple of lessons and what this does
05:05now as if you zoom-in here you are going to see that there is a lot of little
05:09edges here, noticed that. I don't get these two wind up exactly right. You are
05:16going to have what's called non- regular edges here, non-regular geometry. So
05:21these edges don't really lined up and sometimes getting even with Booleans. As
05:26I getting everything to line up properly just kind of hard. So with this, just
05:31kind of shows you some of the downfalls of Booleans. If I wanted to smooth this
05:36or round off these corners, it's not going to happen.
05:40If you build the object another way you can get a lot better results. Let's go
05:45into some of these other tools and I will show you how to get more regular
05:50types of objects.
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Combining objects
00:00We just looked at Booleans, which allow you to take multiple objects and bring
00:04them together. There is another set of tools in Maya that allow you do that and
00:08that's called Combine and Separate. What they do is they allow you to take
00:12multiple polygonal objects and combined them or Separate, which allows you to
00:17take an object and break it apart into multiple objects. So let me show you how
00:22that works. I'm going to start with Combine. I'm going to take a polygonal
00:27sphere and I'm going to create a sphere.
00:31Now I'm going to go ahead and duplicate that. I can do Edit > Duplicate, but I'm
00:36just going to hit Ctrl+D and that duplicates it. Then hit W to move it and
00:42again what I'm doing is I'm doing very similar to what we did in the last
00:44lesson, which was, create just kind of barbell structure.
00:47Now what I want to do is I want create a barbell that's a little bit more
00:51regular in geometry. So what I have here is I have two polygonal spheres and
00:57the geometry is pretty much lined up. I just need to connect them in some way
01:02or what we can do is we can use Combine and Separate. I can take this sphere, I
01:08can hold down the Shift key, select the second sphere and then we do Mesh >
01:13Combine. What that does is it brings them together and now Maya views these as
01:19one object.
01:21So when I select it, it's one object. This is great for just connecting things
01:25together. It's a little bit more streamline in something like group or
01:30hierarchies, particularly, if you don't need the objects to animate. You can
01:34always just combine them, but combining also helps you with modeling especially
01:39when you are conducting multiple objects. Let's take a look at this. Let's say
01:44I wanted to make a barbell. What all I have to do is extrude part of this up to
01:49there and connect them in someway.
01:51Well let's just go ahead and start by taking one of those spheres and selecting
01:56all the faces along that top couple of rows. Well, you can see here I have got
02:01these. I'm going to hold down the Shift key and select all of these. So those
02:05are the ones I want and what I can do here is actually I'm just going to hit
02:10the Delete key and I'm going to make a little hole there and what I can do is I
02:14can do the exact same thing on the other side, creating the other hole.
02:24Now to connect these two holes, all I really have to do is use a tool called
02:28Bridge. Let me go into Edge mode here. Now what I want to do is I'm going to
02:32select all the edges just around, move it up here. So what I can do is actually
02:39I can hold this and then just use my right and left arrow keys to select that.
02:43Actually hit my left arrow there to select that and then I have to select all
02:49of these. So I can just Shift-drag that selects all of those then I can Ctrl
02:56and select those ones that are kind of sticking down. So now I have got just
03:00the front edges of those connected, I can use Edit Mesh > Bridge. What that does
03:07is it actually creates geometry that bridges those two holes and if I go over
03:14to my History here I can see that I can have the Taper to it or I can Twist it
03:22and I can also add the number of Divisions I want.
03:27So now what I have got here is I have got some tools that allow you to really
03:32connect these very cleanly. So when I go to smooth it, when I go to animate it,
03:39everything is connected. This is a very simple, simple, simple way of doing it,
03:43but you can also do a little bit more complex vertex at a time and I will show
03:48you that in just a little bit. But as you can see Combine allows you to take
03:54two objects and put them together. So that way you can use the Edit Mesh tools
03:58on them. So I have a mesh, two meshes, Actually I combine them. Then I go to
04:04over and I can use Edit Mesh tools such as Bridge to connect them together.
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Merging vertices
00:00Now in addition to Bridge, there is a couple of other ways to connect open
00:05edges on a polygonal model and one of those is Merge, which is normally used
00:10with the vertices. In some ways it's kind of the old fashioned way of doing
00:14things but it's very effective and let me open a scene here. I'm going to open
00:20Geometry_01 and it basically just has a cylinder and a box and they have two
00:29open edges here. Now what we are going to do is we are going to connect the two together.
00:33One of the things I did is when I model this I make sure in fact let me select
00:36both of these. Make sure that it has a same number of edges and vertices around
00:43these open holes, so that makes it very easy to connect the two. As you modeled
00:48you need to kind of plan for stuff like that, but let me show you how to do
00:52this. I'm going to select both of them just left-click and drag and rubber band
00:56select them and we are going to go to Mesh > Combine and what that does is that
01:01makes them into one it's like an mesh, as I showed you before.
01:05What I want to do is snap the vertices of this box to the open edges of this
01:12cylinder. So what I'm going to do is I right click, go into Vertex Mode and I
01:17grab a vertex and I move it and I want this lined up there, well, that's not
01:23easy because you really want to line those up exactly. This is where Snap comes in handy.
01:29Snap to points is what we want to do. These are all of our Snap tools up here.
01:34So Snap to points and you will notice how that turns to round which means
01:38that a little round instead of square means it will snap to any points, which
01:43is any one of these vertices and let's snap it right there. Then all we have to
01:47do is just grab, move and snap my way all the way around this. Make sure I get
01:59the right ones here. There we go and I just work my way around and snap them all.
02:12Now once these are all snapped, there is still one more thing to do. It looks
02:17like this is all connected and actually it looks really nice, but if you
02:22actually tore this apart, in fact, I can do that by selecting Face and moving
02:27this, turning on snap right here, turn it off and you can see that if I move
02:33that Face these edges are not connected. They are still open they are still
02:37actually two parallel edges along each of these lines here.
02:44So what I need to do to combine those is Merge. So I go right click, I go into
02:49Vertex Mode and I need to select all of vertices around these open edges. So
02:54I'm actually going to go into a Front viewport and then left-click and drag and
02:59just box select all of those. Let's make sure that just go back in the
03:03perspective. Yeah, they are all selected and then just do Edit Mesh > Merge and
03:09what that does is it merges all of those vertices and snap together.
03:12Now let me give you a little background about how Merge works. What Merge does
03:18is it takes any vertices within a specified range and it merges them together
03:23into one. Now snapping them, which is what we did, actually make sure they are
03:29right on top of each other. But merge does have, in fact, let's just take a
03:33look at that. Merge has a threshold value here.
03:36So if the vertices aren't quite aligned they will still kind of wrap together.
03:43If they are not exactly aligned and that threshold will determine how that
03:47works. Now, let's see if this work. I will take this Face and I move it and now
03:52it and now you can see those are all connected.
03:56So we have got a really good connection here. So now this is all one surface.
04:01Before it was two surfaces, now it's all in one surface. So that's how Merge Vertices works.
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Merging edges
00:00Now I'm going to show you one more way to attach surfaces together and that's
00:04using the Merge Edge tool. Very similar to Merge Polygons. We are going to
00:09actually open that same scene called Geometry and again the cylinder and a box
00:14and both of these have open edges and we are going to merge those together. So
00:19what I have to do. First thing I have to do is combine them, so they are at the
00:22same polygonal object and then we can actually attach the surfaces. So I'm
00:27going to left-click and rubber band select both of them. Mesh > Combine and now
00:34I can use the Merge Edge tool.
00:37So we take that Merge Edge tool, what it does is it actually changes my cursor.
00:41Notice I have got this kind of pointing cursor here. What I can do is I can
00:45just select an open edge and you can see how that's highlighted in kind of a
00:50brown color and I select the corresponding edge and I have got these two edges
00:56selected, hit Enter and then I can just go over that tool again. I can hit G to
01:03reactivate that tool and basically I'm just touching it all together.
01:08So again G, which is repeat last command. Select and select Enter and you can
01:15work your way around. Again, it's very similar. Now notice how this is a little
01:19bit different because what this does is it actually deforming this geometry of
01:24the cylinder and that's because what it does is it actually meets in the middle.
01:29So let's do one more, do that and that. So what it does is it actually pops
01:37together right in the middle. So that's why it's kind of pointing this geometry out.
01:41So that's the Merge Edge tool.
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Separating polygonal objects
00:00Now I want to show you Separate, which is the complementary tool for Combine.
00:05So we combine objects together, we can also separate them. Let's just take the
00:09lid off of a polygonal cylinder, for example.
00:12Create a polygon cylinder, let's say we wanted to make a box or something like
00:17that, we wanted to have a lid. So I take that polyCylinder and I'm just going
00:20to actually add a few Subdivisions for the height and let's shade this Smooth Shade All.
00:26Now let's say I wanted to take off the top of this. All I have to do is create
00:33kind of a series of open edges along this. So what I can do, probably the
00:38easiest thing to do is just to insert an edge loop here, somewhere just right
00:43there, just a really tiny edge loop and then I can delete the faces of this
00:50that are created by that edge loop. Hit Enter, then just go into to Face mode
00:56here, and then I'm going to select these little faces here, OK, see these ones
00:59right along there let's hit Delete.
01:05So now once I have that and I have this completely separated from the other
01:08object I can go back in the Object mode, select the object just by
01:14left-clicking on it, Mesh - Separate, and because these are separated the
01:19services are not connected in anyway, that's the key with this. I can now
01:23separate them. So now I have a little lid for this box. Very, very simple!
01:29I wanted to combine them or separate them much as I wanted to. So I could
01:34combine or separate. And again in some ways you can use this almost like as a
01:40grouping tool, because if you have one object that's made of a bunch of
01:45different parts, but you don't really ever want to animate those different
01:48parts, you can just combine them and just make them one object, makes it lot
01:52easier, a lot organizationally it makes a lot easier within Maya to do that.
01:58One example here, let's go ahead and open one scene. That would be the Teapot,
02:02which is kind of like the standard teapot that we see in computer graphics,
02:06this is actually made of four separate surfaces. Normally we just want to put a
02:10teapot on the table, we don't need to take the lid off the teapot, we don't
02:16have to animate it, but it's all one object. So if we did Mesh > Separate you
02:22can see how this is constructed, it's actually 1, 2, 3, 4 separate surfaces.
02:29Select them all, hit Combine and now that's just one object which is really
02:35actually makes a lot easier just to move it around. Otherwise I'd have to
02:39create a hierarchy and just put them all together and I have got four objects
02:44floating around my outline rather than just one and it's just a lot more
02:48complex. So for objects like this, polygonal objects like this, Combined and
02:53Separate can be used as a grouping tool.
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Using Smooth Proxy tools
00:00Now the lesson I'm going to show you is Smoothing. We have been playing a lot
00:04with basic polygonal objects, but the real trick for Polygonal Modeling is you
00:10are modeling a very low-res object that will be smoothed into a higher-res
00:15object. Now there are two competing forces that we have with Polygonal
00:21Modeling. One is you want to keep the object light, so that it animates,
00:25particularly in things like character animation where a character is deforming.
00:29You want to keep the character or the object as simple as possible so that way
00:34it's easy to model, it's easy to change the model, it's easy to deform, it's
00:38easy to animate. But the other competing force is you want it to be smooth. You
00:44want it to be organic looking, you don't want to see straight lines, you want
00:49to see curved lines and that requires a lot of detail.
00:54So, what we have are these two competing forces of you want the object to be
00:57light, but then you need it to have a lot of detail to render nicely. And so
01:03what we have is we have some tools that allow us to take rough polygonal
01:07objects and smooth them down into organic looking objects and those tools are
01:14called Smoothing tools. Now, Maya has two tools for Smoothing, let me show you them.
01:19Let's just take a simple cube here. I'm going to take a Polygonal Cube and I'm
01:27going to Shade it, hit 5 to shade it and I'm going to go over to the Channel
01:31Box, polyCube and I'm going to select all the Subdivisions and I'm going to
01:35make it a 2x2 Cube. Now I'm just going to do one thing here, I'm just going to
01:42go Mesh > Smooth and what that does is it takes each one of those faces,
01:51remember that we had 2x2, so it's 4 polygons on each face. In fact I can undo
01:55that, hit the Z key to undo. This one polygon becomes one, two, three, four
02:04plus what happens is that it cuts the corners here to smooth it out.
02:08Now this is great because what you can do is you can model something very
02:12low-res and then smooth it up to make it an organic object. The only problem is
02:19that when you smooth it using this method Mesh > Smooth, the detail added you
02:25really can't go back. Once you have added this detail, once you have smoothed
02:31these faces, you really can't go back and modify your original object. It kind
02:37of locks in the Smoothing. Now this is good for -- as a modeling tool you kind
02:42of rough something out then you smooth it then you go to the next level of
02:45detail and you kind of rough that out.
02:49When you get into animation and stuff, you really want to be able to go as low
02:53as possible in terms of detail and then smooth it out. There are another set of
02:57tools that allow you to actually smooth interactively and that's called Proxy.
03:03So next to Edit Mesh we have the Proxy tools which are Subdiv Proxy and a
03:08couple of other ones.
03:10Let me show you how those work, in fact let's just delete this and let's just
03:14do the same thing again. Then I create a box, a cube and make it 2x2. So,
03:24select that cube and I'm going to go Proxy > Subdiv Proxy. Bingo! What do we
03:32have? We have got two objects. In fact if I look in my Outliner, you can see
03:40what it's done. It's created the SmoothProxyGroup and in there we have got the
03:44original cube and another cube that's been smoothed.
03:51So, essentially what it does is it takes the original cube, smoothes it but
03:55leaves the original one behind, so that way you can remodel with it or you can
04:01deform it or you can animate it. You can do whatever you want with it and then
04:04this one will just kind of follow along. Let me show you how it works. I'm
04:08going to minimize by Outliner. So I'm going to select pCube1 here and I'm just
04:15going to go and select a Vertex. Select some Vertices, hit W to move and you
04:21can see how now when I move that and I deform it and I model it, the Proxy goes
04:27with it.
04:29So, if I were to for example select a face and do Edit Mesh > Extrude, I could
04:37extrude that face and you can see here I have got my low-res Cage. A cage
04:43affects the Smooth Mesh. So I can extrude it again. Now also notice how when
04:50these Edge Loops are tied, the curvature of this is much less. So as I move
04:56this out it kind of gets -- the curvature goes more, because what's its doing
05:00is it's actually rounding off the corner from here to here. Now the other thing
05:06you can do, is you can change the resolution of this Proxy. If I go into Object
05:13Mode here and I select this Proxy, sometimes it's hard to select, so I can't
05:18select it here you can always go into the Outliner and select it.
05:23And you'll notice here, we have got one input into this object here, which is
05:27PolySmoothProxy. Now the one parameter you really want to look at or the one
05:32attribute that you really want to look at is called Exponential Level and what
05:36that does is it tells you how many times it smoothes it. So with an Exponential
05:42Level of 1 it's exactly same as hitting Mesh > Smooth, one time. I don't want to
05:49hit that. If I put in a number of two, it smoothes it twice. Now remember when
05:57I smooth it once, it goes from 1-4. When I smooth it twice it goes from 4-16.
06:05Next time if I smooth it -- three time it goes from 16-64 to 56 and so on. So
06:13one face in the original polygonal model in the cage can very easily become
06:19many, many faces in your smoothed object.
06:22So, what I'm saying here is be careful with this number because what can happen
06:27is that if it gets too high, you get a really dense Mesh and if it gets too
06:33dense, let's say you put it up to a fairly large number, you are going to go
06:39exponentially that many times more faces and it can get very quickly if you go
06:45to a number like 10 or whatever. It will get to the point where you blow up
06:50Maya and essentially you get to the point where you have so many faces that you
06:54run out of memory.
06:55So be careful with this number, don't go too high. 3 is probably a good number,
07:012 or 3 is usually a good number and don't go too far above 4 or 5. Anyway, so I
07:07just wanted to let you know about that. Now there is another little trick that
07:12you need to do and that is when you actually go to render this. Now we haven't
07:17gotten into rendering or anything like that but what you have to do is when you
07:22render this, you have to hide your cage and expose your objects.
07:28Now one of the ways we are doing that is just to use some hot keys. Under Proxy
07:34we have Toggle Proxy Display and that's with our Tilde, I think it's called the
07:40Grave symbol, I'm not sure exactly what the name of it is. On my PC keyboard
07:45it's next to the 1 key. So it's kind of the top-left corner of the keyboard are
07:52these two keys. So if we hit the key itself, it toggles between the two
07:57objects. If you hold down the Shift key and toggle that key you can turn them
08:01both on.
08:02So the key by itself toggles, Shift and that key turns them both on. So again
08:11it's a very handy tool. So let me show you one practical way of using this and
08:18that would be in Character Animation. So I'm going to go ahead and open that
08:23head of that character Head_01.mb and select it and I'm just going to do Proxy.
08:32So what you can see here is the original character which is kind of what we
08:39would animate would be -- has a very simple geometry. In fact, the head of the
08:43character is almost geometric in shape but once we smooth it the character
08:49actually comes out fairly smooth looking.
08:53So, when we go to render, so if I were for example to hide that and render you
09:00can see how I have got a much smoother display. In fact I can take this and
09:05create an Exponential Level of it. It's a lot higher. So now, when I actually
09:09go to render this I have got a very smooth character. So as you can see this is
09:23a very powerful, powerful tool and something that's used a lot.
09:28So learn how to use it and learn how to model four Subdivision Surfaces by
09:33toggling on the Smooth Proxy modeling cage and looking at the results in
09:38the Proxy. So that's about it for Polygonal modeling and then we are going to
09:42move on to NURBS modeling in the next chapter.
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4. NURBS Modeling
Introducing NURBS Modeling
00:00NURBS Modeling is the other form of modeling in Maya. So far we have been
00:06dealing with Polygons, which have essentially edges, which are straight lines.
00:11NURBS are different in that the edges are curves and so these curves form what
00:17we call patches and NURBS Surfaces are comprised of these patches which are
00:22kind of like a flexible, you know sheet of rubber or something like that. First
00:26thing I'm going to do is I'm going to create a polygonal object. Let's just
00:29create a polygonal sphere, and I'm going to hide my Grid here. I'm going to go
00:36over to Surfaces here and then I'm going to create a NURBS Sphere. You can also
00:42create that by going NURBS Primitive, Sphere, is that same process.
00:48Now here is the difference, I'm going to Shade that. If you look, we have got
00:54two types of surfaces here. We have got a Polygonal Surface, which is what we
00:58just did in the last chapter, and we have a NURBS Surface. Now the NURBS
01:04Surface, if you notice the edges here are comprised of curves and so these
01:09curves allow you to have a lot smoother surface with less detail. Notice here
01:16how we have got a lot of detail in this Polygonal Surface. We have got 20 or so
01:23Subdivisions and if you zoom in you can still see all of this straight lines.
01:29You can see this kind of jaggedness of this edge. If we zoom into a Polygonal
01:33Surface, you see a lot less of that jaggedness. Now the one thing that you have
01:38to realize is that a NURBS surface eventually does resolve to a Polygonal
01:44Surface when it renders. So when you send this NURBS Sphere to render for
01:49example, Maya internally is going to calculate Polygons it needs to render that
01:56surface smoothly.
01:57So, in lot of ways a NURBS Surface and a Polygonal Surface can be the same
02:01because ultimately they do both render as Polygons, but the NURBS Surface is a
02:07lot easier to work with in some ways because you have less detail. So let's go
02:13through some of the basics of NURBS Surfaces and how to create them and we will
02:18give you a general overview of the NURBS Modeling tools in Maya.
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Understanding NURBS Primitives
00:01The first thing I want to do is go through some of the basic NURBS Primitives
00:05that we have available and those are kind of - in lot of ways just like with
00:12polygonal objects they would be building blocks of a lot of different type of
00:16surfaces. Now with NURBS you also can build surfaces out of curves and I'll
00:22show you how to do that later. But let's just go through some of the basic
00:24Primitives here. Now the very first one I want to show you is the NURBS Plane
00:29or the NURBS Patch. I'm using my shelves here but you can also create any one
00:34of these by going into the Create menu and going in NURBS Primitives and they
00:38are all right here.
00:40In fact, if you want to you can click on Options here and get some more options
00:44for those. We are just going to create some of the default ones here. So let's
00:47start with this NURBS Plane and I'm just going to click and drag that on the
00:53Grid and I'm going to shade it so we can see, in fact I'm going to move it
00:56above that grid, so we can see it a little bit better. So what we have here is
01:02we have a NURBS Plane. Now just like with the Polygonal Primitives if you go
01:08over here into your Channel Box you can access some of the creation parameters.
01:12So for example if I wanted to, I could left-click and highlight these and
01:16middle-click and drag and add more Patches.
01:19Now in a Polygonal Object these would be known as Polygons, Vertices and Edges,
01:26but in a NURBS surface these are Patches and these are Curves and these are
01:32what are called Control Vertices, we are going to get into that in the next
01:35lesson. But the one thing I really want to show is that all NURBS Surfaces are
01:40basically comprised of a four-sided Patch. Now want that means is that any of
01:47these primitives here such as the Sphere, the Cube, Cylinder and so on are all
01:53comprised of patches which are either distorted or tied together to create
02:00these objects.
02:02So that's the big key about our NURBS Surfaces that every surface is a Patch
02:10and then what you do in order to create more complex surfaces is that you tie
02:15together many patches to create a complex object, very different from Polygonal
02:21Modeling which is you just take one object and you add more complexity to it.
02:24With NURBS you can take a bunch of simple objects and kind of tie them together
02:29to make them more complex objects. So let me go through some of these
02:34Primitives. Now I will kind of show you a little bit how that works. So, we are
02:37going to delete this and I'm just going to click and drag a Sphere.
02:45Now again we have got the sphere and it looks like a sphere but if you notice
02:48we have got one of these little edges here. One of these little Isoparm, its
02:53kind of a little thicker, a little brighter and that's because it's actually a
02:56double line and that's the scene. That's where Maya has taken a flat
03:03rectangular patch just like the Plane we saw and just kind of wrapped it around
03:08and kind of gift-wrapped a sphere with a basic piece of paper.
03:12Now think about it, if you were to gift -wrap a bowling bowl or a basket ball
03:17with regular gift wrap paper how would you do it? You would wrap it around like
03:22a cylinder and then you kind of crunch up the edges almost like how hard-candy
03:26is wrapped.
03:27And that's kind of what Maya does. They actually just wrap this sphere with a
03:32Rectangular Patch and we can actually unwrap it -- if we want to we can go into
03:37these creation parameters here in our Channel Box and I can take this End
03:41Sweep, left-click on that, middle- click and drag and I can actually open that
03:46up. Now what you can see here is that, this is actually a patch that's been
03:52kind of wrapped around this and it's all bunched up here at the top. So that's
03:58how a NURBS Surface works.
04:00It's basically a four-sided patch that's just been distorted. So let me go
04:05through some of these other Primitives and I will show you how those are build.
04:09So we also have the Cube. Now a cube is a little bit different. You really
04:14can't wrap a cube with a four sided patch. To create this cube, it actually
04:19makes four patches and ties them together. So if I click on this, you can see
04:23one, two, three, actually six patches, four, five, six and so on and if we go
04:28into my Outliner, you will see I have a group here called nurbsCube. If I
04:35expand up, I think this plus sign, you'll see I actually have a bunch of
04:40different four-sided patches, and if I wanted to I can select one of those
04:45patches and just move it, out of the way.
04:49So if you are creating a Cube especially NURBS Cube, you need to be aware of
04:53this. So that way you know that you actually have multiple surfaces to create
04:58that. So I'm going to select all of these and delete them and let's just go to
05:02our Cylinder. So I'm going to click on Cylinder here, drag, just like it did
05:06with the Polygonal Cylinder here.
05:09So just like the Cube, the Cylinder is actually made up of several surfaces. In
05:13fact, we can go back into our Outliner, Window > Outliner. You can see here I
05:18have got this NURBS Cylinder and we have got the shape or the Outline of the
05:23Cylinder, we also have a bottom and a top cap which are all separate patches.
05:27But also if you want to look at it, we have also - there is one patch that
05:31creates the outside or insides of the Cylinder is actually and again just a
05:37patch, it's a square patch. If I deleted this top and bottom patch you could
05:43see how, this is a four-sided patch and we can take that and wrap it up and
05:52then if I selected the top and twisted them up I would make a sphere. Very
05:56similar for the Cone.
06:01Again we have got a four-sided patch here that creates the Outliner Cone. It's
06:09pinched up at the top, but not at the bottom. So basically it's a same typology
06:13as the Cylinder on the bottom, a Sphere on the top and then we also have a
06:17bottom cap, which again is a separate patch. Now the last one I want to show
06:21you is the Torus because that's actually a really interesting one. So we are
06:25just going to select that and drag and create my Torus, there we go. You have
06:34to drag twice, you set once to set the Outline, the next one is set the Radius.
06:38So if we go over here into my Creation Parameters in my Channel Box, you can
06:43see actually I have two sweeps here, I have got the Start and End Sweep. So,
06:48basically what it is it's a flat patch that's made into a cylinder and then
06:53that Cylinder is wrapped around into that donut or torus shape. What you can
06:58see now I have got a four-sided patch and it winds it around and then it winds
07:04it around again.
07:07So those are some of the basic Primitives that we have in NURBS and hopefully
07:11through looking at these, you can kind of get a general concept as to how NURBS
07:15Surfaces are built. So let's move on to editing NURBS Surfaces and working with
07:21the actual components that create a NURBS Surface.
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Working with NURBS components
00:01Let's take a look at some of the components that make up a NURBS Surface. Now a
00:05Polygonal surface as you recall is made up of three types of components which
00:11are Vertices, Edges and Polygons. Now NURBS Surface has similar types of
00:17components but they are named differently and they do slightly different
00:21things. Let's take a look at these. I'm going to click here and create a NURBS
00:24Sphere. I'm going to shade it and then I'm going to actually turn off my Grid
00:29here. Now I can get into Component Mode, just like I can with polygonal objects
00:35by right clicking here and bringing up a Marking menu. Now you notice we have
00:38some different types of objects here. We have Control Vertex, Isoparm and so on.
00:42I can also get into it by going into Component Type and then just clicking on
00:48what type of object like a Patch or Edge or whatever. But actually I really
00:53like working through the Marking menu since it's a lot faster. Let's just start
00:58with Control Vertex. A Control Vertex is very similar to the Vertex in a
01:03Polygonal object in that it's a point, but if you notice here these Control
01:07Vertices actually lie off of the surface. So if you take a look at it, these
01:15can actually -- and they affect more of the surface. It's kind of more of like
01:20sculpting with the putty or something like that when you move these. And I can
01:24actually move this around and reshape your surface, do whatever you want with
01:28them, select the ones that are at the top here, move them in.
01:31You can do a lot of different modeling techniques just by tweaking this Control
01:37Vertices. Now there are some other ones here. One is called the Isoparm. So
01:43let's right click here. So I'm going to click off of this and go Isoparm. Now
01:49what Isoparm is these lines that are around the surface here. These are
01:54essentially like edges or more like Edge Loop. So if I left-click and drag, you
02:02see I can actually just slide. It's almost like sliding an Edge Loop around and
02:07if I let go here that creates a place where I could do something. I'm not
02:13actually doing anything here. I can at that point insert an Isoparm or cut the
02:19surface or do any number of things.
02:22So what this does is it actually just sets a point for a future action and we
02:26will be using this as we go through some of the other tools. Let me show you
02:31another one, a Hull. Hull is kind of like Edges. It's more like Edges on an
02:38Isoparm because if you look at this, you can actually see that this is very
02:43similar to that Subdivision Surface or that Subdivision Proxy Cage that we
02:50created around the Polygonal Surface. It's the kind of a cage that define a
02:55surface. So this would be like for example, a polygonal sphere and then when
02:58you smooth it all down you get the surface. In fact, mathematically that's
03:04almost exactly what happens.
03:07A smoothed proxy surface actually almost becomes a NURBS Surface when it is
03:12smoothed to infinity. So if I wanted to take a Control Vertex here and move
03:17it, you can see how I can also take a look at that Hull. I can actually select
03:22these Hulls and you can move them around. Then there is also our Surface
03:29Patch. Now these are patches, these are essentially similar to polygonal
03:36objects or polygonal faces, but they are patches. So they are four-sided
03:40patches. And those are basically the ones that you want to deal with.
03:45So Control Vertex, Hull, Isoparm, Patches. Now I spend a lot of time
03:50personally working with Control Vertices, it's great way to sculpt it. So,
03:54those are your basic components. So now as we get into the modeling tools, you
03:59will know what those are. So let's move on to some other stuff.
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Working with NURBS Curves
00:00Now, we are going to talk about NURBS Curves. Curves can be used for a number
00:05of purposes, one of which is to build NURBS Surfaces. You can also use them as
00:10animation paths or paths for Extrudes on Polygonal objects. There are a lot of
00:15ways that you can use curves. Now we are going to use them mostly for modeling
00:20in this chapter. So let's take a look at how to create them and what they are
00:25all about.
00:26Our curves are created -- actually we have our Curves menu here and we have a
00:31couple of default Curve shelves like for example, a Circle or a Square and we
00:36can also create curves through the Create menu. Now there are two basic ways to
00:40create a NURBS Curve and that's using the CV Curve tool or the EP Curve tool.
00:48There is also a Pencil Curve tool which allows you to kind of sketch. So let's
00:52go into an Orthographic viewport. So I'm going to actually hit my Spacebar
00:57here and I'm going to go into - let's just go into the Front viewport.
01:02So, I'm going to Spacebar there and let's go in the Front viewport. Let's
01:07start by creating a CV Curve because that's the most traditional type of NURBS
01:12Curve. Anybody who has worked with NURBS before will probably be more familiar
01:16with this. So, what you do is you use that tool and your cursor changes to a
01:21cross, which means we are creating this Curve. So I just left-click to start
01:26laying down points. So I will left click, left-click, left-click and notice
01:31here how we are actually creating essentially a Hull around this and also
01:36notice how the curve itself doesn't come up until we hit one, two, three, four.
01:42Once you hit the fourth point then the Curve shows up. So you need a minimum of
01:47four points to create a NURBS Curve. Now, well I can continue past there and
01:52just -- basically just draw whatever type of curve I want. Now one thing I want
01:58to show you here is as I create this curve, we have got three different types
02:02of Vertices here. We have got the Start Vertex, which is this open square, we
02:09have got the U Direction, that's like a little U and basically that's the
02:13direction of the curve, it starts here and it goes this way.
02:17So, if you were going to use this as an animation path for example, this would
02:21be the start point of the animation and then every point past that is just a
02:26standard Control Vertex. Now this direction of this can have implications when
02:31you start building surfaces. So sometimes your curve direction needs to be the
02:36same way. So just know that these two special Control Vertices actually tell
02:42you what direction your surface is in. Once I click off of that, then I can
02:47just move the curve. Now also notice that when you draw a curve, now this gets
02:52important when we start doing things like Revolve, the actual pivot point of
02:57the curve is always at the origin. So if I wanted to change that I would hit
03:01Insert and or a Center Pivot or whatever to move that pivot.
03:05So, I'm going to actually zoom out a little bit and move this out of the way
03:08because we are going to create the second type of curve which is the EP Curve
03:12tool. Now EP Curve is just really a different entry method. So if I click here,
03:19click here, you can see now it's almost creating almost like a Bezier type of
03:23curve. So actually by the time I get to my third point we are onto my fourth
03:26point and also notice that the curve goes through the points, whereas with the
03:32EP Curve tool, the points were more like the NURBS Surfaces where it was off of
03:38the points. so that I can create those. So now I can create those and then
03:42once I'm off of that I can move on the next tool which is the Pencil Curve tool
03:49and that's essentially just a pencil, so you just draw a curve.
03:51So you can actually just kind of sketch but the curve that you create with this
03:57tool can be very rough, so if you are looking for a really smooth curve, you
04:01want to draw that with points because your hand is going to be shaking as you
04:05move across the desk with the mouse or whatever. So that's the three basic
04:10methods for creating NURBS Curves. Let's move on to the next lesson after this
04:15and we will show you how to edit those Curves.
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Manipulating NURBS Curves
00:00So now that we know how to create curves, let's move on to actually create
00:06two types of curves and we are going to show you how to edit those. So I'm
00:09actually going to use my CV Curve tool, so go Create > CV Curve and just sketch
00:15out, remember the fourth vertex is the one where the curve comes up. And let's
00:22create another using the EP Curve tool. Now remember how this one creates it
00:26through the points and let's take a look at those and how we edit those in
00:34Component mode. Again we can use F8 or we can select by component type to get
00:40into that or we can right click and use the Marking menu.
00:44So, for example if I want to I can put a Curve Point or Hull or go to Control
00:49Vertex. Now the components for a curve are very similar to the components for a
00:55NURBS Surface. We have a Control Vertex and again these are off of the curve,
01:03very similar. Now also let's take a look at this one. Now this one we drew this
01:09with the EP Curve tool. When we actually go to Control Vertex, you'll notice it
01:13reverts back to the type of curve we drew using this CV Curve tool. So the
01:22method that you used to create the curve is inconsequential to how you are
01:26going to edit that curve.
01:28So if you are comfortable creating using the EP Curve tool where the Curve goes
01:31through the points, great. But when you go to edit it, you are still going to
01:35get, as we go into Control Vertex mode, you are going to get the same curve no
01:41matter how you entered it. Even if you used the Pencil tool you are still going
01:44to get this type of curve. So that's one reason why I like to use the CV Curve
01:50tool because what I enter is basically what I'm going to edit later.
01:55Anyway let's take a look at some of these components. We have got Control
02:01Vertices, very similar to what we have with NURBS Surfaces. Again it just allows
02:05to shape that curve. We have a Curve Point. Now that's again, it's similar to
02:11the NURBS Surface and its similar to the Isoparm of a NURBS Surface and
02:15what we can do is left-click and drag and we can create a Curve Point. Now what
02:20this Curve Point does is just like the Isoparm, it's a place to do a future action.
02:26So, for example if we are going to split this curve in half, we would set a
02:29Curve Point and then do a Detach or a Split or if we wanted to insert more
02:35vertices, we would create a Curve Point and then insert those vertices at that
02:39point. So what it is, it's just kind of placeholder for future editing tools.
02:44We also have Hulls. Again very similar to the Hulls in a NURBS Surface and
02:51those are basically it. Typically, when you edit this curve you are going to be
02:55working with Control Vertices.
02:57So those are the basic components that you have with a NURBS Curve.
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Editing NURBS Curves
00:00Now let's look at some of the tools to edit curves. I'm going to draw a simple
00:05curve and I'm going to go into a front viewport here, zoom on a little bit and
00:10I'm just going to create a CV curve.
00:12Now, what I'm going to do is I'm going to create a curve that's kind of almost
00:16closes in on itself. So we have a little bit of almost a circle but not quite.
00:20Now the first tool I'm going to show you is essentially a tool that will help
00:24you open or close curves. It's actually called Open/Close Curves. Now take a
00:29look at this curve as I hit this button, so if I hit Open/Close Curves, what
00:34happens is it draws a segment that closes those two curves off.
00:40Now, one of the most important things you need to know about this in fact, if I
00:42go into Control Vertex mode and right click bring up my Marking menu is that it
00:47closes the curve at that first point. Remember, how we talked about the curve
00:52starts at this kind of open square point and then it goes in the direction of the U.
00:57When you Open/Close Curves, it always breaks it at that point. So if I have
01:03this curve, I'm going to go back in the Object mode, and I open it. So I have a
01:08closed curve now. Now let's say I wanted to open it, it's always going to open
01:13it at that same point.
01:14OK, so let's look at some other tools. One of the things you may want to do is
01:20you may want to break a curve in half and you can do that by using Detach.
01:25There is actually a tool here called Detach Curves.
01:29Let's take a look at that. We are going to create a point where to detach the
01:33curve. Now this is where Curve Point is coming handy. So I right click over my
01:37curve, in my Marking menu, I select Curve Point. Then I left-click on the curve
01:43and this little red dot goes spinning around the curve.
01:46So where do I want to break this curve in half? Right here. So what I do is
01:51Edit Curves > Detach Curves. What that does is now it detaches the curves and it
01:57splits the curve in half and it actually creates two curves. Very simple.
02:04Now there is a complementary tool there, what you can do is you can take two
02:08curves and you can attach them. Now what it does -- again this is where these
02:13start and end points of the curve come in handy. What it's going to do when you
02:16attach a curve, it's going to go from the end point of the first curve you
02:21select to the beginning point of the second curve you select, OK.
02:25So I actually go back in the Object Mode, select both curves, Edit Curves >
02:29Attach Curves. So what it does now is it basically takes that CV and this CV
02:36and it brings them together and makes a new curve.
02:38There are some other nice little tools here. One of the ones I like is Offset.
02:44Now what Offset does is it allows you to create a copy of the original curve
02:49with an Offset. Now this is great for if you want to create like an outline or
02:53something like that. Let's say you're creating a picture frame and you wanted
02:56to make it one inch wide.
02:58So you draw the inside of your picture frame and then you can use Offset to
03:03create the other one. So what we have here is when you Offset the curve, you
03:08actually have a distance. So if we go into our Channel Box and select that
03:11offsetted curve, I can right click and drag or just type in the Offset number.
03:17And so I can create a curve that's dependent on this other curve.
03:21Now the nice thing about this is that, if you keep History turned on, this
03:25curve will always be offset. So if I right click here and I go Control Vertex,
03:30and I move this, that will always be connected to this other curve. Now why is
03:38that? Well, that's because this offset is live. In other words, I don't have
03:43History turned on. This offset is actually connected to this curve.
03:47So until I delete History, we're still going to have a connection between the
03:51two. That's very important when you go into deeper and deeper into NURBS
03:57modeling because what you can do is you can create surfaces out of curves and
04:00then just tweak the original curves and the surfaces follow along.
04:05Go back into Object Mode, I'm going to delete that curve, select it again and
04:13there are some other ones here. One here is Smooth Curve, and basically what
04:17that does is it smoothes out a curve. This is really handy when you use that
04:20Pencil tool and you get kind of real jagged curve, you can smooth it out.
04:24You can also Insert Knots. That one again uses Curve Point. So, if I wanted to
04:29add detail, let's say I wanted to add some detail in between this point and
04:33this point. What I can do is go to Curve Point mode and say I want to add in a
04:38Knot. A Knot is essentially a CV or Control Vertex. So I can insert a Knot
04:44right there and now when I right click and I go Control Vertex, I've got some
04:48additional detail right there. Very simple.
04:52So those are some of the tools. The last tool I want to talk about is Reverse
04:56Curve Direction. Now we've talked a little bit about Curve Direction before. We
04:59go into Control Vertex mode here, I have got a curve direction here, this is
05:05the start of my curve and then it goes towards the U and towards the end there.
05:10Now if I wanted to, I can reverse that curve direction by using the Reverse
05:15tool. So I go back in the Object Mode, right-click there, select the curve,
05:21Edit Curves > Reverse Curve Direction. Now the curve looks exactly the same,
05:26but when I go to edit it, now the first point is down here. So this can be
05:30really important to us especially when you're connecting curves together or
05:34you're using a lot of curves to build the surface. You kind of want them all to
05:37be going in the same direction.
05:40So those are some of the basic tools for editing curves in Maya.
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Editing NURBS Surfaces
00:00A lot of those same procedures that we just learned about with curves can also
00:05be used with surfaces. So we can do some similar things to NURBS surface that
00:10we can do with curves. So let me show you how that works.
00:13I'm just going to create a sphere to play with and let's just take a look at
00:20some of these tools. Now under Edit NURBS, we have a bunch of tools here. Some
00:25of these we'll get to but Attach/Detach, these are the ones we want to talk about.
00:30Now just like with NURBS Curves, we can detach a surface. So in other words
00:35with a curve we detach it, it breaks it in two, we can do the same with a NURBS
00:39Surface.
00:40Now we do that very similarly. In the curve we used a Curve Point, in a surface
00:46we use an Isoparm. So I'll right click over the Surface, find my Marking menu
00:51and go to Isoparm.
00:53Then I left-click and I drag out an Isoparm. Now an Isoparm really is just a
01:01marker, like I said before for a future action. So this is where I'm going to
01:06do something to the surface. In this case I'm going to detach the surface.
01:11So I'm going to go Edit NURBS > Detach Surfaces, boom! Now what happened? Well,
01:18I actually basically cut that lid off of that sphere. So what I have done is I
01:23have actually created now two surfaces. So essentially I pop the top and I
01:29have two surfaces and they actually line up pretty well.
01:32Now just like with NURBS curves, I can also reattach those surfaces. So I go
01:37Edit NURBS > Attach Surfaces, boom. Now what happened here, is it actually
01:44created a copy of that surface and essentially it just went through and all the
01:51curves that make up that surface, it attached them together. So I actually have
01:56the original surface and now the attached surface.
02:00Again, I believe with this, we also have History turned on. We still have the
02:07original surfaces are still affecting this particular new attached surface. Now
02:15if I want to, I can get rid of that just by going to the By Type History and
02:20then that kind of breaks that connection.
02:21I'm going to delete this. I'm going to delete that too. So let's just play with
02:32this NURBS surface here. So another thing we can do is we can insert detail
02:36into a surface. Again, we're going to do that using an Isoparm. So I'm going to
02:40right click over this surface go to Isoparm and then just left-click and drag
02:46out some sort of align right around here near the top.
02:50What we can do is we can actually insert Isoparms. So if I insert an Isoparm,
02:55what that does is it inserts another line of detail. So if I go into Control
02:59Vertex mode, I'm going to get another row of control vertices in polygonal
03:04terms that would be -- it's almost like inserting an Edge Loop in polygon. So
03:08if you go to Hull, you'll see I have got additional detail put in there.
03:16Another tool that we can use is Offset. Just like how we offset a curve using
03:24some of the my tools, we also have an Offset Surfaces tool and again what that
03:28does is very simply, it offsets that original surface. If I go here, I can
03:35create how much I wanted to offset just by going over to the Channel Box, some
03:39little clicking and dragging, I can actually create my Offset here. If I want
03:44to I can move it out, it doesn't really matter.
03:46Again, because I have History turned on these surfaces do mirror each other.
03:51Now the last one I want to show you, I'm going to delete this again and I'm
03:58going to turn off my Grid here, so we can see this a little bit better.
04:01Now, the one thing I haven't talked about is that just like how curves have
04:06direction, a NURBS Surface also has a direction. So if I go into Control Vertex
04:11model, I'll see that we actually have if I go down here to the very, very
04:16bottom of this sphere, I'll see I actually do have a U right there and it's
04:24kind of hidden there. But I do have a first vertex there and a U. So this is
04:30where these curve start to create this surface.
04:36So if I want to, I can actually reverse that surface direction. Let's just try
04:41it again, Edit NURBS > Reverse Surface. Now I want to go into Control Vertex
04:45mode. You'll notice here that that U direction is now up along the edge, rather
04:51than down here. So what it did was it reversed this curve.
04:53Now, also if you notice there is another direction for a surface. Because the
04:58surface has two dimensions, we have the direction of the curves going this way
05:03and we also have a direction for the curves going radially around it and
05:07that's called the V Direction.
05:09So a surface has a U and a V Direction. Think of it like the X Y direction in a
05:16standard Bitmap file. So because we have two sets of curves to make that
05:21surface, we do have to have a U and a V direction.
05:25So those are some of the basic editing tools of NURBS. Now, let's look at how
05:29to build surfaces from curves.
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Using NURBS Revolve
00:00Now, let's look at how to use NURBS Curves to create surfaces. I'm going to
00:06start with Revolve and what that does is it essentially revolves a curve around
00:11to create a radial surface like a wine glass or a bowl or something like that.
00:16So let's do that. I'm going to go into my front viewport and I'm going to draw
00:19a curve. Now the key here is you want to get that curve locked to 0 at the top and bottom.
00:27So I'm going to turn on Snap To Grids right there and then I'm just going to
00:33create a CV Curve. So let's just create a bowl. So I'm going to click here and
00:39as you can see I'm going to start sketching out. You can see now as I do this,
00:43it's snapping to those grid points. So because I've turned on that Snap To Grid.
00:51So now I'm just basically sketching out kind of the outline, kind of like the
00:58edge of the surface of the bowl. The reason I did this is because when you
01:03create a NURBS Curve, the pivot point of that curve is always at the center of
01:10the scene. So it's always at 0,0,0.
01:11So by snapping these to 0, I've ensured that these are at the point where it's
01:19going to revolve around. So what I can do now is I can just select this curve
01:24and do Surfaces > Revolve. Now there are some options with that, if I want to I
01:29can go in here and just say, around which axis am I going to revolve this?
01:34Well, X, Y, Z, Y, Y is up, I want to revolve around that. Yeah let's just do it
01:39with Y. What sort of surface do I want? How much do I want to sweep this? Do I
01:43want to go full 360? Do I want to only revolve it half the way and how many
01:48segments do you want this to revolve for?
01:50So, I'm just going to go ahead and hit Revolve and there it is. In fact I can
01:55shape that and take a look at that in my viewport. OK, now because I revolved
02:01it around 0, that center point is -- they are all snap. Now if this was off by
02:06a bit, then I may have a hole in the middle or may have overlapping surfaces.
02:10So that's one of the keys with Revolve is that you do want to snap to 0. Now
02:14that curve I created is still alive. So if I select that curve and I go into
02:21Control Vertex, I can actually reshape that curve and in fact they still have
02:25Snap turned on, let me turn that off there. And I can reshape that curve to
02:30reshape the surface.
02:31If I select the surface, you'll see I do have in my History here, in my Channel
02:38Box, I do have a Revolve and I can go through and change those parameters
02:42later. Remember we have looked at those when we created the surface but we can
02:47always go back and change those if we have History enabled and then the Sweep so on and so forth.
02:55OK. So that's the basics of the Revolve tool.
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Using NURBS Extrude
00:01Extrude is another way to turn NURBS Curves into surfaces and what it does is
00:07it takes an outline and extrudes it along a path. Now, it's great for creating
00:12things like hoses or whatever. Let me show you how it works.
00:15We're going to just create two simple curves. I'm going to actually go into my
00:21top viewport and I'm just going to draw a curve up. I will just use the EP
00:25Curve tool here and I'm just going to draw a basic -- it doesn't really matter,
00:32just a basic curve.
00:34So that's the path along which I'm going to extrude something. Let's just
00:38create a simple circle. So I will actually go into go into my Side viewport
00:45and I'm just going to go here and select NURBS Circle and just click and drag
00:50and that just creates a NURBS Curve that's already designed to be a perfect circle.
00:55Then, I'm going to position that right towards the end of that path. I'm going
01:01to select the circle, Shift-select the path, Surfaces > Extrude and there it is.
01:12Now, if you notice, it's a little bit off from the path and that's really our
01:15creation parameters. In fact, let's go ahead and undo this and let's go through
01:20here and do Extrude again, but let's look at some of these options here.
01:24Now we have, what type of Style are we going to have? Is it Flat, Distance,
01:29Tube? Well, we're creating a tube. The Result Position is at the profile or at
01:34the path? I think we want the Result Position at the path. We want this to
01:38follow the path. Where do you want the Pivot point? And where do you want the
01:42orientation to be? So let's extrude that again.
01:45So now it extrudes it along the path. By default, it extrudes along this
01:49profile outline. So it starts the extrude here, instead we started the extrude
01:55at the path. Now if I go into Wireframe mode, I can actually track down and
02:01select that curve. If I can zoom in enough here, let's see, there it is.
02:07So, if I select that curve -- again now I have a deformable kind of a hose
02:12shape. I can Smooth Shade All and if I wanted to I could edit the components of
02:18that curve. So if I take the curve itself, I can reshape my curve and reshape
02:26my hose.
02:27So now that hose is going to go wherever that curve goes. So you can see how
02:33this can work very easily to create some very nice surfaces that can also be animated.
02:39So let's move onto some new tools. Now, I'm going to show how to use some of
02:43these tools to build a more complex object. I'm going to go ahead and over the
02:47next few lessons we're going to build this chair. Let's go ahead and set our
02:53Project to 04. Then, I'm going to go ahead and open a scene called Chair_01.
03:01Now, this is just the basic outline of the skeleton of the chair. We can use
03:08the Extrude command to basically build the frame of the chair. So how do we use
03:14Extrude. Again, we select the outline, so let's select this Oval shaped outline
03:19and then we select the path. So I would Shift-select the path, Surfaces >
03:25Extrude, and there's the arm of my chair.
03:28Let's do that again for the support structure. Select the Outline, then the
03:33Path, Extrude and right now you should have it memorized, Outline Path, Extrude
03:42or we can hit the G key to repeat last command. All sorts of tricks are allowed.
03:46Well, we've got three-fourths of it done, we still need to create the other
03:51arm. Now I can do that by creating just another curve but I'm going to show you
03:55another trick here. What we can do is we can duplicate it and just scale it in
03:58the negative direction.
04:00So what I'm going to do is I'm going to hit Ctrl+D for Duplicate. This is
04:04called extrudedSurface1. When I hit Ctrl+D, it makes a copy of it called
04:09extrudedSurface4. 1, 2, 3, 4, but it's in the same place. What we want to do is
04:16we want to scale it in exactly -1. So what we can do is just type in -1 and now
04:23I have got a mirror image of that.
04:25So I have the basic frame of my chair. So let's go ahead and save that out and
04:31we'll go from here.
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Using NURBS Loft
00:00The next tool we're going to look at is Loft. What Loft does is it takes
00:05several curves and it basically draws a skin between them. Let me show you how
00:10that works.
00:10I'm going to go into a front viewport and I'm going to create a CV Curve. So,
00:20in fact I'm going to create a closed curve. So I'm going to sketch this around
00:23-- doesn't really matter what the shape is and I'm going to stop right about
00:27there. Select the Curve > Edit Curves > Open/Close. So now that has closed the curve.
00:36So now I have a closed curve. What I can do now is take this curve and use it
00:41as the basis for a Loft. Now what I usually do when I do this is I just
00:46duplicate the curves. You can certainly draw multiple curves and just sketch
00:51them out, but I'm just going to duplicate. I'm going to hit Ctrl+D to Duplicate
00:57and just hit that a few more times and let's make four of these.
01:00So I'm going to hit Ctrl+D three times to make four copies of this and if I
01:07want, I can go through and I can reshape it and just take some Control
01:11Vertices, reshape them, right click there. So essentially what we have, we're
01:18creating kind of an outline here.
01:20We're going to create a surface over this. So for example if you took a piece
01:24of cloth and use these as ribs and wrapped it. So let's select all of these
01:28curves, just left-click and drag and select the curves, Surfaces > Loft and turn
01:35on Shading. You can see there is my surface.
01:39Now what the surface does, is again it takes these curves and basically just
01:43draws a surface along these. Now the key is, is that it actually draws one
01:50Isoparm per Control Vertex on the curve.
01:56Now if I wanted to -- again just like with the Revolve, if I took these
01:59original curves if I selected that end curve there, right clicked, went to
02:03Control Vertex, I could reshape the curve and reshape the surface.
02:10Now this can be really handy. In fact if you just move the curve, you can
02:13change the surface. Now, you can see how this could have implication with the
02:16animation. You could actually make a surface just by animating the curves, you
02:21can reshape a surface or if you actually reshape the curves themselves, you can
02:27affect the shape of the surface.
02:30So that's the basics of Loft. So, now let's continue on with our chair, now
02:36that we know the basics of Loft. I'm going to go ahead and open the scene
02:40Chair_02. Now this has those support structures in place, the extrudes that we did.
02:48Now I have created some additional curves to create the cushions, and we can
02:53use Loft to do that. So all I have to do is select all of these cushions, now
02:58if I just select, grab it like that, it may or may not work because you have to
03:03select them in order. Let's just do a quick Loft to see how that works.
03:06So what happened is that I didn't select them in order and so that's not going
03:12to work. So I'm going to go ahead and undo that and what we need to do is
03:16select them very precisely, so we have got the 1, hold down the Shift key, 2,
03:203, 4, 5, 6. So you need to select them front to back or back to front, it
03:26doesn't matter just as long as you select them in order. And then you do a
03:31Loft, and there we go.
03:33Perfect. Now we've got the outside of our cushion, but we're going to do the
03:37insides in the second step here which will be the after we do it later. So
03:41let's go ahead and do this one, 2, 3, 4, 5, 6. Again you have to select them in order, Loft.
03:50So, there are the basics of that. Now we still need to do the faces of this,
03:54but that requires a little bit more learning and so we're going to go ahead and
03:58do that in the next lesson.
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Using NURBS Planar
00:01The next tool we are going to look at is Planar which projects a curve onto a
00:05plane and trims it away to create kind of an irregular flat surface. Let me
00:10show you how that works.
00:11Instead of a standard curve, we can obviously do this with any sort of curve.
00:15But I want to show you another way of creating curves and that's by using the
00:18Text tool.
00:20So, we go over here to Text and I go over to my Options Box here. Let's just
00:26use the letter M for Maya and we can create that as a curve, so just hit
00:32Create. So now I have a nice M.
00:34What I can do is if I want to actually render that but I wouldn't get it
00:41because it's just a curve. But if I wanted to like fill in that shape, what I
00:45can do is I can do Surfaces > Planar. So what that does is it takes that curve
00:52and again what we did is we just used the Text tool to create a curve, right here.
01:00Essentially what it does is it takes a plane and it uses this curve to trim out
01:06the plane. So if I wanted to I could take the Control Vertices of this M and
01:12move it, and reshape it.
01:15Now, if I wanted to, if I actually clicked on the surface -- so if I click in
01:17this gray spot in the middle, you'll see actually a surface come up underneath
01:22this. If I right click and go Control Vertex, you will see -- or actually
01:27probably a better way to look at is go Hull, you will see that it's actually a
01:31rectangular patch, like a plane. That's why they call it Planar because what it
01:37does is takes that curve and projects it onto a plane.
01:41Now this also brings up the one error message that you almost always get when
01:46using this and that is that if these Control Vertices of the original curve are
01:52not aligned perfectly in a plane, the tool will not work. So the best thing to
01:58do is just draw it in an Orthographic viewport like a Front viewport or
02:02whatever and make sure that you don't move anything out of plane because then
02:07that tool won't work.
02:07Now this is also a great way if you wanted to use this tool again, you can also
02:11use it in conjunction with a Loft to create and extrude it later. So let's
02:16select this curve, Curve 1 which is the M, Ctrl+ D to Duplicate that curve and
02:24if I select both of these curves, I can actually -- let me show it to you in
02:28the outline, if I select both of these curves, I can actually do a Loft and now
02:34I have got kind of an extruded text there.
02:37Now this extruded text is actually two surfaces. Remember how we get Loft,
02:41which just essentially creates a surface between two curves, and Planar, which
02:46uses one curve to create the face. So if you were to, for example, extrude a
02:52cylinder and you wanted to cap it, what you do is you take that cap piece and
02:56you do a Make Planar. The same with this extruded text.
03:03So, let's move on to some more tools. Now that we know some of the basics of
03:07Make Planar, let's show how you use it in the real world. One of the best ways
03:12to use Make Planar is to cap surfaces. For example when you cap a cylinder
03:16typically what Maya does is you can use a Make Planar.
03:19Let's go ahead and just open that scene with the chair, Chair_03.mb. This is
03:26where we've left it off. Now we did the Loft but we actually still have those
03:29holes in the front of that surface. So we select either the surface or the
03:34curves that comprise the surface. So make sure you select that curve. In fact
03:39if you will go in the outline you'll see that this is called curve13. Now I
03:44actually grouped that. But go ahead and take either curve8 or actually curve13
03:49is the one we want.
03:51So, select that and all you have to do is go to Surfaces > Planar and that caps
03:56my cushion, and then I can just do that for all of those. Planar, planar, one
04:07more, there we go.
04:10Now the other thing is if you notice, these little tubes here also don't have
04:15ends to it and you could basically just extract the curve here and do a Make
04:19planar. In fact, let me just show you that. So what you can do here is you can
04:22just do -- go into Isoparm and select the very end of that tube and then what
04:30we have to do is go Edit Curve > Duplicate Surface Curves, and then you can go
04:36Planar and that will cap that.
04:38That's if you want to do that, I mean in terms of how you see it. If this is
04:43always on the ground, you'll never see the under side of that. So you don't
04:46have to worry about it, if that's the case. Typically with 3D, if you don't see it, don't build it.
04:51So, there are some of the tools in a more practical application.
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5. Advanced Modeling
Creating curves on a surface
00:00One of the neat things about Maya and NURBS Modeling in general with almost any
00:05NURBS package is that it allows you to actually create a curve on a surface.
00:10So you can actually draw a curve and have that curve remain locked to a
00:15surface. We saw a little bit of that with the Planer tool, but you can actually
00:19draw on a surface and have the curves locked.
00:21Now, this is great for trimming away the surface. It's also really good for
00:27creating a base to attach other surfaces. So let's take a look on how to do that.
00:32I'm going to create a surface. I'm going to go here on my Surfaces shelf and
00:37just go NURBS Sphere, and just drag it on the grid, make it kind of big. And
00:43I'm going to shade that by hitting 5, and now I want to draw a curve on this.
00:50Well, I can't just draw a curve on it, because if I just use the create like a
00:55CV curve tool, it will just draw it wherever and I don't want to do that. So
01:00what I need to do, is select this object and make it live. We do that by
01:04hitting this little magnet right here. That says Make The Selected Object Live.
01:10So we click on that, and the color of it changes.
01:13Now, I can do Create CV Curve tool, and I can start drawing. Notice how that
01:19Control Vertices stick to the surface, and the curve itself also sticks to the surface.
01:26So once I'm done with that curve, I can just click off to that by hitting the
01:29Select tool, and if I want to, I can do Edit Curves > Open/Close Curves, and now
01:34I have a closed curve. Also notice how this curve is blocked to this surface.
01:40So if I were to select a Control Vertex on this curve, I can hit W, enable my
01:47Move tool, and I can move it along the surface.
01:52Now, notice how this gizmo from the Move tool is only 2 Dimensional. Normally,
01:58we would have RGB, would have 3 little arrows on this. But we only have 2,
02:04because it's locked to that surface.
02:08Now, if I want to, I actually deform the surface itself. I need to kind of get
02:12out of this live node. So what I do here, is I just click off of that, and then
02:16I can select my NURBS sphere.
02:20Now, another thing I want to do is actually just right click over this sphere
02:23itself, so I get the parameters for that, and just go Control Vertex on the
02:28sphere, not on the curve. And I select some CVs here, and if I move them, you
02:34can see how, no matter how I move the surface, everything sticks in place. Now,
02:43this is really handy because I've got this curve totally stuck to the surface.
02:50We can use this curve for some of different tasks, which I'll show you in
02:54following lessons. But before I do that, I'm going to show you one more tool
02:58for getting curves on to a surface and that's called Project.
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Projecting curves on a surface
00:00The next way to create a curve on surface is to project it. Let me just show
00:05you how to do that.
00:06Again, we are going to create a simple object. Let's just create a sphere
00:10again, and I'm going to shade that, and then we are going to create another
00:13curve. In this case, I could draw a curve, but we're going to create the curve
00:18outside of the sphere before we actually hit this magnet, and made the object
00:24live and drew the curve on the surface.
00:27Now, we're going to create a separate curve, and project it on to the surface.
00:32So probably easiest way to create a curve is, let's go in to our Text tool, I'm
00:36going to just select my Options here, and I'm just going to make the letter M.
00:39We are going to go Create, and if I go in the Wireframe mode, you can see I've
00:46created a letter M, and let's position that M in front of our sphere, so we can
00:54project it.
00:55Now, what projecting does, in fact I'm going to scale it up a little bit. What
00:59projecting does is it actually kind of -- well, it basically projects it like
01:04a projector. Now projections work in the view that you do the projection. This
01:10is really important to know. So if I put it to project in this view, at this
01:16view, it would just kind of project exactly as we see it; which means that
01:21heart of the M would be off of the sphere.
01:26So typically when I project, I like to project in orthographic Viewports. In
01:30this case, the Front Viewport works, good. So what I'm going to do is I'm
01:35going to select the Sphere, then the Text, and then I'm going to go Edit NURBS >
01:41Project Curve on Surface, OK. Now watch what happens.
01:46It's actually taking it from that Front Viewport, and it's projected that
01:50curve, and anywhere that curve intersects the surface from that Front Viewport,
01:56it creates a curve on surface. If I shade that, you can see now I've got two
02:02curves on surface, and these are exactly like the curves that we had before,
02:09except they are obviously related to this text object.
02:14If we keep History active, it will project in real-time. So until I delete
02:21history, that will be a live connection. So if I change the shape of this or
02:27if I change the position of it, it will change the projection on the sphere.
02:32OK. So now, that we have created two types of curves on surface, let's see how
02:36these work in real life.
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Trimming NURBS Surfaces
00:00Now, that we've learned a couple of ways to create curves on the surface, let's
00:05use those curves on surface to do some new things with NURBS surfaces.
00:09One of the first tools I want to talk about is Trim. Now, Trim essentially
00:15does what that Planer tool did, which is it trims away parts of the NURBS
00:19surface we don't want and just renders the parts that we do want. But what we
00:24have to do is we have to tell it what we want and what we don't want.
00:27So, now we are going to open a file, but first I need to set my project. So we
00:32are going to go ahead and go Project, Set and I'm going to set it to 05. Now,
00:41I'm going to go ahead and open a scene, and we are in 05, Scenes, and we are
00:47going to open a file called Text_01.
00:49Now, all we need to do here, in fact I'm going to hide my grid, so we can see a
00:57little bit better, is we need to use a Trim tool. Let me show you how that
01:02works. I'm going to go Edit NURBS > Trim tool.
01:06What that does is it gives us a wireframe representation. What we can do is
01:10we can click on the part of the surface that we want to keep, and then we hit
01:16Enter. So when we smooth shade it, it shows you the surface that we have
01:22connected.
01:22Now, there is a little bit of a rendering, area there, and that's just a
01:26Viewport display problem. But again, there is still a sphere underneath this.
01:32If I actually go Control Vertex mode, you'll see all of the vertices, a bit
01:36better way to see it would be to go into Hull. But you can see there is still a
01:42NURBS sphere underneath that, but that's creating the surface for this to exist on.
01:50Now, we can do this in the opposite way. Let's just go ahead and reopen that
01:54file. I'm just going to open Text_01, and let's try this doing in the other way.
01:59So let's go Edit NURBS > Trim tool, and this time I'm going to click on the
02:04surface outside of the letter M, and notice how now we've created a hull in it.
02:10So you can see it's a pretty easy way to kind of like cut hulls and surfaces.
02:17We can also use these curves as attach points. So if I wanted to attach one
02:23surface to another, I can attach it to a curve on the surface. So let me show
02:28you how to do that.
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Using NURBS Fillet tool
00:00Now, let's look out how to attach surfaces together using the Fillet Blend tool.
00:06What I'm going to do is-- actually I'm going to show you the basics of
00:10this tool.
00:11First thing I'm going to do is just create two NURBS planes. I'm just going to
00:15go into my shelf, Surfaces, create the plane, click and drag, and create a
00:23second plane. OK, in fact I'm going to turn off this Grid here, so we can see.
00:30And I'm going to shade these.
00:33So, I've got two basic planes. What I'm going to do is use Fillet Blend to
00:38connect these two surfaces. Let me show you how that's done. We go into Edit
00:43NURBS > Surface Fillet > Fillet Blend.
00:47Now that procedure here is a little different than most normal Maya tools. You
00:52have to hit Enter twice, so you just left-click on the edge of one surface, hit
00:58Enter, left-click on the edge of the other surface, and hit Enter.
01:04What this does is it creates a third surface called a Blend Surface. Now, if I
01:10select any one of those first two surfaces, I can move them, and the Fillet
01:16Blend will always be attached. This is great. I mean you can see how very
01:21easily you can use this for all sorts of things, for connecting objects or
01:27strange surfaces together.
01:28Now, this Fillet Blend Surface itself does have a few attributes. In fact, if I
01:34go Ctrl+A, and go to my Attribute Editor, and find a Fillet Blend Surface, you
01:40can see I've got a couple of things here to reverse the surface, and also to
01:46kind of zipper it up. So it gives us start and a stop position for that. OK,
01:50I'm going to go back in my Channel Box here.
01:54Now, let me show you a little bit more complicated way that we can use the same
01:58tool. So I'm just going to open a file called Blend_01.mb. Now, this is just a
02:05simple sphere, and a cylinder. Now, what we can do is we can use Blend to
02:10create a bridge surface between the two.
02:13Now, the difference between this and the planes that we used was that this
02:19sphere doesn't really have a place to attach the surface from the cylinder. So
02:25what we are going to have to do is create a curve on surface, kind of as an
02:29anchor point for that.
02:31So, I'm going to make a projected curve. So first thing I need to do is get a
02:36curve that's the same shape as the cylinder. So I'm going to right click over
02:41the cylinder, go into Isoparm mode, left-click, and drag it out, so I have this
02:48red line is at the very end of that cylinder.
02:51Now, I'm going to take that Isoparm, and I'm going to duplicate it as a surface
02:55curve by going Edit Curves > Duplicate Surface Curves. And now, I've got a
03:00separate curve, that I can project onto the surface. OK, and that curve is
03:07exact same with as the cylinder.
03:10So, if you had a strange shape like an arm or an elbow or something like that,
03:14it would still be the same shape by extracting that curve. So in order to
03:19project it though, I need to project it from the Front Viewport.
03:22So I'm going to go into this Front Viewport and I'm actually going to select
03:30this sphere, and then I'm going to Shift-select the curve, and then I'm going
03:37to highlight my Front Viewport and I'm going to go Edit NURBS > Project Curve on
03:43Surface.
03:46So now, in the perspective view, you can see I've got a curve on surface that
03:51pretty much matches that cylinder. So now all I have to do is use this curve
03:56as the basis for the Fillet Blend.
04:00So what I'm going to do is I'm going to go to the Edit NURBS > Surface Fillet >
04:03Fillet Blend tool. Then, I'm going to click on this Isoparm here, and I'm going
04:09to make sure it's at the very end, and hit Enter. Then, I'm going to click on
04:15this curve on surface, hit Enter, and there it is.
04:19So now I've got a connection between the two. And if I want to, I can move
04:25this, and it will automatically adjust. Now, why is this adjusting? Well,
04:32because this curve here, this curve that I have extracted the using duplicate
04:37surface curve is still has history that attaches it to the cylinder.
04:43So when I move that, this moves because it has history, and this because I
04:49still have History turned on with the projected curve, it also affects the
04:56positioning of that curve on the surface. If I deleted history, then this would
05:01all kind of freeze, so it wouldn't be live like it is now.
05:04Now, you can see there are a lot of opportunities and a lot of creative
05:08possibilities using these tools in this manner. OK, so we are going to stop
05:13here and we are going to move on to one or two more tools.
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Stitching NURBS Surfaces
00:00Now let's talk about Stitch. Stitch is similar to a Fillet in that it connects
00:05surfaces together, but while a Fillet creates a third surface, Stitch connects
00:12the surfaces directly together. Let me show you very quickly how that works.
00:17Now what we would use a stitch for to be like connecting characters together. A
00:22lot of times people use it to connect the parts of a character's face together
00:25for example, but let me just show you the basics of this tool.
00:27We are going to start with the NURBS plane, we are going to shape that, move it
00:35up so we can see it. In fact, I'm going to take this plane and give it a few
00:40more subdivisions, so we would kind of see it a little bit better. Then I'm
00:42going to duplicate it using Ctrl+D and then just move that and look those
00:49together.
00:50Now there are three ways to do a stitch and let's go through all of them. In
00:54fact, if I want to I can tear off this menu just by clicking on this double
00:58line, that will give us all three options that we can play with. So we have
01:02Stitch Surface Points, Stitch Edges and Global Stitch, so let's start with the top.
01:09Stitch Surface Points basically stitches the surface together at a point at a
01:14time. Now, it's definitely the most tedious method but it gives you more
01:19control. So you can actually just stitch parts of a surface together, if you
01:23don't wanted to stitch the entire edges together, you don't have to. So let me
01:27show you how this works.
01:29We need to go into Component Mode here and then what we do is we just select
01:34pairs of CVs, let me go and stitch surface points. Now what that does, is it
01:40actually connects together those points. It snaps them together and holds them
01:45together no matter what. So if I move this surface, I actually take one of
01:50these surfaces like an object mode here and move it. You can see how it
01:56basically connects those surfaces. I can certainly go down and down the line
02:01and connect more of these points together. So if I wanted to do that one Stitch
02:06Surface Points and so on and so forth.
02:14Once these are connected again, these surfaces are stuck together. Now this is
02:22great. Stitch Surface Points is great for these fine tuning places that we can
02:27play with, but if we want to, we can also use one of the other tools which is a
02:32little bit more global and works a lot faster that's called Stitch Edges. What
02:36I'm going to do is I'm going to go ahead and create another plane exactly the
02:39same, I'm just going to start from scratch here, give it some subdivisions.
02:44Ctrl+D to duplicate it and now we have got two planes, so we have two edges.
02:49Now Stitch Edges basically just takes two edges and stitches them together.
02:53Very similar to have a Fillet Blend work. So what we do is we will select both
02:58of our surfaces. Use Stitch Edges, select one, select the other and there it
03:05goes and then I have this little zipper. I call it the zipper that kind of
03:11determines where the stitch starts. Once those edges are stitched, it looks
03:16like one surface or it acts like one surface. So I select this surface here and
03:21I move it and the other one connects to it, very simple.
03:28Now the last tool I want to show you is called Global Stitch and I'm going to
03:33delete these. Global Stitch is actually really nice because we can take a lot
03:37of surfaces and just snap them all together at once. Probably, the easiest way
03:42to show you how this works is just by creating a simple NURBS cube, because you
03:46remember how a NURBS cube is actually made of separate surfaces. So if I select
03:53this cube here, in fact let's give it some more Patches so we can kind of see
03:57the details in each one of these.
03:59When you create a NURBS cube, it actually creates six separate surfaces. If I
04:03go into the Outliner, you can see I have got this NURBS cube, but underneath
04:08this group, I have got one, two, three, four, five, six. One for each side of
04:13that cube and just selecting any one of these surfaces allows you to kind of
04:20break the cube open, but if we use Global Stitch, we can correct that problem.
04:26Because what Global stitch does is it takes a series of surfaces and it just
04:31kind of figures out which edges are closest to each other or actually
04:35overlapping. They have to be actually fairly close. We are going to Global
04:39Stitch, in fact, let's just select all of these and then go to Global Stitch
04:44here and click this little box here.
04:46What this does here is this gives you a maximum separation of those edges and
04:51then I will just use some other options here and then we just hit Global Stitch
04:56or we can just hit Global Stitch to use the defaults. Now once that happens,
05:01all of these edges were stitched together and now when I move one of those
05:05planes, you can see how the edges hang on to each other and so now my cube
05:11doesn't break apart and you can use that for really any other type of character
05:17or object that needs to deform. That is the great way to get complex surfaces
05:23out of NURBS Patches is that you stitch them together and it's almost like a garment.
05:27You can move it around and the seams won't break.
05:31So, those are the basics of Stitch. Now, let's move on to one more tool.
05:36We'll go from that.
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Sculpting surfaces
00:01The last tool we are going to discuss in this chapter is the Sculpt Geometry
00:06tool. Now this works both for Polygonal and for NURBS surfaces. I'm going to
00:10show it to you on a NURBS surface. What it does is it allows you to push and
00:14pull a surface almost like clay. It's highly interactive and it can even use
00:19pressure sensitive tablets with it. Let me show you how it works.
00:23I'm going to create a sphere. I'm going to shape that and then I'm going to go
00:29to my Channel Box, go to makeNurbSphere, select Sections and Spans and pump it
00:36up a lot, I want about 50 or so. Just to add more enough detail so I can
00:41actually sculpt this.
00:44So now, once I have that detail up, I can go Edit NURBS > Sculpt Geometry tool,
00:51go over here and click that little box or get the options and this brings up
00:55the Artisan interface. Now this interface will be used throughout Maya, so it's
01:00best to get to know it and this is a great place to get to know how to work
01:04this interface because you will see these tools in same kind of interface in
01:08paint effects, in texturing, there is a lot of places where you can use this
01:12in skinning characters.
01:14Now, what this does is it changes your cursor to a brush and as I move that
01:21brush over the surface, you can see this little red line. Now if I left-click
01:26and drag, you can see I can push the surface. So I can actually sculpt this
01:32surface. Now, we have a number of controls here for the radius of the brush so
01:38if I want to make my brush smaller, I can do that or if I want to make my
01:42brush, change my brush size, I can just hold down the B key as in brush and
01:48left-click and drag and I can just make it whatever size I want.
01:52Now you can also change the Profile of your brush which is essentially how much
01:59it will fall off to a solid brush, to a square and you can actually Browse for
02:04brushes if you want and we also have a number of sculpt operations, right now
02:08we are pushing, but we can also pull. So we can pull the surface out. Let's say
02:14I want to create whatever. I can also Smooth the surface, so you can kind of
02:24get rid of what you did, kind of smooth it back to where it was and I can Relax
02:31the surface. What that does is it relaxes the geometry. It's kind of like
02:37smoothing, but it's a little bit different and you can also erase. Now what
02:42erase does is it actually puts the surface back to where it was.
02:46Now what we are doing here is we are not actually kind of painting a
02:52deformation map on to the surface. So when we erase, we are actually painting
02:56into a bitmap that's locked to the surface and by erasing or smoothing, we are
03:01actually kind of doing the same sort of operations we do in paint package, such
03:05as Photoshop. Now here we have got our maximum displacement so let's go back to Pull.
03:13So when I Pull how much am I pulling. Am I got to pull just a little bit, if I
03:18make that down I will just make that little bit or am I can make that to pull a
03:24lot. That's kind of like our strength and you can also have a Flood. One of the
03:30things we can also do as we go down to the Stroke which is one of our roll outs
03:35here. We can also do Reflection. We can reflect around a certain axis X, Y, Z
03:41and so if you want to just paint symmetrically on to your object, you could. So
03:52if you were like for example, if you are painting a character's face or
03:56something like that, you can do that.
03:59And there is also some options down here for Stylus Pressure, so what do you
04:05want to, if you have a stylus. This particular computer doesn't have a stylus,
04:10but what would you map the pressure of the stylus to and that would be right
04:14here. It's grayed out because I don't have a stylus.
04:18Anyways you can see how this tool can work very nicely. One of the things I use
04:22it for a lot is for kind of fine- tuning of model. You know, typically what
04:28you will do is you will use gross modeling tools, broad modeling tools, and
04:34just pull vertices around the edges or control vertices or whatever and then
04:40once I have got my shape of my character pretty much in line then I will start
04:45using Artisan and start kind of painting or it don't even have to be a
04:50character, whatever type of object you are using or building.
04:53So that's the basic of Artisan and some of the basics of NURBS modeling, so
04:59let's move on from here.
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Modeling with nonlinear deformers
00:00Maya does have a number of other tools that you can use to shape and deform
00:05surfaces. Some of these are actually found under the Animation menu and they
00:10include things like Lattices and Nonlinear Deformers such as Bend and Twist.
00:16Let me show you how to work those. Now these are actually are under the
00:19Animation menu, but they don't necessarily have to be used for animation.
00:23Obviously, you can use them to model with as well. So let me show you how to
00:27work with some of these.
00:28Let me go to the Animation menu and under Create Deformers we have a bunch of
00:32these such as Lattice, Wrap, Nonlinear Deformers such as Bend, Flare and so on
00:40and so forth. So let's now create some geometry and we will play with that
00:44actually how to use some of these tools.
00:46I'm going to create a polygonal cube, so I will go to Polygons Create and then
00:52just create a cube, I will make it actually a taller cube and then once I
00:56create this basic cube, I'm actually going to add some detail to it. So I'm
00:59going to go here into polyCube in my Channel box and left-click here and
01:06middle-click in the middle to give it some more Subdivisions. We will give
01:09about 12 and then give it some more Subdivisions in Width and Depth.
01:14Actually I'm going to shape that. So now we can have something to play with. So
01:18let's start to take a look at some of these deformers. Let's start with a
01:21Nonlinear Deformers. In fact, I'm going to tear off this menu here so we can
01:25just put it right there and we can see how they all work. The first one is Bend
01:29and if I apply a Bend to that box you can see here in the Channel box, I have
01:35this bend input. You can also see that in the Attribute Editor if you want. But
01:42actually the one we are more concerned with most is Curvature. So if I select
01:47Curvature and middle-click to change that value, I can change the curvature of
01:51that and give this a nice bend.
01:53You can also use these Manipulators. So if I click here, left-click here I will
01:58see this Manipulator tool here and it has three little dot that I can use and
02:03if I drag the dot in one direction or the other, in fact I can drag it left to
02:07right, up or down it will do that and then these top and bottom once
02:11determined, where the bends starts. So if I want to bend to effect the whole
02:17object I can do that or if I want to effect just part of the object, I can do
02:20that as well. So I can for example, bend the top and not bend the bottom. So
02:28that's Bend.
02:29I'm going to go ahead and straighten this out. So I'm going to turn my
02:34Curvature to zero and now I'm just going to go ahead and just do an Edit > Delete
02:40History. So that way I can apply the next one.
02:43So another one is Flare and again we have options here and if you want you can
02:50also use the Manipulator and what that does is it basically just flares the
02:53object down. We also have a Curve value here, which allows you to create a
03:01curvature for it. So you can actually flare out this object. So I'm just going
03:09to undo that.
03:11Another one is Twist, I'm going to go actually go out of both of here because
03:16Twist is a real important one. So Twist basically, it's great for creating. If
03:22you want to create a machine screw or something like that, you can use a Twist.
03:26That will be real easy way to do that. So again and if you want to use those
03:31manipulators you could. I'm going to get undo my way out of this.
03:36Another one is Sine, which creates essentially a sine wave. So it basically
03:42gives you a kind of an S shape and again, I'm just playing with these
03:46manipulators. You can also go here and change the Amplitude and the Wavelength
03:51and whatever in the INPUTS and again I'm doing my way out of it.
03:59Squash is basically squash is stretch. So as something squashes or stretches.
04:06So basically again that's the operation of it. Very simple tools. But again,
04:12you can see how these are could be helpful when modeling something. You can
04:16also see how they could be helpful when animating something as well. Again I'm
04:19doing my way out of it.
04:22So the last one is Wave. What this does, it actually, it's kind of like sine in
04:27there. It creates a wave form through an object. So we can just select some of
04:32these tools here. I can select this manipulator here. How much we can do here.
04:44It's a little tricky to grab this, but what you do is you can grab this and you
04:47can kind of see this. In fact, if I turn on Wireframe here, you kind of see how
04:51this creates a wave form that goes through.
04:54So this is actually working on the vertical axis of this box. It will probably
04:57be better if you applied it to the other axis and you can do that through as
05:02well, this box here or actually just take the manipulator itself and turn it
05:09and there is one thing you can also do is turn this manipulators.
05:12So if I change that, then I can change the Wavelength and change the
05:17orientation of this. So all of these manipulators, this is one very important
05:22thing, is that all of these manipulators actually do come up as a separate
05:26object in the Outliner. So I do have this Wave object here and I can actually
05:32move that and change it, which is another way. You can do that with the Bend,
05:36the Twist, you can do with any of these manipulators. They are actually are
05:39separate objects in the Outliner.
05:43So that's the basics of Nonlinear Deformers and now let's move on to some of
05:48the other deformers.
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Modeling with Lattices
00:00Another animation deformer that's really handy for modeling is the Lattice and
00:06let me show how that works. It's a really very simple tool and I'm sure anybody
00:12has done 3D work has worked with Lattices before.
00:14I'm just going to create a sphere and then let's going to go Create Deformers >
00:18Lattice. Now, actually I'm going to move over here and I'm going to show you
00:21some of the options here. Now the options are, basically the options are from
00:26the number of divisions. How big do you want this Lattice to be. So for example
00:30if I do 4X4X4, it will create-- let me close that. It will create a lattice
00:36around your object that's 1, 2, 3, 4 vertices by 4 vertices by 4 vertices. Now
00:43what this Lattice does, is it enables you to use these points in the Lattice to
00:48deform your object.
00:50A Lattice is just like any other object. If you right click over it, it will
00:53give you that components or the objects and in this case, we only have Lattice
00:57Points. So if I click Lattice Points, I can actually select those, hit W and
01:04move them to deform this object. So if I grab a bunch of them I can start using
01:10that to shape and bend my object.
01:13Now this is really good for global deformations to an object. Obviously with
01:18the sphere you can probably just do the same thing with the NURBS Sphere and
01:22just after you see these, but if you had a complex object like a character's
01:26head or something like that you can use it.
01:29In fact, let's load up an object, I'm just going to go ahead and go File > Open
01:33Scene and we do have a Head here and this is a much more complex object. So
01:39lets say we wanted to kind of globally reshape this and create a new character
01:44out of the existing character. But then what we can do is just create another
01:48Lattice and we may want to create it with a little bit more detail. Let's just
01:51double the detail here. Just do 8X8X8, Create and now I have got enough detail
01:58here to start resculpting my character.
02:02In fact, I want to, I can going to a side viewport and click over the Lattice
02:08and find the Lattice Points. For example, I could take this and I can make his
02:12nose bigger or I could give him a stronger chin and again what I doing is I'm
02:17just moving these Lattice Points. I could make his head taller and again I'm
02:23just, it's preserving kind of the shape and all I'm doing is only just
02:26deforming the space around my character.
02:30So now I can actually start to globally effect what happens to this geometry.
02:38So I'm actually effecting geometry globally. So you can see how this could be a
02:43really handy modeling tool and that's why I wanted to show you in the advance
02:47modeling section.
02:48So that's the basics of Lattices and again let me show the Lattice itself. Just
02:55like with any other of these deformers, it is a separate object. You have to be
03:01aware of that as you model, that these are separate objects. Anyway so that's
03:06Lattices and let's move on from here.
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Converting NURBS to polygons
00:01As you start modeling in Maya, you are going to realize that there are some
00:06surfaces that are best modeled using polygons and there other surfaces that are
00:10best modeled using NURBS. The curving surface of a car body would be a perfect
00:16surface for NURBS for example. But there are times when you need to convert one
00:21type of surface to another, the most common example would be gaming. A lot of
00:26game engines required that you give them polygons. So you may want to model
00:31your current NURBS, but ultimately you will have to make it into a polygonal
00:35surface. So Maya does have tools to convert NURBS to polygons.
00:40Now, you can't go back, you can't go from polygons to NURBS, because a NURBS
00:45surface is a higher order surface. You can only go down, you can only make the
00:49surface, give the surface less stuff. Because our NURBS surface has all of this
00:54curvature information, which you are going to lose when you go to a Polygonal
00:58surface. But with that in mind, let me show you how to convert surfaces.
01:03I'm going to create a simple NURBS Sphere. Right here I'm going to shade it and
01:10this surface is very simple, it has 8 Sections and 4 Spans so it's very light.
01:15It's actually the default that Maya will give when you create a sphere and we
01:22can convert that into a polygonal object by using NURBS to Polygons. Now there
01:27are bunch of the other ones here, we can go NURBS to a Subdivision surface,
01:31Polygons to Subdivision surface. Subdivision surface to NURBS, couple other
01:36ones down here, but the one that you are going to use most commonly used NURBS
01:38to Polygons.
01:40So let's take a look at that effect. Let's look at the options for that. I'm
01:42going to click this little box here and bring up the Options. Let's positioned
01:48that so we can see what's going on. So there are a couple of ways to convert
01:53it. The first option is the Type of conversion. Now we are going to output this
01:58as Triangles or Quads.
02:01So if my output is Triangles, let's just do that. I'm going to hit Apply and
02:07then I'm going to move that aside here. So what this does, is that it actually
02:10takes this surface and subdivides it and makes it into a triangular surface.
02:17Let's go again and let's take a look at this and let's do this as Quads. So I'm
02:21going to change that to Quads and then just hit Tessellate and you can see now,
02:29its taken away those triangular art effects and just make this a Quad polygon
02:33surface or everything is four sided.
02:37Now this is probably the best way to convert to polygons, because a four-sided
02:41polygonal surface is best for deformations and smoothing and all of that.
02:47Typically this is where you go, but there are some game engines that require
02:50triangles. So again check with what your surface is going to need. You wanted
02:56to like model a character and then bring it down to polygons and then animated
03:01it, I suggest Quads, if you are going to do car or something that doesn't
03:05deform Triangles will be perfectly fine.
03:06So lets take a look at these other options. Now in addition to let's go Modify >
03:13Convert > NURBS to Polygons, so in addition to the Triangles versus Quads, there
03:20is a Tessellation method. General works on the number of Iso params that you
03:26have on the surface. So if for example you have 8 iso params around here, this
03:31is going to be 3 per iso params. So it's just going to divide each one of these into 3.
03:36You can also do Secondary Tessellation control on this General one. So if your
03:42curvature of your object gets a little bit finer, it will add more detail. You
03:46can do it by the number of count. So this is perfect for a lot of gaming
03:51applications. If you restricted to the number of polygons you have, you can
03:54just say this particular object is only going to be 200 polygons and just do
04:00your best to make that happen. You can also do a Standard Fit which is kind of
04:05a default or you can do Control Points. So again, let's take a look at how some
04:11of these works. A Standard Fit is what we did before, that Standard Fit take
04:17this and let's do NURBS to Polygon, just do General.
04:22So we can do per surface number of iso param. Let's just do per span instead of
04:30per surface. Let's do per span and just say 3, in fact we can do, let's do 5
04:37per span and just say Tessellate and you can see now this is view for every one
04:42of these spans, it gives 5. So you can again adjust your Tessellation and in
04:48fact right here, if you take this polygonal object and go back into your INPUTS
04:54here, you will say well, I don't want 5, I want 3 or I want 2 or I want 1 and
05:00if you go here and you keep this live, you are on to this Control Vertex and
05:06modify it and it will modify those original ones.
05:09So that's kind of a nice way to actually have a polygonal object and still have
05:14the NURBS object as kind of a control, that's kind of a cool way to do that.
05:19Convert NURBS to Polygons wanted some of the other ones. a Count, let's just do
05:22Count. Let's just bring the Count way down, let's just make it like a 22 or
05:27whatever 30, 29 count sphere and so here is a sphere with only 29 polygons.
05:36Pretty cool and what was the last one that we have.
05:43We have Control Points, let's just see what that one does and again that just
05:47takes basically what it does is every control point in that sphere. So actually
05:54what's a Control Point? Control Points are the tips of the hulls. So if I take
05:58a look at the Hulls, you will see that this object basically is what you get
06:04when you do Control Points.
06:06So those are the various ways of converting a NURBS surface to a Polygonal
06:12surface. So hopefully that will help you when you start moving between the
06:17different surface types.
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Modeling an airplane: the body
00:00By now we should have a basic understanding of the modeling tools within Maya.
00:05So let's use our new found knowledge to go on to some more complex objects. We
00:13are going to build an airplane and let me show you that. First thing, let's
00:16make sure our project is set. So we are going to go Project > Set, I'm going to
00:20make sure that's at 05 and then we are going to go View Image.
00:24The View Image basically into the Textures directory but that's where we want
00:29to go in. We want to go in 05, textures and we have three view of this
00:35airplane, we have Front, Side and Top. I'm going to open the Side just to show
00:39you. So this is the airplane that we are going to build. In fact, I have got
00:43this already in Photoshop, that's set up here. So let's take a look at those.
00:47There is the Front, there is the Top and there is the Side.
00:51Now, one of the things I did was when I made these images was I put them on a
00:56square canvas. This will make it lot easier when we actually go to use this as
01:01reference, OK. Let me show you how that works, I'm going to minimize Photoshop
01:07here, I'm going to close my FCheck which is what I viewed my airplane in. And
01:12what we need to do right now is get ahead just a little bit, because we need to
01:18do a little bit of text stream, we are actually going to learn that in the next
01:22lesson, but lets just bear with me and follow along and I will show you very
01:26quickly how to map one of those images to a plane so we can use it as reference
01:31for modeling.
01:32First thing we need to of course is create a plane. So I'm actually going to go
01:36into a Side viewport and I'm going to create a NURBS Plane. So I'm going to go
01:41Surfaces, click on Plane and create a NURBS Plane. Now, the size of the plane
01:48doesn't really matter. It obviously needs to be somewhat the size of what you
01:52want to make it for your real world airplane, but you can always scale that up
01:57and down, just as long as it's relatively the same size that's all that really matters.
02:02Now, I'm going to go ahead and NURBS Plane here and the one thing I want to do
02:05is make sure that that Length Ratio is one, because what that does is it makes
02:09that a perfect square. And once I do that, and also I'm going to center this.
02:13I'm actually going to click on Snap here and center this. So actually, see
02:17right here I click on Snap to Grids and then center that.
02:22Click off Snap to Grids. Now, I need to map that image to this plane. So what
02:28I'm going to do is I'm going to shape this, so I can see what I have got and
02:33then I'm going to my Rendering shelf. Now, this is the part that you haven't
02:36learned yet. So Rendering, and then I'm just going to click on one of these
02:40little balls, actually I'm going to click on the one that says Lambert. What
02:43that does is it creates a non shiny shader and right now it's gray, but we want
02:49to pick the color of this and change it to that bitmap I showed you.
02:54So I'm going to click here on this little checkerboard right next to that
02:56color, very well and make sure this is set to normal. OK, we will learn about
03:01that later, just make sure it's set there and we are going to hit the thing
03:05that says File and now that gives us a little image loader here and I click on
03:11that and now what I have to do is go into my Desktop and into my Exercise
03:19Files, 05, textures, Plane_Side. OK, you can see little airplane right there in
03:28the sample. It's not showing up in the viewport, well that's simple, we have
03:32to do a Shading, Hardware Texturing and there it is.
03:36OK, so now you know how to do one of them, now you can do all three of them. I
03:42have actually done those for you. So if you don't want to go through all that
03:45effort, we can Open Scene and I have one here called Plane_0 in 05/scenes. OK,
03:54and that I have just basically repeated that three times, one for each of those
03:59images, and then I have lined them up to make sure that everything is kind of
04:04all in the same lane. So we have everything kind of it's lined up and ready to go, OK.
04:11So now let's start modeling, OK the first I'm going to do is I'm going to make
04:16the body. Now, I'm going to build this airplane out of combination, well we are
04:21going to start with NURBS and then we are actually going to finish the airplane
04:24as polygons. I'm going to show you some of the differences between NURBS and
04:28polygons and show you how you to use them together. So the first thing I'm
04:32going to do is let's go ahead and start with the body of the airplane.
04:35Now, if we look at it from the front, you can see that it's pretty much a tube.
04:41So we can use that to know that we can use a Revolve for that. In fact let's
04:45start with this cowling. This is probably the easiest thing to do. So what I'm
04:50going to do is I'm going to start by creating a curve, so going to our Surfaces
04:54menu here, Surfaces, and then we go Create CB Curve.
04:59OK, now I want to sketch this out. So actually I know that this is actually
05:06going to be open on this end and open on this end, because it's kind of a
05:09hollow cowling. So make sure I'm going to start in a little bit here and then
05:14just draw this and then this little nub here, I'm just going to go one, two,
05:22three. And 5:23 a little bit of a dug and we are going to tweak that one.
05:27So basically what I have done is I have created this curve which is hopefully
05:32the outline of this. If we want to, we can right-click here, into Control
05:37Vertex and tweak that if we want, we can also tweak it later. We don't have to
05:43tweak it now, because let's go ahead and do the Revolve. So from the Surfaces
05:48menu, go Surfaces > Revolve.
05:50Now, let's go ahead and click on our Options and make sure everything is set
05:53properly. Then we want to revolve around this axis, the axis that's going this
05:59way and obviously that's the X Axis. So let's make sure that's clicked on X,
06:04yes it is and how many Segments do we want. Well, let's just leave it at the
06:09default, with 8. That sounds about right. Let's hit Revolve, OK. Well, that's
06:13our first little bit, that's our cowling.
06:16Now, if you don't like the shape of it, you can always go back to the original
06:21curve and change that if you want. I'm going to leave that the same or if you
06:28want, you can change the surface itself. Now, let's go ahead and do the body of
06:34the airplane. Now, the one thing about this body is it has this little hump
06:37here for the cockpit. But what I want to do is actually I want to try to get
06:41this curve, this is probably a better curve to get and then we can remodel that
06:48into the cockpit here.
06:49So what we want is to try and duplicate this curve along the bottom of the
06:54airplane, OK. Now, I'm going to use another Revolve. So what I have to do is
06:59make sure that because I want the back of this to be closed up, I want to make
07:04sure that back of this herb is at 0. And how do I do that. I can view snap, so
07:10I'm going to go ahead and hit Snap to Grids and I'm going to go create CV
07:19Curve. Now, this is going to snap to that one grid there, OK.
07:24Now, I don't need to snap anything else to grids, so I will make sure, I turn
07:28that off and then draw the rest of my curve. Now, this is actually a little far
07:31back. But I can always model that, I can always reshape the curve once I have
07:37that. I'm just going to go ahead and go here. now, the one thing I'm going to
07:41also pay attention to is this cockpit here, because I want to make sure that I
07:45have detail around here to create that when we actually convert that to
07:50polygons and also I want to have a little bit of detail to model those wings.
07:56OK, and you will see why I'm doing this as we get into this, and then a little
08:01bit of a bump there and then there we go. So I'm going to hit Enter and let's
08:10go ahead and select our curve and I'm going to actually go right here into
08:13Component Type and I'm going to move these, I'm just going to move those, so
08:19that's right about there and then I'm going to select this one. I'm going to
08:28select some of these here and then I will make sure that these are a little bit
08:35closer to that curve there.
08:37OK, so now I'm going to go back in the Object Mode, I'm right-clicking here,
08:41right-click Object Mode and now that I have got this all pretty much set, I'm
08:47just going to do another revolve. Surfaces > Revolve, I have already set it to X,
08:50so let's just do that. Hey! That's pretty close, OK. But it's a little bit
08:56off, but actually if I move this up a little bit, it looks like -- yeah, it's
09:01pretty close. Right here is where we actually have a little bit of a problem.
09:06So again, I'm zooming in here. If you want to, you can go into X-Ray mode, so
09:12go Shading, X-Ray, and that will give you little bit of better view.
09:16So I'm actually selecting the original curve that created this and I'm going to
09:21into Control Vertex and now I'm going to go ahead and see this has came a
09:27little bit to -- I need to square that off a little bit, so you can see by just
09:32changing that original curve, you can still change the surface. That's one way
09:36to model the surface. Now, I can also model the surface, I can go back to the
09:41Object Mode here and select my surface just by clicking on it and if I want, I
09:46can go into Control Vertex mode here and then I will start reshaping this surface.
09:53So it's like, well I need definitely need it to be higher along this area, so
09:58I'm going into Control Vertex and start moving this up to get the back of this
10:05airplane. And then I'm going to play with -- you may need to play with this to
10:12get this tail correct.
10:16Now, another thing you want to do is insert some detail, because I really do
10:21want to get kind of a better curve here especially around that window. So we
10:26can right-click here, go in the Isoparm mode and just left-click and drag and
10:32kind of just position that right where we want new detail.
10:35If we want to do that, we can just go Edit NURBS, once that's selected and then
10:39we just do Insert Isoparms and that actually adds more detail. You can do the
10:46same here, I will just go right-click on Isoparms mode, I'm going to do one
10:50right around the back of that airplane and when you go again Edit NURBS > Insert Isoparms.
10:58Now, another way to move this detail around is to just go on a Control Vertex
11:03mode and just start moving the CVs around that's another way to do it, but this
11:11looks pretty good. Now, the one thing I may want to do is I may want to add a
11:16little bit more detail, because I need more detail for the wings in the
11:19airplane and we will see how that works as we go. So what I can do is I can go
11:23to this Revolve, this original Revolve and instead of 8 sections, let's make it 12.
11:29So now, this is the part where we continue to reshape this and make sure that
11:34it's right. We can also reshape it from our Top viewport as well and make sure
11:38that that works as well from the Top viewport and from the Front viewport as
11:44well and it looks like we are pretty close on all that. So I'm going to go
11:48ahead and save this out and then we will pick this up. We are going to start
11:52working on the wings and the tail of the airplane.
Collapse this transcript
Modeling an airplane: the wings
00:00Now, let's start working on the rest of the airplane, the wings and the tail.
00:05I had saved out what I had before as Plane_1.mb and this is the basic body. Now,
00:17actually what I'm going to do is I want to trim this down little bit. We are
00:22not going to need this front viewport. I'm going to select this and go to
00:24Display > Hide > Hide Selection and that just hides this front viewport.
00:29We can always bring that back later, but I kind of want to get a clearer view
00:34of this. And now what we want to do at this point is we have got our
00:39NURBSsurface and it's kind of nice, because it has created a curvy surface that
00:44we really like to use for airplanes. But now I want to turn this into a
00:50polygonal surface. So what I'm going to do is I'm going to select my
00:56revolveSurface.
00:57In fact, let's go ahead and double- click. I will just give this a name.
00:59We will just call this NURBS_Body, so that way we have more descriptive name.
01:06You can also click on this and we will call this the Cowl. OK, so let's select
01:11our NURBS_Body, we are going to convert that to polygons. I'm just going to go
01:15Modify > Convert > NURBS to Polygon. So now let's go ahead here and see some of the options.
01:22Now, I'm going to make this General, Quads, a U type Per span of iso parameters
01:31and Per span of iso parameters in U and V and I don't want any additional
01:37detail. I just want to make sure we have, we just do a 1 to 1 value here. So
01:42I'm just going to go Tessellate. Now, that creates another surface called
01:45nurbsToPoly. In fact if we go into our Outliner, you can see I have my NURBS_Body
01:54and nurbsToPoly. I'm going to select my NURBS_Body and I'm also going to go
01:59Display > Hide > Hide Selections.
02:01Now, all I have got is my polygonal body. Now, this is a pretty low-res polygon
02:07object, but if you smooth it, it will smooth up into a nice one. In fact if I
02:13go into my Polygon menu here, Mesh > Smooth, you can see how this will smooth up
02:20pretty well. I'm going to hit Undo at this point because we really don't want
02:23to be doing this right now. Now, one of the things I want to do is I want to
02:27make sure I have enough detail to extrude the wings, OK. Now, I'm going to
02:34actually go into X-Ray mode here, I'm going to go Shading > X-Ray, so I can kind
02:38of see what I have got here.
02:40So you can kind of see the wings. So it looks like I have got detail for the
02:44wings and what I need to do is Extrude part of this body to create the wings
02:50and I think I can do it right along the under side of this. So what I'm going
02:55to do is actually let me turn off X-Ray. I'm going to select this surface and
03:01I'm going to move that down.
03:02OK, because I really want to use this from the Top viewport anyway, so I don't
03:08need it here. So I'm going to select the part of the body that represents the
03:14wings, but what am I selecting, I'm selecting Faces. So I will right-click
03:19Face, then I'm going to click on these dots and then Shift-select all of these.
03:25We are just going to do one side, we are not going to both the sides, because
03:29actually what we are going to do put them on half the airplane and then mirror
03:32it. OK, so that's the base of the wing, that's where the wing attaches to the body.
03:38Now, we need to start creating the wings. What first thing we are going to do,
03:41is I'm going to go Edit Mesh > Extrude. OK, that brings up my Extrude icon and
03:49actually I'm going to go into my Front viewport here and just Extrude that out.
03:53So we can see where that is. Now, actually I'm going to Extrude it out a little
03:57bit more than I need. OK, because I want some room to work.
04:02Now, once I have got that extruded, I can hit E and rotate it. What I want to
04:08do is rotate it about 90 degrees, because really what I want to do is Extrude
04:12this straight out and then I'm going to hit R for scale. I'm going to scale
04:16these so that they are pretty much flat. Then I'm going to hit W for move and
04:21move those up right about where I need them to be. So what I have done is by
04:27doing E and R or by rotating in scaling modes, I pretty much made a flat surface.
04:33So when I start extruding, it's going to extrude straight out. That's kind of
04:37important. Now, I have got the nub of this wing, but the outline of this
04:42doesn't really look like a wing, because this is all square and the wings are
04:47flat on the bottom and then they are curved on the top. So what I can do at
04:51this point is right-click, Vertex and I can just sculpt the outline of that wing.
04:59And really what I'm doing is I'm trying to maintain the horizontalness of this.
05:06So really, what I'm trying to do is maintain the straightness this way, and so
05:12all I really want to do is start moving these down. So I'm going to start the
05:15end, move that down and just move it essentially, and what I'm going to do is
05:24rough out the kind of the wing shape here. Now, I need to get this before I
05:36start making the rest of the wing, because everything I extrude is going to be
05:40based on that shape.
05:41So that's essentially a wing shape there. They can obviously tweak this more.
05:47We are going to go a little bit faster. So some of this might be a little
05:50rough. OK, I'm just trying to give you concepts here. So I might not be an
05:55absolutely perfect one, I model some of this.
05:58So let's go back to Face mode and we are going to select these Faces and we are
06:01going to Extrude the rest of the wing. An easiest way to select the Faces is go
06:05back into my Front viewport and just select all of those. OK, now you can see
06:12I have got just by doing that, I actually selected these Faces. Now, one of
06:17things I also can see is that by tweaking those vertices, I have kind of got a
06:21jaggy line here. You can kind of see that.
06:23So first thing, before I extrude that, I'm going to go back to scale and I'm
06:28going to just scale that as flat as I can. I can do that in the Top viewport as
06:32well. OK, so now if that's flat, I can Edit Mesh > Extrude and I'm just going to
06:41extrude the wing. OK, now there are two kinds of theories on how to do this.
06:47One is you extrude all the way out. So basically extrude all the way out to
06:51here and then you just insert edge loops to add the detail. We can do it that
06:57way or we can Extrude that little bit above.
06:59So we are going to Extrude here, then I'm going to Scale this just a little
07:03bit. I'm actually not going to Scale that. Let's just extrude again, I'm going
07:07to hit G, to repeat last command and Extrude again. Now, if I want to, I can
07:13turn on X-Ray to kind of see this laid against my model. OK, well that looks
07:18pretty good. Now, let's go ahead and just do some rough shaping on the wing. So
07:24I don't want to add a lot of detail at this point. I'm going into Vertex mode here.
07:28What I was saying is I don't want to add a lot of detail at this point, because
07:34what I'm doing here is I'm trying to get this shape as straight as possible.
07:38The more detail I have, the less straight it's going to be, the more of a
07:42chance for bumps and all that sort of stuff. So you only just want one in the
07:45middle and one at the end.
07:46So I'm going to hit Scale and I'm going to Scale this down until it's about the
07:53right length and I'm going to actually be moving between Scale and Move. And
07:58what I'm trying to do is to get that and that pretty much aligned. OK, I have
08:03got that. Let's do that the same for this one.
08:06Now, the reason I'm using Scale is because it moves all the vertices equally
08:10and I really want the geometry of this to be fairly equal. Now, the one thing
08:15I'm noticing is that there is kind of like a little scene here, and so if I
08:19want to, I can match that by just rotating this detail, just a little bit and
08:25then if I want to, I can move some of this up like that. But we are really
08:30trying to keep this as scaled as possible.
08:33Now, this last one here, we can do it again. OK, so again, I'm trying to get
08:42this leading edge of that wing as straight as possible. And now this curve of
08:50the wing we can get, we have to insert some detail to get that. So I'm just
08:58trying to get the end tip of this wing. And if you notice, this is also a
09:08little bit curved. So I'm going to rotate that detail just a little bit.
09:14OK, so that's pretty much -- well we are kind of still a little off here, but
09:20this is a point where we need to start inserting edge loops, because I really
09:24wanted to get this curve here and I don't have enough detail to do that. So
09:28this is where I start adding details. So I'm going to go into Object Mode,
09:33select this. Go Edit Mesh > Insert Edge Loop tool. Then I'm just going to click
09:39here and insert the edge loop where I want that to be.
09:43So I'm going to insert an edge loop here and then I'm just going to right-click
09:47and go back into Vertex mode, and then I'm going to start modeling. So now, you
09:55can see what I'm doing here, I'm just kind of getting some of this detail just
09:59to get that curvature of the wing. Now, I can add more detail if I want, but it
10:03actually looks like this is pretty close. OK, now as we smooth this out, we can
10:10give it more detail.
10:11Now, one thing is that the end of this wing is actually really fat, the wings
10:16do get thinner as they go out. So I'm going to go ahead and just scale these
10:21wings a lot smaller. In fact, I do need more detail here probably too -- well
10:29may be not. OK, and this is a point where I might want to bring in my Front
10:35viewport, because the wings do tend to angle up just a little bit. OK, but
10:43that's good for now, I'm just going to give you the basics.
10:46Now, that we have that, we can do the exact same thing for the tail. Let's go
10:52ahead and do a vertical tail fin. That's the one I really want to work on. Now,
10:56if you notice it starts right about here, and it goes all the way down to about
11:01this endpoint here. Now, it goes along with top series of edges, so what I can
11:08do is -- I don't want to extrude the whole, these two Faces, what I want to do
11:16is make a mounting point for the tail along with top edge.
11:21So let me show you how to do that. I'm going to go ahead and select Edge and
11:27then I'm going to select, one, two, three edges. OK, so see what I have
11:32selected, I have selected these three and those are going to be the root of my
11:37tail. Alright, I don't want to Extrude the edges, what I really want to do is I
11:41want to Chamfer those to give me a little bit more room to actually Extrude
11:46that tail.
11:46So let's go to Edit Mesh > Bevel, I'm going to Bevel that and I'm just going to
11:50leave it at the default. And what that does, let's go ahead -- I'm going to
11:55undo that, and I'm going to turn on X- Ray mode again so you can see how this
12:00works. So you see this edge here, Edit Mesh > Bevel. Now, what that did, if you
12:08can scroll in here, it created, picked that one edge and splitted and expanded
12:16it to make a Bevel. Now, you can see that Bevel here.
12:21So when it's done, it has created some Faces that we can use to extrude for the
12:25tails. I'm going to go ahead and right- click here, Face, I'm going to select,
12:28one, two, three, four and this little one right here and that one right in
12:40there five. OK, so I have selected these, in fact you can kind of selected now,
12:46and that's where I'm going to extrude, so Edit Mesh > Extrude and there is the
12:53base of my tail. OK, now, I have got to do a little bit of work here.
12:58I need to make it wide in the front and skinny in the back just like I did for
13:05the wing. OK, so I need to maybe make it a little bit skinnier back here, a
13:09little bit wider and let's go ahead and do that. I'm going to just go ahead and
13:12select this Face and Scale that a little bit, make that skinny and Scale that
13:21just a little bit, Scale that. So what I'm doing, so I'm just scaling these
13:27Faces to give kind of a nice profile for this tail. OK, that looks about right.
13:32So we got to select these Faces. Now, one thing about this is we need to make
13:38sure that this one Face stays out, OK so that's one thing that can happen when
13:45you extrude, and sometimes these faces can cross over each other. So I'm going
13:49to make sure that that Face stays out and we are going to go ahead and in fact
13:54I'm just going to hide Cameras here, OK.
13:56So now I'm going to take that ten, again what I'm doing here is just moving
14:07some detail around, just so that I have a good base to create that tail from.
14:13So what I'm trying to do is I'm trying to sweep this up. So let me just do a
14:20quick extrude of the rest of these Faces and then we are going to leave it to
14:26that. And then we will leave you to tweak the shape a bit. I already did it
14:31with the wing. So you can kind of see how it works.
14:35So OK, so I have selected those five Faces and then I'm just going to extrude,
14:39I'm going to hit G hopefully that will repeat that last extrude, yes it does.
14:44So now I'm going to extrude and extrude again, and I'm going to do some scaling
14:53here and go in the Vertex mode and this is the point where you reshape everything.
15:01So what you do is basically you reshape and if you need more detail, go ahead
15:06and grab that by using edge loops and there we go. OK, so you can see how I'm
15:13roughing this out. Again, this is just sculpting. This is where your sculpting
15:19class in college comes in really handy. It gives you a sense of form. Now,
15:27I'm going to need little bit more detail to get this curve properly, but as you
15:32can see, we have roughed in the tail.
15:35Now, we can also do the other part of the tail, this horizontal part, just
15:39exactly the same way we did the wing. So I'm going to leave it at that and let
15:43you work on that and I'm going to go ahead and finish this and then we will pick it up.
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Modeling an airplane: the landing gear
00:00So now let's take a look at where we are at. We are going to open this scene,
00:04Plane_02.mb. You see this is the airplane and I finished off the tail. It's
00:09kind of hard to see, so let me actually show you a little trick here. I'm going
00:12to select all through them, Shift-select, one, two, three all of these planes.
00:18Then in the Channel Box, I'm going to make sure my Layers is available and I'm
00:22going to left-click here and go Create Empty Layer.
00:26OK, so it creates this layer. Now you left-click to highlight the layer,
00:30right-click to add selected objects. Now, what this has done is it's added
00:35these three planes to the layers that I can toggle off my Reference. So I can
00:42just go one, two, and then it just toggles it On and Off. So let's select this
00:46plane and hit this airplane and see what we have got.
00:50Now, what I did was I added in some Edge Loops here and just sculpt the tail
00:56and then I also Extruded some phases along the bottom here to create this rear
01:02tail, this horizontal stabilizer. So now I have got, basically have the
01:06airplane, but there is still one more little piece I need to do which is the
01:09landing gear. So let me show you how that works. I'm actually going to turn on
01:13my Reference here, and I'm actually going to move this bottom one out of the
01:17way so we can underneath this airplane and I'm going to select my airplane
01:21mesh, my body mesh.
01:22You will notice here, I don't have enough detail here to make this come out of
01:28the front. So I need a little bit of detail in here, and if we go from the side
01:34here, we will see that I probably actually do have enough detail, maybe for the
01:40side view. So actually I want to take a face along here extrude it down more
01:45detail in this range.
01:47So I'm actually going to go into my Front viewport and un-show the Camera
01:55there, OK. So actually what I want to do is create some Edge Loops here so I
02:00can Extrude this landing gear. So we go to Edit Mesh > Insert Edge Loop tool,
02:06click on one of these edges here, one, two. So it's going to be right in there,
02:14hit Enter. I'm just going to into Select mode here. So right there, I can
02:23actually extrude the landing gear.
02:24But actually it might need a little more detail to create this. I think I'm
02:29actually going to insert another Edge Loop. So I'm going to go Edit Mesh >
02:33Insert Edge Loop tool and I'm going to insert one here so I have a little more
02:39detail to sculpt. So this way we can have more right surface doing this way.
02:44OK, I'm going to go back into Select mode here and now I'm just going to
02:51right-click and go into Faces.
02:54Now, I want to select this, this, this and this. OK, and I believe those are
03:08right Faces. Make sure to have everything OK. One of the things when you select
03:14these things, you got to make sure you don't have additional Faces selected. So
03:19you need to make sure that when you select something, you only select what you want.
03:24OK, so that's where the landing gear is coming. It's kind of like the root of
03:29the landing gear, let's extrude that down, and I'm just going to hit G and I'm
03:37just going to extrude it a few more times. This gives me enough to create that
03:44landing gear. OK, that's enough. Now, I go up to my Reference and I'm going to
03:50turn on X-Ray mode here and go into Vertex and basically it's sculpting time.
03:58So again, we are just going to sculpt this. In fact, I'm just going to sculpt
04:13this, we are going to pause. You pretty much get the idea of how to sculpt
04:16these things. So I'm going to go ahead and pause this and then we will pick it
04:21up, I will just show you what I have got. OK, it took about ten minutes and I
04:25just sculpted this out. As you can see, it's basically just the same shape as
04:33what we had, pretty close, and still tweak this a little bit.
04:38Now, the one thing I'm noticing is that this drawing is not accurate front to
04:43back. So I had to pick whether I was going to use the side or the front version
04:48of the landing gear. So I decided to take the side view of it, which is
04:52actually a little bit longer than the front view. So now what I want to do is I
04:57want to extrude in a little bit of a well for the wheel, the actual wheel
05:02itself. So I want to make some a little bit more detail.
05:05So I'm going to go into Face mode here, select the bottom four faces of this.
05:10Now, one thing I did was I wanted to make sure that these are exactly flat. So
05:14I'm going to hit Scale and make sure that those are -- I'm going to scale them
05:19just in Y to make sure they are very, very flat. Then I'm just going to go Edit
05:25Mesh > Extrude and instead of extruding them down, I'm going to extrude it up.
05:32So what I want to do is I'm going to kind of make like the little wheel well
05:37essentially. But I need to make sure that this is slightly smaller. So I'm
05:41going to scale this in the X and the Z direction just to make sure that this
05:47kind of goes in sort of kind of you can see how that goes. OK, and then I'm
05:53going to Extrude it one more time, just a little bit. And again, do the same thing.
05:59Now, we are making this model so that basically we are making it for smoothing.
06:10So actually we are still making it fairly low as mesh here. We are making it so
06:14that we can smooth it later. OK, that looks pretty good. Now, we are going to
06:18put the tire underneath of it should cover up the rest of that.
06:21We shouldn't have to do the whole landing gear in there. OK, so that's the landing gear.
06:29OK, so now we have pretty much got the airplane done. I'm going to turn this
06:33off here. Now, I want to show you how to duplicate the wings and stuff to the
06:38other side. We are going to do that in the next lesson.
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Modeling an airplane: mirroring the wings
00:00OK. So let's go ahead, and take a look at where we are at. I'm going to open
00:04Plane_3. This is our airplane.
00:09Well, it's half of our plane actually. We need to now create wings on the other
00:15side of the airplane. We have got pretty much everything we need, except for
00:21the wings. Now, how we're going to do that?
00:23One of the best thing to do is to just kind of -- let me show you. I will show
00:27you exactly how we are going to do this. We are going to take this, we are
00:30going to select this body, we are going to Edit > Duplicate Special, and I'm
00:33going to go into this little box here. What I want to do is I want to
00:39duplicate it, but I also want to scale it in a negative direction, so that way
00:44it flops over.
00:46So actually, I'm looking here. I want to mirror this across the Z axis. You can
00:52kind of see my little Z axis here. So I want to scale it, to mirror that, I
00:56want to scale it by negative one. Now this Duplicate Special is actually
01:00pretty cool, because you can do stuff like instancing, you can actually make
01:04more than one copy. You can do all sorts of stuff. But all I want to do on this
01:09particular instance is scale it by negative one and Z. And I hit
01:13Duplicate Special, and now I have got a mirror image of my airplane.
01:18But again, it's only a mirror image of half the airplane. What I need to do is
01:24I still need to attach the wings on this half to this half, and also get rid of
01:30that body. So the first thing I want to do is go into this body, and start
01:36getting rid of the faces that represent the parts that we don't want to keep.
01:42So probably the easiest thing to do, I find is just to go ahead and drag. I'm
01:48selecting all the faces on the wings, and the tail, and then I kind of have to
01:54go in, and Shift-select, and kind of fine tune. So basically what I'm doing is
02:02I'm selecting everything I want to keep actually.
02:04Then, I'm going to, we're going to input that selection. Let me show you how
02:09this works. So what we are doing here is we are selecting all of the parts that
02:14we want to keep. I want to make sure I have got everything. So I have got the
02:18wings and the tail, that part of the tail. I'm going to get that face.
02:22So all the faces that we want to keep. Here is one. Let's make sure we've got
02:27everything.
02:29Now, I want to throw away everything else. So what I'm going to do is I'm
02:34going to Edit > Invert Selection. Then that selects everything I want to get rid
02:38of. Well, if I want to get rid of it, what do we hit? The Delete key. So I'm
02:41going to hit Delete, and there it is.
02:43OK. But now -- Go back into Object Mode here. And I want to create -- now if I
02:55actually move this in, I still have faces here, that are closed. And I need to
03:01open those up, because I have an open edge here and an open edge here. I need
03:06to create open edges here, so that I can weld everything together.
03:11So what I'm going to do is I'm going to move this in, so I kind of see where
03:14this is at. But still, I'm just going to leave it far enough away, so I can
03:19kind of work. So let's go in the Face mode and I'm going to select, start
03:25selecting faces along here, and deleting those faces that are the root point
03:31for the attachment of the wings.
03:33So I'm going to delete that. I don't want to delete too many. I just want to
03:37delete exactly the ones I need to attach those wings. These two here in the
03:44back for the tail.
03:47So now I have those open edges. I want to attach the wings, but in order to do
03:52that, they all have to be part of the same surface. I'm going to go on Object
03:56Mode again, right click here, Object Mode, and I need these wings to be part of that.
04:05The first thing I want to do is I want to actually put these in the position
04:07here. So I'm going to select this and in my Translate Z, I'm going to make sure
04:12that actually X, Y, Z, I'm going to make sure all of those are zero (0). When
04:16those are zero, that snaps it right back to where it was, when it mirrored.
04:19But, it's still a separate object. So I can select these. I need to combine
04:25these into one object.
04:26So left-click and drag select everything. Go Mesh > Combine. Now what that does
04:34is it combines all of those into one object. Now, you are saying hey! It's
04:40done. Well, it's not really done, because I still have these faces that have
04:45not been attached. You can see here, that I still have these open edges. These
04:50are just all perfectly lined up. It's just -- my open edges aren't quite well to get.
04:56Well, what I can do is just go into Vertex mode, and I can just select all of
05:03the vertices around here. I can just literally, just globally select as many
05:08vertices as I want, and then just go Edit Mesh > Merge. What that does is it
05:14merges only those vertices that are close. It doesn't merge everything, and
05:18just those ones that are close.
05:20I'm going to Face mode here, you can see now, I have attached those faces. So
05:25now everything is attached. Now I have a symmetrical airplane. Very cool.
05:31Now, I can take a look at that and like OK, that's pretty cool. Let's go Mesh.
05:36I'm just going to do this smooth, and see how it looks when it's smoothed. That
05:41looks pretty good.
05:42OK. I'm going to undo that smoothing, and I'm going to save this out. Now, we
05:47are going to do a few more little things.
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Modeling an airplane: the engine
00:00So now let's take a look at where we are at. We are going to open to scenes
00:03Plane_4.mb. Now we have got the shape of the airplane pretty much done. So
00:10let's start working on some of the other details. Let's start with the engine.
00:13Now I don't really have a drawing of the engine. So we are just going to free-
00:17hand something. It shouldn't be too hard. We just need something that to just
00:21fill that space to make it look like there is an engine in there.
00:24So I'm just going to make a really rough six-cylinder airplane engine. Now an
00:29airplane engine is air cooled so that means it's going to be like a motorcycle
00:33engine and there it's got these cylinders with fins on them. Let's figure that out.
00:38So I'm actually going to go on my Top viewport and I'm going to go cylinder
00:41this will be one of the cylinders of my engines. We are going to make it about
00:46like that. Then maybe a side or a front viewport I'm going to drag that up. So
00:53that it is almost the height of that cowl.
00:57That's almost it. I'm actually going to go in here and make it a little bit
01:02thinner and maybe a little bit taller. That's better right there actually.
01:11Now I want to make fins on this, so I need some Subdivisions here to make those
01:16fins. So I'm going to select this Subdivisions Height and I'm going to
01:20middle-click and drag and add a few more. That's about 12.
01:26Now I need to make the fins. So what I'm going to do is right click over this
01:31and going to Face mode and then I'm going to select every other row of faces.
01:37There we go. And Leave some at the bottom. You can see where I have this in a
01:47Perspective view.
01:49Now I just need to make some fins. I'm just going to Edit Mesh > Extrude and
01:53extrude all those faces. Now I'm have got the cylinder head there. Then I'm
02:01just going to go back in the Object mode and now that's one cylinder.
02:05So I'm actually going to move that up. So it's up above the cowling, we are
02:09going have another engine case there. I want to make five more of these,
02:15because I need a six cylinder engine. So what I'm going to do is I'm just going
02:19to duplicate this and rotate it around. In order to rotate it properly I need
02:23this Pivot Point here which is right down in the middle of the object to be at
02:27the origin.
02:27So I'm move going to move this up to where I want this. Then I'm going to hit
02:31Insert, move the Pivot Point down, Insert again and then I'm going to go Edit >
02:39Duplicate Special, go in here. Now I have already have these parameters set,
02:43because I have already tried it once just to make sure it will work. What I'm
02:46going to do here is I'm going to go I need to rotate this around the X axis. I
02:52need to rotate it by 60 degrees and I need to make one copy. So that's all I'm doing.
02:59As I'm duplicating with the 60 degree rotation, Duplicate Special. Now all I
03:05have to do is hit G to repeat last command four more times. Now I have got the
03:12basics of my engine, but I still need something in the middle to hold that
03:17altogether. So what I'm going to do is just go back into my front viewport and
03:23left-click and drag -- its way over here, make a cylinder.
03:32Now we are just going to move that cylinder up. So that it becomes part of that
03:37engine. So now I have got that basic engine. So I can just select all of these
03:45and then I'm just going -- if I want to I can actually make that all one
03:48object. I can just select them all just go Mesh > Combine them. Probably the
03:53easiest thing to do and the move that.
03:56Well, I also need to at this point go Modify > Center Pivot. That will center my
04:02pivot and I like to move that into my body cavities. Now it looks like I have
04:07an engine in the front of that airplane.
04:09Now all I need to do is make a propeller shaft. Well, again I'm going to just
04:13create another propeller shaft. It has to be a cylinder in order to work
04:18properly. So I'm just going to go back in here, left-click and drag out another
04:24cylinder. I have to do this at the origin. Move that up, so that I have got
04:33basically a cylinder.
04:38If I want I could actually duplicate that. I'm just going to hit Ctrl+D to
04:44duplicate this. I have got another cylinder. I'm going to use this for -- take
04:50that original cylinder. This one here will be the propeller and the one I
04:55originally created still has its creation parameters. I can give it more
05:00subdivisions in its height. Make it a little bit shorter and I can increase the
05:06radius just a little bit to create that shaft that we are going to be using to
05:12hold the propeller.
05:17So that will be basically that's actually holding the body of the propeller.
05:21I can certainly tweak this a little bit more. So that's where the propeller is
05:25going to be attached to the propeller shaft. Something like that.
05:31So that's the basics of the engine. There we go. So I'm going to save this out
05:37then next we will do the propeller.
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Modeling an airplane: the propeller
00:00Now, let's create the propeller for the airplane. I'm going to go ahead and
00:04open the scene that we had, Plane_5. I'm going to go ahead, and turn on those
00:11layers there, so we can kind of see what the propeller looks like. OK, well we
00:17are just going to kind of rough this out.
00:18Propeller is a wing shaped, so it's kind of fat in the front, skinny in the
00:21back, and it twists. So first of all, let's make that wing shape. I'm going to
00:26start with the circle. Let's go into our Top Viewport. I'm going to turn off
00:32X-Ray here. I'm going to build this out here away from this so we have a clear
00:36space to move. I'm going to go to my Curves Shelf, and select a NURBS Circle.
00:42OK, we've got to make it about that size. It's not going to be too big. It's
00:47just like a little tiny NURBS circle.
00:49Then, I'm going to go right click over that, and go into Control Vertex, and
00:54start scaling. I'm going to start scaling these just to give it that fat front,
01:00skinny back. This is not going to be seen all that much. So we don't have to be
01:05too accurate with it, just as long as it kind of looks the same.
01:09Sometimes that's the secret of Modeling, is just get it close enough.
01:13So that's what we are doing today. Now, I have got that, in fact I'm going to
01:17make just the whole thing a little bit thinner. There we go. That's perfect.
01:23Now, I need to make some outlines.
01:25So I'm going to go into my Front Viewport here. I'm going to start, and I need
01:30to know how tall that is. So actually I'm going to kind of move this over here.
01:34So it's going to be from there. So I'm going to go ahead, and again I'm going
01:38to move this out in the clear, so that way you can see what I'm doing here.
01:41So I'm going to hit Ctrl+D to duplicate, and I'm going to move this up every
01:48couple. I want to make enough, so that I can have detail in my model as I work.
01:57Now, as the propeller gets towards the top, it does thin out.
02:02So now I can lay these over. So I can just select these, and lay these over
02:06there. So as it gets towards the top, it is going to thin out, and it is a
02:11little bit thinner at the bottom.
02:12So I'm going to take these and I'm going to scale them. Not all of them, just
02:17the top one. I'm going to scale the bottom one too. Again, I kind of want to
02:24get that shape.
02:25Now, for the very top, again I'm going to go ahead and duplicate that. I'm
02:30going to make two. I'm going to make one, about like this. And, I'm going move
02:38that forward just a little bit. Then, I'm going to make one that's zero
02:43(0)size. So I'm going to Ctrl+D, duplicate this top curve, and then I'm going
02:49to start scaling this down. I'm going to move it right about there. I'm trying
02:54to think what the center of that is. Now, I'm going to make this exactly zero.
02:59So I'm going to left-click here, and highlight all the scales for that curve,
03:04and then I'm just going to hit the Zero key and Enter, and that type zero into
03:08all of those. Now, I have got a zero one at the top. I have got to close my
03:13surface at the very top.
03:14So I'm going to Shift-select all the way down. Now, I have to select these in
03:18order. So top to bottom, select them, and now we are going to go into our
03:23Surfaces menu, Surfaces > Loft.
03:27There is my basic propeller. Now, some of this is off. So what I need to do
03:34here, is first thing I want to do is modify center pivot that centers the
03:39pivot of that propeller. And I'm going to move that off, so I can see these
03:44curves. Now, I'm going to go ahead, and kind of move these curves a little bit,
03:49so that way I have got the propeller looks a little bit more.
03:55So as I adjust these curves, you can see how it adjusts. So what I want to do
04:00is get a fairly straight shape there. OK, that looks pretty good. It is a
04:06little squat, the one that I have here.
04:09OK. So now, we are actually going to make this just a little bit taller, like
04:13that. So again, I'm trying to match this and make maybe a little bit skinnier,
04:19OK, something like that. Now, the thing about a propeller is though, it is
04:24curved, it is twisted.
04:27So first thing I need to do is make this go flat like this. So I'm going to
04:32rotate that 90 degrees, and now I'm going to put a twist modifier on it, to
04:37give it that twist that a propeller has. So that's in our Animation menu. So
04:42I'm going to go Animation, Create Deformers > Nonlinear > Twist.
04:48And that puts a twist deformer on to that surface.
04:54So all I have to do is go into my INPUTS here, and just move my End Angle, so
05:00that the propeller looks about right. Something like that. Actually like that.
05:07Let's just make this 60, OK.
05:14So now I have got this propeller, and I have got, it's all twisted, and It's
05:19all looking pretty good. Now, I move it and look what happens. Well, that's
05:24because this twist modifiers actually depends on where the surface is. So now
05:29that I have the surface kind of the way I wanted. I think I'm just going to go.
05:33Now, this is a point where you may want to save, just to have a copy of it.
05:39But, I'm not going to do that, I'm just going to delete History on that
05:42propeller. Trust that it's OK. Now, I can move it in.
05:48What Delete History does is we've got rid of that. Now, we are going to rotate
05:51that on the angle of 90. There we go. So
05:52now I have got this propeller in the right place, and there it is it. So there
06:01is my propeller.
06:02Now, we need to just make a few more things, to kind of finalize all of this.
06:08So let's go ahead and create another cylinder here as kind of like the base for
06:12this propeller because we usually have those little -- most propellers have a
06:19little attachment that allows the propeller to twist to get more angle onto the
06:25air. So let's go ahead and just create a cylinder.
06:28We need to make that about as big as face of that propeller. Click here, Drag
06:32Up the Height, and move that in. We are just kind of making -- we can probably
06:40model this a little bit more efficiently, but this looks pretty good.
06:44OK. Now, what we are going to do is we need to duplicate this propeller, and
06:48this little connector there. So what I'm going to do is I'm actually going to
06:52select both of them, and I want to just rotate these 90 degrees, but if I just
06:57rotate them here, they are going to rotate kind of funny.
07:01So the best thing to do is just to group them. So we are going to Edit > Group.
07:05I will select them both Edit > Group. Now, that actually puts the group at the
07:10center, at the origin. And that's good, because now what I can do is hit
07:14Ctrl+D to duplicate that group, which includes those two objects, and then
07:19rotate that group to 180 degrees. Now, I have got my propeller. Beautiful.
07:27OK. Now, the only thing we need to do is make that front hub for the
07:30propeller. OK, so what I'm going to do is I'm just going to create a NURBS
07:33sphere, and I'm going to go ahead and move that in to the front of my
07:40propeller, if I need to rotate this, and just rotate that 90 degrees.
07:49Now, the thing is this is only going to be -- now in fact let's go ahead and
07:55make the radius a little bit smaller. There we go.
08:08Now, what I need to do is cut off the front of this. How do I do that? I can
08:12just go into Isoparm Mode, left-click and drag, just figure out where the cut
08:18point is, somewhere right around there. Go into my Surfaces menu, Edit NURBS >
08:25Detach Surfaces.
08:26Now, I have got two surfaces. I delete the back surface, hit that one, scale
08:35this so it's kind of more pointy. Now you can scale it down a little bit, then
08:40move it in, right there. OK, that's pretty good, OK. So actually I can probably
08:53scale that just a little bit more. There we go. OK. So there we go. There is
09:08our propeller.
09:10OK. So that's basically it for the airplane. We still need to work a little bit
09:14on the canopy, and we still need to do the wheels. So let's just go ahead and
09:19finish those up in the last lesson.
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Modeling an airplane: finalizing the model
00:00OK, let's finish this airplane up. Now, we are going to open up Plane_6, which
00:05is basically the airplane, and first of all let's do tires and all tires are
00:10very simple. I'm going to make those out of help of NURBS Torus. I will just
00:14click and drag somewhere around there. That's essentially where it's going to
00:21be. So something like that, and we move it down, maybe scale it just a little
00:30bit to make it little bit wider and duplicate those, so that we have
00:36symmetrical, perfect.
00:39OK, so now we have got tires and the canopy. Well, the canopy -- well, let's
00:44take a look at what the model looks like, I'm going to turn on X-Ray and I'm
00:48turning on that layer there. So what we can do for the canopy is essentially I
00:53just want to create some geometry around that area. We are just going to use a
00:57texture map to define most of that and we will do that in our next lesson.
01:02So what I'm going to do here is I'm going to go into Vertex mode and I'm going
01:05to start moving some of this detail around. I want to put some detail here and
01:10again think of where this scene is. And so I'm going to try and make this kind
01:17of match. So what I want to do is take this here, OK so maybe move that down
01:24just a little bit and move this down and then move this up. So what I'm doing
01:35here is I'm actually kind of creating geometry that matches where -- I will
01:41keep on selecting Hair. He doesn't need that right now.
01:48So what I'm trying to do is actually create some detail that matches that. So
01:55let's take a look at what this looks like here. Now, you can see here that as I
02:03kind of move this detail around, it is kind of messing with the curvature of
02:06this. So I need to select these and scale them as well. So that's basically my
02:13windshield. So, what I want to do is make sure that that's -- I have kind of
02:22got my windshield coming in here and I may have to kind of fudge this just a
02:26little bit.
02:27Then what I want to do is also create some sort of edge here, so that I can
02:35use, that actually will define the edge of this surface. Now, the one thing I'm
02:41probably going to -- I need to do, like looking at this here I need to pull
02:48those down just a little bit. This is a point where I probably should smooth my
02:53model, because I want some additional details, so I can start modeling this a
02:57little bit more effectively.
03:00So what I'm going to do is I'm going to go back in Object Mode and this is the
03:05point where I'm going to add detail. Now this is something you should not do
03:09lightly because once you add detail in this manner, you do not go back. So this
03:16is the point where you save to make sure you have a copy so you can go back. So
03:20I'm going to go to Polygons and go Edit Mesh > Smooth. I'm just going to smooth
03:26it once, so we are going to go here just one level, Smooth. Now, what I have
03:31done here is I have just quadrupled the number of polygons on this airplane.
03:35OK. But it's also smoothed it out.
03:39So you can see now, it looks much nicer from a aerodynamics standpoint and all
03:45of that. So it is a good thing to do to smooth it, but I don't want to smooth
03:50it too much because when I do that it will add so much detail, it'd be hard to
03:55animate.
03:56But also, if you notice when I have smoothed it, it's also kind of squashed
04:02everything. So what I need to do at this point is reshape this, our canopy. So
04:14now I have a little bit more detail that I can use to shape this canopy of this
04:21airplane. Now, what I can do here is go into Face Mode and select all these.
04:31Now, this I'm going to turn off that layer. Now, that is the canopy of my
04:36airplane, OK. And that's what I'm going to Texture Map for the canopy. Now,
04:44that looks pretty good actually.
04:46So what I want to do at this point is detach this and actually make that canopy
04:51separate. So that way it actually is a separate canopy. So what I can do is I
04:56can do basically what I did before, which is I can, if we just go Mesh > Extract
05:05and what that does is it makes these all separate. But the one thing about this
05:13is it actually extracts them together. So now I have got -- if I go into Object
05:18Mode, I actually have a separate canopy now for the airplane.
05:22Now, what I can do is go Modify > Center Pivot and just move that into place.
05:34Now, I can texture that separately and I have a separate little object here in
05:40case I want to take that canopy off and also as I smooth this I can -- there, OK.
05:52So that's my airplane, there it is. OK, so that's it. So let's go ahead and
05:57stop here and let's move on to the next chapter. I'm going to go ahead and
06:01save this out so you have a copy of it.
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6. Applying Textures
Understanding the basics of materials
00:00Now that we are all experts in modeling, let's move on to adding Textures and
00:06Shaders to Maya objects. So first of all, let's just start off by setting our
00:11project. Let me go File > Project > Set and we are going to set our current
00:15Project to 06 which is the one that we are working in. Now, all of your
00:20Texturing and Materials tools are in the Rendering menu set. So make sure that
00:25that's selected. So go over here, select Rendering and you will see the menus
00:29will change and what we will be working with is under Lighting/Shading and
00:33Texturing here and the first thing you need to do is understand the different
00:38types of materials.
00:39So we have under Lighting/Shading, we have Assign New Material, and we have a
00:43bunch of ones here and then down here we have a lot of ones. All these ones
00:46that start with M, these are all from Mental-Ray which we are going to get into
00:50a little bit later. But the main ones are right here and if you go to your
00:55Rendering tab or your Rendering shelf, you will also see that you have some
00:59preset ones for the major types of materials. Now, the differences between
01:04these materials is the way that it calculates the shading.
01:07Now, the top five and these little ones that are most commonly used are
01:10Anisotropic, Blinn, Lambert, Phong and Phong E. Now, the big difference if you
01:18notice is the way it calculates this specular highlight. So an Anisotropic
01:24creates a non circular highlight and Blinn and Phong, you can see that there is
01:30a little bit of difference between the way that those highlights are
01:33calculated. In fact let's just go ahead and create a surface and we will apply
01:37a material to it.
01:38I'm going to create a nurbsSphere and I'm going to hit 5 to shade that and now
01:43I'm going to apply a Shader to it. In fact before I do that let's go into the
01:48Attribute Editor. I'm going to hit Ctrl+ A and one of the things you will notice
01:52is that every object in Maya is already textured with a default material and
01:58that's always called lambert1. So if I go into my Attribute Editor, I can
02:03scroll all the way to the end here, I can go left and right here, I go all the
02:06way to the end, you will see lambert1 is always my default texture.
02:10This is important because what a lot of people will do is they will change this
02:14and then they will say why are all my objects coming up with these weird
02:17texture. Well, because lambert1 is kind of your default. So we don't really
02:20want to use that. We don't want to mess with that. So let's apply a new texture
02:24to it. We can do that in a couple of ways. How we are going to do is we are
02:27going to select the object and then either from the Lighting/Shading menu, we
02:31will select one of these or from your shelf you can press this button and just
02:36select a material.
02:36I'm going to go ahead and apply a Blinn material. This is probably the most
02:41common shading algorithm that people use in Maya, and it's one I like to use a
02:46lot, because its pretty versatile and it renders really nicely.
02:49Now, if you notice here if I deselect and reselect my object you will notice
02:54that I have got now instead of a lambert1, I have got the blinn1 shader
02:59applied. This is just a shader or material actually, I keep calling it shader,
03:03it's a material and what the material is, is think of it as like how you are
03:06painting that surface. Now, I can have a material that has brick or stone or
03:11grass or a character skin, any sort of surface type and texture and quality and
03:19I can apply one shader or one material to multiple objects.
03:23So if I have a house with four brick walls, I can make one brick material and
03:28apply that to all four walls. So now we have this material called blinn1 and we
03:34can start playing with it. Now, I'm kind of tight on space here because of the
03:38way we record, you will probably see a lot more of this, but now I have to do
03:41some scrolling.
03:42So just bear with me as we go through this. The first thing we can do is change
03:46the color of it. So if I want, I can just click here and it brings up my little
03:50Color Chooser and I can make this whatever color I want. Let me see how that
03:55shows up in my viewport.
03:56Now, another thing we can do is change, obviously Transparency. You can change
04:01what's called the Ambient Color which is kind of almost like the
04:04self-illumination of how much it glows. You can see how it changes it here in
04:09this material sample. Sometimes it won't change it here in the viewport,
04:13because the viewport doesn't reflect all of the changes to a material.
04:16You can also do Incandescence which does show up, Bump Mapping which we will
04:21get into, the Diffuse of the object which is kind of the shading of it along as
04:26it goes out of the light. Translucence and so on and so forth and then
04:31Specularity, which is that spot, that highlight.
04:34Now that highlight is very important in creating a material because the
04:38highlights are really what show you how bumpy or smooth a surface is. Think
04:44about like a bowling ball versus an orange. Now, bowling bowl has a very slick
04:50surface and so this highlight will be very slick. If you have an orange which
04:54kind of has a modeled, kind of bumpy surface, this highlight will be bumpy.
04:59So the type of highlight really determines how you view the character of the
05:04surface. So this is very important. Now I'm going to back up here and one of
05:09the things we can do in any of these shaders, is we can change the type of shader.
05:13So right now I have these as a Blinn shader and I don't have to be a Blinn
05:18shader, it can be Anisotropic shader. Now, notice how the anisotropy of this
05:21shader doesn't show up in my viewports, it only shows up in my material sample.
05:25What an Anisotropic shader does is it has non-circular highlights or actually
05:30has, you can control the circularity of the highlights. So you have an X and a
05:35Y control over the Specularity of this object. Now, this is great for creating
05:39samples like Brush Metal which has kind of like horizontal streaks in it or a
05:44hair on a character or something like that.
05:47There are a lot of different types of surfaces which have Anisotropic types of
05:51highlights. Now, the other ones we will look at is Anisotropic, Blinn, Lambert
05:56is the other one. Now, Lambert is a shader which has no highlight. So it's kind
06:01of for Matte surfaces. So anything that doesn't really reflect light would be a
06:06good candidate for Lambert surface.
06:08Then we have Phong and Phong E. Now Phong is kind of looks like the first type
06:13of shading algorithm that came out early, early, early in computer graphics,
06:17way back when it was developed, and it's just a real simple type of shader and
06:22it kind of gives a plastic-y kind of almost artificial looking type surface
06:27which is great for certain applications.
06:29The other type is Phong E, which has a little bit more of a softer highlight,
06:34and again the big differences between these is the Specular shading algorithm.
06:38So let me show you the difference between Phong and Phong E. So Phong
06:42Specularity has this one called Cosine Power, Specular Color and Reflectivity.
06:48Go to Phong E, let's see I have more, I have Roughness, Highlight Size. So this
06:54is what changes when you go from one to the other.
06:56The basic attributes of Color Transparency, Ambience all these pretty much stay
07:02the same. The big thing that changes is the Specularity of these. Now, one of
07:07the things you will notice is, and we are going to get into this a little bit,
07:10is that each one of these has this little kind of checkerboard next to that and
07:13what this means is that I can actually insert maps into those to create
07:18variations of color. Like, if I wanted to add a bitmapped texture to this color
07:22channel, I could just click here and change that.
07:26So in the next lesson let's show you how to add maps to some of these parameters.
Collapse this transcript
Creating and applying maps
00:00Now that we understand the basics of how to apply a material, let's get little
00:04bit deeper into changing on a material using maps. Let's start by creating the
00:09surface here. We would just kind of start with the sphere and let's apply a
00:15material to it, let's create a new material. I'm just going to do a Blinn, I'm
00:18just going to create a Blinn material by clicking here on the shelf and that
00:21creates a new Blinn material and it gives us all of these options.
00:25Now, let's go ahead and apply a map to this to change the color. Now, if you
00:29notice almost all of these parameters have these little checkerboard buttons
00:33right next to them. If you click on those, you can apply a map into any one of
00:36these slots. Transparency, Color, whatever.
00:39Let's play with Color right now. Let's take a look at that. So I'm going to
00:43click here and this is going to bring up our Create Render Node window and what
00:47this does is it allows us to pick what we want to put into this little slot
00:52here. So what we have is we have a number of 2D Textures. Now, a 2D Texture is
00:59almost like a paint job. So for example, you just paint this over the surface
01:04and if you broke the surface you wouldn't have any texture inside of it. It's
01:08almost like wrapping paper.
01:09We also have 3D Textures. Now 3D Textures actually calculate the texture all
01:14the way through the surface. So if you think of like a granite block, if you
01:18chip away some of the granite block, there is still going to be more granite
01:21texture inside of it as opposed to a box that's painted on the outside. If you
01:26chip away part of that box, you are not going to see paint on the inside of the
01:29box. That's kind of the difference between 2D and 3D Textures. Let's play with
01:342D Textures right now.
01:36When we do a 2D texture, again we are putting it on the surface of the object.
01:40So there are couple of different ways to put that on the surface. One is Normal
01:44which just uses the default mapping parameters of the surface and that's what
01:48we are going to use. There is also projection, which we will get into a little
01:52bit later and that allows you to adjust how the mapping is applied. Then there
01:56is also a stencil, which allows you to use textures as the cut out in almost
02:01like as a stencil.
02:02So we also have a number of different types of procedural textures such as
02:07Bulge, Clock, Grids, Checkerboards and so on, Ramps which are gradients. We can
02:13also put files in there, such as Bitmaps or Photoshop files and Photoshop
02:18files, Maya does support layers in a Photoshop file. But right now we are just
02:21going to deal with procedural textures, right now because I want to show you
02:25kind of how they work and then we will get into applying bitmap files in the
02:29next lesson.
02:30So first thing I want to do is just apply the most simple one which is the
02:34Checkerboard. So let's go ahead and just click Checker and that brings up our
02:37checker sample and then actually applies it to our object. Now we don't see it.
02:42Why don't we see it? Because, we haven't set our viewport so that we can see
02:45it. So I will go into Shading here. Go to Hardware Texturing, click on that and
02:51there it is.
02:52Now, some of the more complex values still won't show up in the viewport and if
02:56you want to you can use the IPR renderer which we will get into later to
03:00interactively update shaders as we go. But for right now we will just use this
03:04Hardware Texturing. So I have applied the checker map to the color channel. So
03:10here is my checker map. I have got two colors black and white. So let's change
03:15the white, we can just click on this and we can change it to any color we want.
03:19So if I want it to be red, green whatever. So if I want it to be green and
03:22black I can just change it to green and black and just hit Accept. So now I
03:26have green and black checkers. But also notice here that each one of these has
03:31its own little slot that I can put additional materials in. So I don't have to
03:37have a just solid color, I can have it a color and another texture.
03:41So if I click here next to this black one, I can put in another type of
03:46texture. Let's just choose this Cloth one, it's a real simple one and what this
03:50does is now, it replaces black with this Cloth texture and you can see this
03:55Cloth has its own color. So I can change the color of the thread or the Cloth
03:59or whatever and you can see how that updates on my object. We can also change
04:04things such as the width of the threads and so on and so forth. I mean, there
04:08are all sorts of parameters that you can change.
04:11But also notice how even these have their own slots, where you can add
04:16additional maps. So you can see very quickly how you can create layer upon
04:20layer of stuff to make these procedural maps very, very complex, very, very
04:25quickly. But let me show you, you also have to be able to navigate these
04:28procedural textures. So let me show you how to do that. We have got two
04:32different buttons here, next to each one of these, there are two buttons, one
04:35goes down and one goes up.
04:37So if we go up it brings us up to the one that's above it. We go up again,
04:42brings us up to our main one. So we have a Blinn or if we click off here we
04:47click here we can still get to our Blinn in our Attribute Editor. But if you
04:51notice next to the Blinn, we have got one that goes down and one that goes up.
04:55So next to each one of these maps we may have multiple maps applied here. We
05:01can go down and up again. So for example for Color, if I go down one, it puts
05:06me on to the Checker. If I go down on this Color 2 it goes to that Cloth. Now,
05:12if I want to get back up I just go this way.
05:14So those are some of the basics of how to create and navigate procedural
05:19texture. Now, let's take a look at how to do bitmap textures and we will do that next.
Collapse this transcript
Using bitmaps
00:00Another way to apply texture to an object is to use bitmapped textures and
00:05that is probably one of the more common ways to do it. It will allows you to kind
00:10of paint your own textures and make them very rich and robust. So let me show you
00:13how to do that. Again, we are just going to work with spheres here. So I'm just
00:17going to create a simple NURBSSphere and I'm going to go to Rendering shelf and
00:22I'm just going to apply a basic material, Lambert, in this case. It doesn't
00:26really matter and again we are going to use the Color channel.
00:29So I'm going to click here on these little checkerboards next to it and I'm
00:32going to choose File. Now, there is two ways to put a file in there. You can
00:37use File or you can use PSD, which just loads a Photoshop file. We are just
00:42going to use a JPEG in this case so let's just go to File. Now what it does is
00:46it creates a little dialog box here in our Attribute Editor, and right here we
00:51have where we can type in the image name or just select it by clicking on the
00:54little folder and I'm on my Desktop, exercise files\06\textures, that's where I'm at.
01:02Let's us just choose leopard, which is nice leopard skin texture. Now, this
01:07isn't showing in our viewport and that is because we don't have Hardware
01:11Texturing turned on. So let's go on our viewport, Shading > Hardware Texturing
01:16and there it is. So there is our leopard skin texture on our object and it's
01:21really as just as simple as that. Now let me show you how this works. We are
01:24going to go back up and this brings us up to our original Lambert shader and
01:29again in the Color channel, we have the bitmap texture.
01:33Now, if I scroll down here, you will see I have some other options. I have
01:38options for Color Balance. So what I can do is I can actually add a gain to
01:41this color, so I can actually change the balance of this bitmap and do a
01:45Offset which actually brightens it or you can give a color, you can see how you
01:49can actually add color to it. You can play with those. Alpha Gain, there is an
01:54Alpha channel in it and then other effects such as Filtering and so on and so forth.
01:58I would like to play with these Color Gains, because sometimes your texture
02:01doesn't look exactly right. So you can very easily brighten and darken these,
02:05and again each one of these you can have a map. So I can do a Color Gain
02:09that's checker colored for example and you could actually imprint a checkerboard
02:13pattern on to that.
02:15OK, so those were some of the basics of how to apply a bitmap into a color or a
02:21transparency or any one of the channels in a material.
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Working with the Hypershade window
00:00Now, there are times when you are going to want to create one material and
00:05apply it to multiple objects. Say, you had a factory and you had a nice metal
00:10texture, and you wanted to apply that metal texture to a number of different
00:13parts of a machine, stuff like that.
00:16So let me show you how to do that. First thing let's do is let's create a
00:20surface. I'm just going to create a sphere again, and I'm going to shade it,
00:24and I'm going to turn on Hardware Texturing.
00:26Now, normally up to this point, what we have done is to create a shader or a
00:30material, is we have gone to this Rendering tab, and we have kind of click one
00:34of these and we've applied the material, and we have changed the color and so on.
00:40Let's create another object here. Let's create a Polygonal cube. And again, we
00:46can do a very similar thing, we can create this Phong shader, and make that one
00:51blue. What we have done here is every time we create a new object, and let's
00:57just do one more. So we can create a cylinder, and just put the anisotropic
01:03shader on it, and make it yellow. Again, what we are doing here is we are
01:08creating multiple objects and multiple materials on object. Every time we hit
01:13one of these buttons, it creates a new material.
01:16Now there are going to be times where you kind of want to shade things the
01:19same. So what we want to be able to do is apply one material to multiple
01:22objects. Let me show you how to do that.
01:24A lot of that is done through the Hypershade window. There are actually two
01:28windows here, I'm going to Window > Rendering Editors, there is the Hypershade
01:32and the Multilister. Let's look at the Hypershade first, that's one that most
01:37people use.
01:38Now, the Hypershade window, it's actually kind of big and complex, and if you
01:42want to, you can actually make that part of a Viewport if you want. You don't
01:46have to have it as a floating window. But, we are going to do that for this
01:49particular demonstration.
01:50So if I want, I can look here and I can see I have all of my different shaders.
01:54I have the Anisotropic Shader, the yellow one that I've applied to the
01:58cylinder, the one I've applied to the sphere which was that Blinn Shader, I
02:01have got this Phong shader which I've applied to the box, and I also have my
02:05default shader. Remember, how I talked about lambert 1, is always the default shader.
02:10So when you create a new object, you will always apply lambert1 to that object.
02:15Now, let's say I wanted to apply this red shader to more than one object. All I
02:20have to do is select that object, let's say I select this cylinder, and I can
02:24just right click over that in the Hypershade window and say, Assign Material to
02:29Selection. So whatever objects I have selected will now have that material
02:34applied. So I can take this material, I can just double-click on this and it
02:37brings up the Attribute Editor for this particular material.
02:40So if wanted to, I could click on that Color, I can change the color to green,
02:44whatever I want, and accept that, and the material changes and the objects that
02:50contain that material change as well.
02:52So what I can do is I can start creating libraries of shaders, and start
02:55applying them to multiple objects. Now, there is another way to look at shaders
03:01as well in the Hypergraph window. Let's take this Blinn Shader, and let's do a
03:04little bit more with that.
03:05I'm going to click here, and I'm going to put a map into one of these channels.
03:09I'm going to make sure it says, Normal, and I'm going to put a checker map on
03:13there. You can see how the checker map has applied to these objects.
03:18What I really want to show you is I want to show you how the shader is
03:20constructed. Now, if we go into our Attribute Editor, you can see I have got
03:25this Blinn, and remember how we click here, and we go down to the next level,
03:29and we can see our Checker1, and if we want, we can go back up. So we have
03:33actually our Blinn and our Checker here.
03:34There is another way to look at that, and that is through the Hypershade
03:38window. Now, I'm going to Maximize this so you can see what I'm doing. I'm
03:42going to get this Work Area, so we can see it. What I'm going to do is I'm
03:46going to left-click on this Blinn Shader that I created with the checker
03:49pattern, and then I'm going to right click over it, and I'm going to say, Graph
03:52Network.
03:53Now what this does is it shows me all of the nodes that affect the shader. So
03:59if I have a checker pattern going into my Blinn, and the place 2D texture which
04:05is how this particular texture is mapped is affecting the checker pattern.
04:09Let's do something a little more complex. I'm going to minimize this Hypershade
04:12window for just a second. And let's go back, and do something we did before.
04:16I'm going to take one of these Color channels. Let's take this black color
04:19channel, and I'm going to click on this and I'm going to add another map to
04:23it. Let's add Bulge.
04:26So now I have this Bulge map in the black channel of this checker shader. Now,
04:31let's go back into our Hypershade window and let's re-graph this. I'm going to
04:35select Blinn and I'm going to say, Graph Network.
04:37Now, if you notice, it's more complex now. We have got the Bulge, is now going
04:42into, in fact if you click over one of these lines, it will tell you exactly
04:46what's happening. The Bulge1.outColor is going into the checker1.color2. So the
04:52second color channel of checker is getting the output color of Bulge. Click
04:57over here would say, the output color of the checker is going into the Blinn
05:02color channel.
05:03So you can basically see how the whole shader or the whole material is built by
05:09looking at all of these different nodes. Now, what we can do is we can
05:12actually re-wire and re- connect these if we want to as well.
05:15We can also build our nodes this way. So if I, for example, if I wanted to, I
05:19could actually take a Cloth and I could click on that and add a Cloth to it.
05:24Let's say I wanted to take the output color of the cloth. So I Double-click on
05:29cloth, bring it up here, and then if I look at this little button here, this
05:32will tell me what I can connect coming out of this.
05:35So if I click here, left-click here, then with the Output Color, the Whole
05:39Color. You can just do R, G or B, but I'm going to do the whole color here, and
05:42I'm going to connect it to the input here, left-click and hold color1. So the
05:47Bulge was connected to color2, this will be connected to color1.
05:50Now, you can see how that shader changes. So what we can actually do, is
05:54literally wire our shaders however we want. OK, so you can kind of see how this
05:59works, so if I wanted to, I could attach it to transparency or whatever. But
06:03you can see how powerful this Hypershade window is.
06:05You can manage your shaders, you can build shaders, you can create new shaders.
06:10If I wanted to create a Blinn or Anisotropic or a Phong shader or a Phong E, I
06:15just click here, and it creates a whole new shader. And this shader isn't
06:19attached to any specific object, but I can certainly build the shader how I
06:23want, and then just apply it to the objects that need that particular material.
06:29So those are the basics of the Hypershade window, and you can see how valuable
06:33this window is with editing materials. So let's move on from here.
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Working with the Multilister
00:00There is another way to manage materials in Maya, and that is using the
00:05Multilister. Now, the Multilister is actually kind of a historical artifact of
00:09Alias which was a package that preceded Maya about 10 years ago, and it's kind
00:14of stuck-around because actually it is a pretty, easy and efficient way to
00:18manage materials.
00:19So let me show you how that works. It's under Window > Rendering Editors >
00:23Multilister. Now, what the Multilister window has is it's kind of a stripped
00:28out version of the Hypershade window. It has room for basically the materials
00:32and the textures that create those materials.
00:36Let's just create a blank material here. I'm going to go to my Rendering Tab,
00:39and let's just create a Blinn. If you notice, when I click that Blinn button,
00:44it creates an empty Blinn material here, and that also brings it up to my
00:49Attribute Editor, so I can change my color to whatever I want to.
00:52Now if I wanted to place a texture map in there, I can put a checker in there
00:57or whatever. So now, if you want to, you can create as many of these as you
01:00want. If I want to create an anisotropic material, I can do that, or you can
01:05also create materials from within the Multilister.
01:08So if I go here to Edit, I can also do Create. What I can do is I can create a
01:13new material. Now normally, this brings us up to the Textures Tab here. Let's
01:17Create Render Node. This window would come up if I hit any one of these checker
01:22buttons in the Attribute Editor. But, if you look in this Create Render Node,
01:26it actually has a number of different tabs here. If I go over to the Materials
01:30Tab, I have buttons that can create basically the same thing.
01:33So what I did, was I did Edit > Create, this window came up, go to Materials,
01:38and I can create any type I want. So let's say, I create a Phong E. OK, so
01:42there is a number of places where you can create materials.
01:44So now I have all these materials sitting around, and I need something to apply
01:48them to. So let's go ahead and create a surface. I'm Just going again to
01:52Surfaces, create my favorite sphere here, and I'm going to shade it, and turn
01:57on Hardware Texturing.
01:59Now, what I can do is I can take any one of these. Let's click on this
02:02anisotropic, and you can assign it. You can go to Edit > Assign, and that
02:06assigns the material to the object or objects that you have selected. You can
02:11also do this by right clicking over the particular material, and you have your
02:16file edits, like display have all of those menu options, you'll Edit > Assign
02:20from here. If I wanted to, I could assign that checker pattern for example.
02:24Now also notice how the Textures come up here. So I have this checker pattern
02:29in the Blinn, and its corresponding texture is right here. So I can actually
02:34Double-click on that and affect those colors.
02:38So I don't really have that node by node operation that I have in the
02:43Hypershade window, but I do have the individual nodes or individual textures
02:48that I use in this little area of the Multilister window.
02:51Now there are some other options here, you can actually import materials,
02:56shading groups from other Maya scenes, you can Export, you can do key framing
03:01that sort of stuff, and some display options as well.
03:04But, I just wanted to show you the basics of the Multilister, and I find I
03:08generally use the Multilister to assign the textures within my scene. So let's
03:13move on from here.
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Performing texture mapping on NURBS surfaces
00:00As you start working with maps, you are going to very quickly want to be able
00:04to place those maps precisely. How you place the maps can depend kind of on what
00:09type of surface that you have. NURBS and polygonal surfaces map differently in
00:15some ways. In some ways you can map them the same and I'll show you all the
00:18different ways with mapping.
00:20Let's start with the basics of mapping a NURBS surface. Actually I'm just
00:24going to create a really simple surface. I'm going to create a plane, and I'm
00:28going to shade that, I move that up a little bit here, so I can see it. And the
00:33reason I'm showing you a plane is remember how all NURBS surfaces are
00:37essentially patches, and a plane is a perfect example of a patch, and what a
00:42Patch is, is essentially a four-sided object and it's almost like wrapping
00:47paper. So remember how a sphere is just a plane wrapped around and then
00:52squished up at the top and the cylinder is just rotated around and the Taurus
00:56is rotated in both directions. But all NURBS are essentially based upon
01:01patches, which are four-sided objects, just like this plane, which is why I
01:05drew this.
01:06So what we are going to do is we are going to apply a texture to it, it doesn't
01:09really matter I'm going to apply Blinn. I'm going to put something in the Color
01:12Channel, OK, it doesn't really matter. I'm going to put a bitmap, in fact, I'm
01:16just going to put that leopard texture, so I clicked on File, Image name,
01:20leopard, and it's not showing here because I don't have Hardware Texturing, so
01:26let's turn that on.
01:27OK, so as you can see the texture that we have which is this square patch of
01:33leopard skin is mapping corner-to- corner exactly to this patch. If I had
01:39applied this to a sphere, again it would apply it exactly corner-to-corner
01:43effect, let's just do that, let's just apply that to a sphere, let's just
01:47create a sphere, and again, I'm just going to create another new texturing and
01:53just do the same procedure here to just Color - file, leopard. And I notice how
02:01essentially that texture is the same on this, except -- you can see very
02:04cleanly how it's crunched up at the poles, OK, because what happens is that the
02:08corners of this patch kind of meet at a point here, it gets crunched up.
02:13So why I'm showing you this is because this is how all NURBS surfaces map, they
02:18just map the flat bitmap image, the 2D image of the bitmap to the 2D corners of
02:25the patch. So now once we have mapped this we can go in and we can actually
02:29change how it's mapped. Let's select this plane, go over to our blinn1 shader
02:36that we created and in the Color Channel, let's go down and there is our bitmap
02:42that's what we applied.
02:43Now once you are in here, you'll also notice that there is another node
02:47attached to this which is called place2dTexture, what we can do is we just
02:52click on that and these are the parameters we can use to place that texture.
02:57The first one I wanted to show you is actually down here that's called Repeat,
03:01this is how many times is this texture going to repeat, this is great for
03:04tiling a texture.
03:06So if I made this instead of one, I made it two, you can see how it now maps it
03:11twice along the patch, so it doubles the tiling of it. We can obviously type-in
03:16any number that we want here. You can also rotate that, and this doesn't show
03:20really well in the hardware shading, it depends on your Graphics Card, but
03:24typically doesn't show up well there. If you want to see something like this
03:28you can always just do a quick render, so right here we have two buttons, one
03:31is to render current frame and the other one is called IPR, let me show you
03:35render current frame. Now this has no lighting or anything on it, but you can
03:38just see how that renders.
03:40The other one is IPR, and we'll get little bit more into that as we get into
03:44rendering, but let me just quickly show you how to do IPR. Click on IPR, what
03:48this does is it renders it, but it also keeps a buffer, so we can actually see
03:53how this renders as the scene changes. So if I left-click and drag-and-drop box
03:59around this it will update the contents of that box if I change the parameters.
04:04So for example if I change my tiling, it will automatically update. So
04:09sometimes if you don't see it in the viewport, you can use IPR or just render
04:14frame to get a quick view of what your object looks like.
04:17OK, let's get back to these parameters here. So we have Repeat, Offset, you can
04:22also add Noise. The other one is Coverage, so what Coverage is, is how much of
04:27this patch is covered, so if I do it 0.5, I'll see that only half of the patch
04:32is covered, I can do that both in the U and the V direction.
04:36Now remember how patches have U and V directions as bitmaps have an X and a Y
04:41direction and those pretty much correlates, so X and Y correlate to U and V.
04:46We can also rotate the frame, so we can actually see how it rotates, just with
04:50one reason why I'm doing it on a flat patch, so you can see that. We can
04:54actually mirror this, the other option is this Interactive Placement, when I
04:58click that, what it does, it changes my cursor, it gives me this kind of delta
05:03shaped cursor, and if I middle-click and drag on any one of these little dots,
05:07I can move this frame, I can scale the frame and I can rotate frame.
05:15So this is a great way to place textures, and this works just on NURBS
05:19surfaces. Again one of the key things for NURBS is that these patches correlate
05:24very well to a bitmap because they are both four-sided objects, so Maya takes
05:29advantage of this when texturing these particular objects.
05:32So those were some of the basics of texturing, just the standard texturing of
05:36the NURBS surface.
05:37Now let's move on to some more texturing methods.
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Projecting textures
00:00Now, I'm going to show you another way to apply and map textures on to objects
00:06and that's using projections. Now, this works one both NURBS and Polygons and
00:11it allows you to basically project an image from a plane or sphere, cylinder
00:16and so on. Let me show you how it works. Again, we are just going to start with
00:20a simple object, we are just going to create a nurbsSphere. I'm going to shade
00:23it and I'm going to turn on Hardware Texture.
00:27Now, we are going to apply a material and add a map. So I'm going to just do a
00:31lambert material and I'm going to in the color channel add a map. Now, here is
00:36the key when you create this, it defaults to normal. Now, what I want to do is
00:42I want to create this as a projection. So this is actually attached to this
00:46particular map and then I choose the type of map I want. In this case, I'm
00:51going to use a Checker map.
00:53So now what it does is it applies that to the object and it creates a -- I have
00:58to go in a Wireframe mode to show you this. What it does is it creates this
01:01little projection icon and this is what is projecting the map on to our object.
01:08Now, if I go into my Outliner, you can see, I have actually have a separate
01:13object called place3DTexture and what this does is this object actually
01:17represents the map or the Checker that we have and it actually projects along
01:24this line here, if you can see there is a little green line right there on to
01:27your object.
01:28So obviously this is lot smaller than we need it. So if I want to, I can select
01:32this and I can just go Fit to Bounding Box. OK, so if I hit Fit to Group
01:36Bounding Box, that will make it bigger, I can turn on Shading again and you can
01:40see how it's projecting on to this. Now, the one thing is that I have got my
01:45settings turn down pretty low. So this is showing up pretty fuzzy. So let me
01:48show you another trick. I showed you how to render this, but let me show you
01:51another trick for seeing this more clearly in the viewport. We have to go into
01:55Window > Settings Preferences > Preferences, then we go Display. So what I want
02:03to do is I want to display my textures more high quality.
02:06Now, the thing is this big viewport textures slider here, I just want to
02:10run it up one or two notches, because if you go all the way to High quality
02:14then that can actually drag your system down pretty much. So I'm just going to
02:17turn it up, maybe 40%, hit Save. Now, what I can do is I can adjust this, now
02:22you see how that snapped into a nice -- so I can actually see what the texture
02:25looks like. So now that that's displaying properly, I can grab the edges of
02:30this texture icon and change the way the mapping works.
02:34So if I move it, you can see how I'm actually placing this texture on the
02:39object. Isn't that cool? OK, now what I can also do is I can change how the
02:43texture is applied. So what I do is I click on the object, go into my shader,
02:48into lambert, go down into my Color channel and in here I have a little
02:53projection icon. What I can do is I can change the Projection Type. So if I
02:58want to I can adjust it. I can fit it to the bounding box of the object, which
03:02means just to fit it, so that it all fits directly around the object.
03:06I can also change the way it projects. So right now it's set to Planar. If I
03:11want to, I can go Spherical, which is essentially Spherical mapping and again I
03:15have controls that allow me to change the way that maps and this works for both
03:19NURBS and Polygons by the way. Cylindrical, OK, so it projects along the
03:25cylinder. Again very easy, you can see how that works. Ball, now what Ball does
03:30is it scrunches the texture up at one end as opposed to Spherical, which
03:36scrunches the texture up at both ends.
03:38OK, so it's really just how does it deal with the pole of that. So it's kind of
03:42almost like a planer projection going this way and then it is all scrunched up
03:46on this side, that's what Ball does. Cubic pretty obvious, projects from six
03:52points of a cube. TriPlanar, almost kind of like Cubic, but little bit
03:58different. So you got three planes instead of six sides of a cube. Concentric,
04:03kind of weird, and Perspective, which just gives you a perspective viewport of
04:09that, OK.
04:10So anyone of these can be used to map your object. Now the one thing about this
04:15is that, it does have that separate plane there. So if I move this projection
04:20plane, it will affect the way that map works. Once I move the object though
04:25it's OK, but if I move that plane it's going to effect the mapping. So
04:29typically what I do is I get my mapping set correctly to the object and then I
04:35select all of my texture objects, group them and either hide them or put them
04:40on their own layer. So that way I don't accidentally touch them.
04:43So those are the basics of projecting a texture, and so let's go on to some
04:48other methods.
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Performing texture mapping on polygonal surfaces
00:00Now let's talk a little bit about texturing polygons or polygonal objects.
00:04Let's first start with Mapping. Now Mapping on polygonal objects can be done
00:09via the whole object or you can do a part at a time. So I can actually texture
00:14different parts of the objects using different techniques. So let me show you
00:18how that works.
00:19I'm going to open the scene here. We have a scene here in 06 scenes, called
00:23CoffeeCup and it's just basically a coffee cup. So let's create a map and apply
00:28that. So I'm actually just going to go into Rendering here and just create,
00:32let's just create a Lambert and I want to put a texture on there that I can
00:35see. I'm just going to a Checker board on there, turn on Hardware Texturing and
00:41you kind of see the default mapping of that, which isn't all that great, but
00:47how I create Textures for a polygonal objects or texture mapping on a polygonal
00:52object, I can do the projection mapping in the texture or in the material, like
00:57I just showed you or you can project using the polygonal object basically on a
01:02curved face basis on the polygonal objects.
01:05So what we have to do to do that is go into a Polygon menu and we have a whole
01:10menu set here, it says Create UVs. In fact I'm going tear this off. What this
01:15does, it allows us to map the UVs of our objects. So for example, I just start
01:20with Planar Mapping. A Planar Mapping on there you can see is very similar to
01:24the projection mapping that we just did and what it does is it creates a plane,
01:28that I can use to map this object.
01:31Now the difference is that when you use the standard projection mapping,
01:35you get the actual projection map shows up in the Outliner. It's actually a
01:38separate object. With Polygonal, Create UVs Planar Mapping, the map itself is
01:44actually attached to the object. It's actually an Input into the object. So if
01:48I select the object itself, you can see here is the Planar Projection and if I
01:53click on that Input, I get my little icon there so I can move it around. You
01:59can also move it around by using these parameters. So you can actually animate
02:04those if you want. Now there is a bunch of different types of mapping for this.
02:07So if I want to I can do Planar Mapping, I can do Cylindrical Mapping and you
02:11can see how it creates a cylinder and I can do Spherical Mapping. So again it
02:16creates a sphere.
02:18Now the center of the sphere isn't aligned so what I can do is I can always
02:21just move this Projection Center along X or Y of that object here. Just go in
02:27the Object Mode, going to my spherical projection and I can change my center
02:31here. We also have a level called Automatic Mapping, now what that does, it's
02:35kind of like cubic mapping and what it does is it projects it from six
02:38directions and the closest face, the face that's most parallel to the
02:43projection gets the texture. So you can kind of see how that works and you also
02:48have a level called Create UVs Based On Camera. What that does is it just
02:51projects according to whatever the camera position is at the time. This is
02:56great for mapping objects, we have to match them to a background, plane or
03:01something like that.
03:01Now one of the other things you can do is you can actually map on a per face
03:05basis. So if I go into my Object, like I'm going to go Edit > Delete History
03:11just to kind of clear out all of these Inputs and I'm going to right click here
03:15and go into Face Mode and I'm just going to select Faces and so what I can do
03:20is I can actually apply a different mapping to that face. So I just want those
03:25face to be planar map. So if I select only those faces and I hit Planar
03:30Mapping, I get a Planar Mapping icon for those particular faces. So for the
03:37faces of the handle of the coffee cup, only those faces are mapped using this
03:43icon and notice how it draws. These are little lines around the border where
03:48the other texture mapping starts.
03:51Now another thing you can do with polygonal mapping is you can apply textures
03:54on a per face basis. So let's say, I wanted this checker board to be on my
03:59coffee cup itself but actually wanted the handle to just be a solid color. So
04:04what I do is I click off of this and I in fact, let's just go into Rendering
04:09Editors, Multilister and I'm going to click off and make sure this isn't
04:13selected. I'm just going to create an empty blinn material and I'm going to
04:18color that and make some bright colors so that we can see what it looks like.
04:21So let's going to make colored blinn shader. What I can do now is I can select
04:25my coffee cup, right click, go into Face mode again and just select those faces
04:31that represent the handle of the coffee cup. Now what I can do I can select my
04:36blinn shader and just go right click over there Edit > Assign and now it's
04:40assigned blinn1 to those faces. So you can actually modify effects.
04:46Let's go back in the object mode here. You can see now this one object actually
04:50has two different materials on it. So you can see how this can be very helpful
04:54in building polygonal objects because you can assign multiple mappings to the
04:59objects itself. So those are some of the basics of applying materials to
05:05polygonal objects.
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Performing live-action integration with the Use Background shader
00:00Now, I want to show another type of material and that is called Use Background.
00:05Now, this is mostly used when you have a background image and you want to matte
00:10something in. So if for example, if you are animating against live action, you
00:14would be using this particular material a lot. So let me show you how this
00:18works. Now, I have already setup a scene for you, since we haven't really gone
00:22into lights and cameras and all of that, we are going to get into that in the
00:25next chapter.
00:26I have already setup a scene that has lights in it, we are going to go and Open
00:29Scene and I have a scene called UseBackground. What this is, is essentially, if
00:35I zoom out here, you see I have a light and we actually have a camera in this
00:39scene called camera1 and if I hit the Render button here, we are under current
00:44frame, you will see that the scene is just setup to create a simple lighting
00:49model where the light cast the shadow on to the plane. So we have those
00:53cylinder casting a shadow.
00:55Now, what I want to do is integrate that cylinder into a live action scene.
01:00Well, the first thing I need to do is load up the background image for that
01:05particular scene. So in my camera, I'm going to make sure I'm in my camera
01:09viewport and then I'm going to go View, Image Plane, Import Image and I'm going
01:16to go to my Desktop, find exercise files, chapter6 and textures, and there
01:24should be a file out there called Background.jpeg. And this is a picture of
01:29desert landscape that I took outside the Palm Springs. It is right next to
01:33those giant dinosaurs. Anyway, so I want to get this object into the scene,
01:38this cylinder.
01:40So what we can do is we can actually move our camera, so that the perspective
01:44matches. What you can do is, just to use your camera move tools, hold down the
01:47Alt key and middle and left-click and get that all position. Now, if I were to
01:53render this right now, what happens is it looks like it is in the scene but I
01:58still have this plane that's accepting the shadow. What I can do is I can use
02:02the Use Background material to make this plane into essentially a matte.
02:08So let me show you how that works. You select the plane and you click on Use
02:13Background. Now what this does is it applies that particular material to the
02:17scene and you have just a few options for this. One is the Reflectivity of it
02:22and whether or not it will accept the shadow. The Shadow Mask is how much
02:26shadow it will accept. And then what you can do -- I'm trying to go back over
02:30to my Channel Box so we can see this -- is you can just render it. So what that
02:34Use Background does, is it takes the pixels, you see how that works.
02:38So now I have got this object in the scene casting a shadow. Now, what you can
02:44see here is that this plane uses the pixels behind the plane for its color
02:51information. So the color of the material is actually the color of this
02:56background image. So that's how Use Background works and then it also allows
03:02you to cast shadows and reflections and do all that sort of thing. So you can
03:05see how very easily you can lock an object into a scene. So that's the basics
03:12of Use Background.
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Performing displacement and bump mapping
00:00Bump and Displacement Mapping allow you to put roughness on to a surface. Now
00:05they both do the same thing but they are fundamentally different in the way
00:09that they work. Bump Mapping basically simulates the roughness of a surface so
00:14we have like bumpy surface. You can use a map to create that, Displacement
00:19Mapping actually changes the surface itself and actually makes more geometry.
00:24I'm kind of talking in thin air here, so let me just show you how that works.
00:29Now we are going to create two surfaces, actually I'm going to create a
00:32nurbsSphere and then I'm going to duplicate it, I'm going to hit Ctrl+D and
00:37duplicate that, so we have two identical spheres. Now I'm going to select the
00:42sphere on the left here and I'm just going to apply a Blinn Shader or a Blinn
00:47Material. Now if I scroll down you will see there is actually a slot for Bump Mapping.
00:52So let's go ahead and just put a simple map into that slot, I'm going to put
00:58Cloth; that's a nice one to do Bump Mapping with. Let's go ahead and render
01:03this; now this is something that won't show up in the viewports, you do have
01:06to render it. Now we actually have a couple of controls here, we have one for
01:10the Bump Depth and we also have one for the value of the Bump Map which is
01:15actually controlled by that Cloth Map; get back to the palette there.
01:20But let's go ahead and just render what the default is and you can see that
01:24this actually creates a simulation of a bumpy surface. Now the reason you know
01:29it's a simulation is because it's on a sphere and you can see the edges of this
01:34actually still are a sphere because what this does is it doesn't actually
01:39change the geometry, it just changes the way the surface renders. Now a Bump
01:43Map is great for almost all types of surfaces, you typically will use Bump Maps
01:48before you ever get to displace the maps.
01:51But what Bump Maps are great for is anything where you really don't need to see
01:55the edge or the Bumps are so solid, the edge won't really be noticeable. But if
01:59you really have something where you need to define edge, then you have to go to
02:04a Displacement Map. Let me show you how that works, I'm going to close this
02:08Render window and I'm going to select this second sphere. I'm going to apply a
02:12new blend material to it.
02:15Now what we want to do is create a Displacement Map. We don't have an option
02:20here in the actual shading material to create a Displacement Map that's because
02:27this is just what shades the surface of the material. It is like the paint that
02:32you spray on to the sphere, we need to actually change the sphere itself. So
02:38what you will notice here is that we have our Blinn Shader here but we also
02:42have another tab here called blinn2SG for shader group.
02:47Now you can get to that either by clicking on this tab or by going to my input
02:53connection or going up in my hierarchy here. Now what we can see here is that
02:57we have got this Surface material blinn2, that's this right here; that's the
03:02material that we have been playing with. But we also have a couple of other
03:06slots here, we have the material, we have the Volume material, this is for
03:11volumetric effects, for special effects. We also have a Displacement material
03:15and that's what we are interested in. OK, now this is why every once in a while
03:19I call these things the shaders because I'm talking about the Shading Group and
03:22within the Shading Group we have these materials.
03:25So anyways let's go to the Displacement material and I'm going to actually add
03:29a map into that slot. Again I'm just going to do the same thing, I'm going to
03:34add just the default Cloth and now I have got the Cloth material here and I
03:39have got a displacementShader. So what I can do is; let's just go ahead and
03:43render this and you will see instantly the difference between the two. What I
03:47have here is on the left, I have the Bump Map, and you notice the edge of this
03:51is still a sphere.
03:53In the Displacement Map however we have an actual change in the geometry
03:59itself. So it's actually adding geometry and giving it enough detail so that
04:03you can actually render a real surface that is displaced. So you may say to
04:08yourself well obviously Displacement Mapping is better than Bump Mapping
04:12because look it does the edges and everything. Yes it is, it is better in that
04:17way but it does this at the expense of render time.
04:22So any Displacement actually adds a lot more geometry to your scene, adds a lot
04:27more calculations to the render and it will slow down your render. So if you
04:32don't need it, don't use it; typically 90% of the time you can get away with
04:37the Bump Map if you absolutely need the Displacement Map you can use it. Now
04:42let me show you a little bit more about Displacement Mapping; so if you want
04:46more control over our Displacement Map we can actually have to go into the
04:50object itself. So I click on this object, this nurbsSphere and if I go into my
04:56nurbsSphere shape I have a couple of tabs here for the sphere itself, which is
05:01our translation, and then the actual shape, which is our NurbsSurface
05:05information.
05:06If I go down here I have got a Displacement Map option and this gives me my
05:11sample rate for displacement and what it means is that how much will it
05:16subdivide this surface to get the displacement it needs; the higher the number
05:21the more geometry it adds. So you really don't want this number to be too big
05:26but if you want it to be much a more high resolution, you can certainly add that
05:30in. So those are the basics of Displacement and Bump Mapping.
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Applying transparency
00:00Now let's talk about some of the other map types and how maps work for some of
00:04these other parameters. I'm going to create a surface, our favorite surface
00:08here and let's just apply a Blinn Shader to it. We are going to shade it and
00:15Hardware Texture it. I'm going to go over to this Blinn tab and let's play with
00:19some of these other parameters. We have Color, which we can obviously play with
00:23and we have been doing that for lot of this lesson. But we also have other ones
00:27like Transparency and Ambient Color, Incandescence and so on.
00:32Lets take a look at Transparency, this is one that you will probably use a lot
00:36is to make Transparency to cut surfaces up. Let's just put a simple Checker on
00:41there and let's take a look at how this renders. I'm going to do an IPR Render
00:49on this and as you can see only half of this object is transparent because
00:56obviously it's checkered. So it has a checkered transparency; now one of the
01:00things you need to know is which color makes Transparency. So what we can do
01:06actually here; lets just take a look at that and say well actually its white
01:09that creates Transparency and why is that.
01:12Well, because what we are doing is we are creating a Transparency value and so
01:16white is the highest value on a gray scale, black would be zero and white would
01:22be 255. So in other words we have a range of Transparency from zero to pure
01:29white and pure white at 255 is purely transparent. So anything less than white
01:35is less than transparent and that's the same for most of these, for actually
01:40for any of these parameters. For Bump Mapping, for example, white is as high as
01:45the bump will get because white is the highest value and it's the same for all
01:50of these.
01:50So let's take a look at some of these other ones, Transparency, Incandescence,
01:55Ambient Color, all of those white will actually add more to it. In fact you can
01:59even see it here with Ambient Colors that as this gets whiter, the object
02:05itself gets more of that ambient color. So that's really what I wanted to show,
02:09now all of these other parameters here Eccentricity, Specular Color all of
02:14those, they are all based on that principle.
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Using the 3-D Paint tools
00:00Now I want to show you one more thing and that's Maya's 3D Paint feature. Now,
00:05it is not the best 3D Paint in the world. But it can be used for a number of
00:09different things; let's create something to paint on. Shade it, turn on Hardware
00:15Texturing and what we can do is we can actually just apply a texture here,
00:21apply a map and material. Under texturing we do have a 3D Paint tool, what we
00:26need to do is click the Options box here to the right of that and that brings
00:31up essentially our artisan interface.
00:33Now what we can do is we can Assign/ Edit Textures to this object, so what we
00:40can do is actually create new Bitmaps that will be used to hold the paint that
00:45we will be painting. So let's create Assign/Edit Textures and we can create
00:49this at any size we want. So let's do a 512 by 512 map and let's store it as
00:55whatever format. Let's store it as for example a Targa file and we can assign
01:00that and now once I have this I can actually start to paint. So if I scroll up
01:05here I can give it a color, lets say I wanted to paint in red and I can just
01:10start painting on this object.
01:12Now this will use the default mapping, so whatever mapping you have applied to
01:17the object will be what is used to paint that map. So sometimes you may
01:22actually have to apply a mapping beforehand and then paint onto it. Now one of
01:28the things about this paint package is that, it doesn't have a ton of features,
01:32you can't paint patterns for example you really can just paint color and you do
01:37have some control over the Brush and if you do have a pressure sensitive tablet
01:42you can use that as well. You can paint Opacity, you can do Flood Paint and you
01:48can do some simple things such as Smear.
01:50You can actually Smear Paint if you want, you can raise, you can clone and so
01:56on. But what a lot of people use this for is just to mark places on the mesh.
02:02Lets say you have got some, you have got more complex object so may be a
02:06complex polygonal object and you just want to know where on the object your
02:12painting is, so that way you can bring it into Photoshop. Let's for example,
02:16take a look at that lets save these textures, yes I'm going to go ahead and
02:20save my scene. I'm just going to call it test, Save and then let's go back into
02:29our 3D Paint tool and let's just go ahead and save our textures.
02:35Now once I have saved my textures, I can go into Photoshop and I can go into
02:443dPaintTextures. This is in my Project File; this is on my Desktop under
02:48exercise files, 06. Go into 3dPaintTextures, you will see the name of the scene
02:53test and you will see my nurbsSphereShape1_color. OK that's the name of the
02:58object and the channel color, so open that up and you will see that's what I
03:03painted. Now one of the things you can see is actually painted over a seam
03:07here, I select this object here you will see right there is the seam of that
03:13particular nurbsSphere. In fact if I wanted -- if I took that Sweep up, you can
03:20see that's the seam.
03:21That is where those, that patch that creates our nurbsSphere connects. So if I
03:26looked in my Photoshop file you will see that, that's my texture. Now if I
03:31wanted to I can actually start painting into this texture. I can go into
03:34Photoshop and just start painting and just go to File > Save and that will show
03:42up on my object because what I have here is I have this particular map in my
03:49color channel. So I have that Blinn Shader, go in to my color channel and you
03:53can see I have that.
03:54Now what I need to do here is actually hit Reload and what that does is it
03:58reloads the texture and you can see now whatever I painted in Photoshop comes
04:02up in my object itself. Now you can do this for any sort of texture but what
04:08you can see is how I can actually use this as a way to walk off part of my
04:14object and I can go into Photoshop here; one of the things I could do is for
04:17example is create a layer over here and if I wanted to I could actually really
04:23paint the eye. I could go in here with my tools and I could really paint. I
04:27could cut and paste texture I can do whatever I want and then when I'm done
04:32either hide that original layer or save it as a Photoshop file and Reload it or
04:37I'm just going to flatten this image and then save it.
04:40Then you go back into Maya and you just Reload it and you can see what I
04:44painted down. So you can use this as a way to create reference, you can
04:48actually use it to paint texture there is a number of ways you can use it but
04:51it can be very, very handy.
04:54So those are some of the basics of 3D paint, now one of the things I also want
04:58to show you in this 3D Paint tool is that you can paint other channels other
05:03than Color. So if you want to you can paint Transparency, you can paint
05:08Incandescence, Bump Maps, Displacement Maps, anything. So any one of these maps
05:13you can paint and it will show up and automatically be applied to the material
05:19that's applied to that particular object. OK, so that's some of the
05:23fundamentals of 3D Paint.
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Texturing an airplane
00:00OK, now let's use the tools that we have learned in this texturing chapter to
00:06texture our airplane. So first of all let's set our project, make sure we are
00:10in Project 06, and let's open up Plane in 06 scenes Plane_00. This is the plane
00:22that we've had.
00:23Now I'm going to go ahead and show you an image here, let me just do View Image
00:29and I'm going to go into 06 - images. And here's a quick render of how we are
00:38going to texture our airplane, just so you have kind of a rough idea. So
00:41basically we are going to make it kind of grey, may be go with white and we
00:45will lighten it up a little bit, and then we are going to put a texture on the
00:48canopy, we're also going to put numbers on the wings and then we are going to
00:52do some texturing up here for wooden propeller and then may be a gradient here.
00:57So let's start with the general color of the airplane. So I'm going to go ahead
01:02and select the body and we are just going to go ahead and apply a Blinn
01:07Material. So I apply that, and then we are just going to make it kind of a
01:11light grey, and let's go ahead and just give that a name, just call that
01:16BodyColorGrey, so that's the first color that we have.
01:22Now first thing I want to do is let's go ahead and texture this canopy, I'm
01:27going to go back into my channel box here. And for the canopy there is a
01:32texture out there, in fact, I'm going to show it you, I'm going to go View
01:36Image and in the textures directory there is an image called Plane_Canopy. What
01:44that is is just a simple bitmap that has the kind of a structure of the canopy
01:49and what we are going to do is project that from the side so it will affect
01:53those sides. So we are going to select this and we need to create a new
01:58material for this. Let's just go ahead and make it a Blinn, and we can name
02:03this Canopy, and let's just go ahead and in the Color field we are going to put
02:09a file, and we are going to go up towards desktop into 06 - textures - Canopy,
02:19OK, there it is.
02:19Now you can see that this isn't mapped correctly, and now this is polygonal
02:26object, so what we need to do is map it going this way from the side. So we
02:32need to map it along the Z axis. So what I'm going to do is I'm going to go
02:37Create UVs > Planar Mapping, and we want to project this along the Z axis.
02:45There we go. Now that's actually pretty close, but if we want we can adjust
02:50this, and we can actually adjust that to make sure that it's correct, that is
02:56pretty darn correct, so let's just leave it; that must be a good thing. So now
03:02we've got the canopy.
03:03Let's go ahead to the front of the airplane and I'm going to go back in the
03:09Object mode here, and I'm going to select that Cowl and we want to put a
03:13gradient texture on there.
03:17Now if you remember in the picture that I showed you it went from red to
03:21basically almost the same color, so it's kind of a light grey. And so what I'm
03:25going to do is create another Blinn, and let's just call this Cowl and in the
03:33Color Channel go ahead and turn on the Ramp. So once I put the Ramp on there
03:38you can see it goes -- this default one goes from red to blue. You can see how
03:44it goes radially around the Cowl and that's not what we want, we want it go
03:49front-to-back rather than around.
03:51So remember how NURBS surfaces have a U and a V direction. Well, this is called
03:56the V Ramp, obviously what we want is the U Ramp which goes front-to-back. So
04:02we know here now that the front is what was blue, the back is what is red. So
04:07what we need to do is change these colors. Now I'm really tight on this because
04:11of my screen size, you'll probably see the whole thing here. But I want to make
04:15what's red is actually going to be kind of the white in the back. So what I can
04:18do is just select any one of these and you can see, as I select them the colors
04:23down here change. So what I'm going to do is select the red and just make it
04:27kind of the -- actually I'm going to go to HSV here, I'm going to make it kind
04:31of light grey. So I'm going to turn down Saturation and just make it that light
04:35grey, and I'm also going to select this green and I'm also going to make it
04:40that kind of same light grey.
04:41Now the thing is that I really want this to fade towards the back here, so what
04:47we can do with this Ramp is we can actually select these and move them up and
04:51down, and that's how I move it back, you can see how it kind of moves that
04:56towards the back of the Cowl.
04:58Now what I want for the front is I want that front to be red, so I'm going to
05:02highlight that little box there the blue dot and I'm going to turn it into a
05:07red dot by changing the color. But I want that transition to be a little bit
05:11more swift. So what I can do here is if I click anywhere below here it will
05:17sample this color and then I can just move that color all the way down to make
05:22that transition a little bit better. So anytime I click anywhere in this
05:26surface it creates a dot here that I can use to add more ramp. So if I hit that
05:30little X it deletes it. So what I can do is take that and just adjust them so I
05:36have that color, OK, that's good. So I'm going to actually take this engine,
05:42now the engine is made up metal and a really good shader to use for metal or
05:47material to use for metal is the Anisotropic.
05:49So I kind of just wanted to be almost like a dark or medium grey, almost like
05:55default color and that will be that, and then for the propeller we can actually
06:01apply that same texture. So what I can do I've already created that texture for
06:06-- in fact, let's go ahead and select this. This is my engine, if I do Ctrl+A
06:10you can see I have my Anisotropic. Let's just call that Metal.
06:15So now if I select this structure here, it selects the whole structure, it
06:20selects everything in the hierarchy as well but I can Window > Rendering
06:24Editors I'm just going to go into the Multilister which makes it easy and I'm
06:28going to scroll down and find that one that says, engine, but actually it's
06:32anisotropic. So I'm just going to go Edit > Assign. So what it does is assigns
06:38that to that propeller. So now the propeller has that same texture as the engine.
06:44When I apply the texture to that drive shaft you'd notice here the drive shaft
06:51actually contains both of the props and the nose cone. Now I actually want to
06:57texture those props as wood, so what I need to do is Shift-select those
07:01separately, and let's apply a Phong E to it, and in that Color Channel I'm
07:07going to go ahead and put a file, and the file is called Plane_Wood. And
07:15actually that maps pretty well, I don't have to mess with that at all.
07:19For the nose cone I'm going to go ahead and select that, and I'm just going to
07:22apply a Blinn and make it red, I'm going to try, match that color, close
07:30enough. Now the final thing is actually we've got one more thing, we have got
07:35the tires, Shift-select those tires and I'm going to apply a Lambert, and then
07:40I'm just going to turn that down, make it kind of black.
07:44Now the last thing we need to texture are the wings. Now what I want to do is
07:49just put red on the outside of the wings, I'd leave the inside of the plain
07:54kind of the original color. So what we have to do is we have to select those
07:59faces and apply a texture to just those faces. So I'm going to go ahead into my
08:04top viewport, zoom out a little bit, right-click over this and go Face. Now I'm
08:10going to Lasso+Select the faces on this side of the wing and then Shift+Lasso
08:17Select the faces on the other side of the wing. Now I need to apply a texture
08:22to it, I'm going to apply a Blinn, and then in the Color Channel of that Blinn
08:27I'm going to put a file. That file is called Plane_Numbers.
08:34Now if you notice this doesn't map all that well. In fact, I'm going to go in
08:40Object mode, you can see that if I go into this Blinn here, you can see that
08:46those are the numbers I want to appear on the wings but they are not appearing,
08:49they are actually mapped all kind of funky. So what I need to do is remap on a
08:55poly by poly basis. So what I'm going to do first of all, I'm going to select
08:59one side of the wing and I'm going to select those faces again. So again
09:02Lasso+Select just these faces, probably don't see them, but they are selected,
09:09and then I'm going to go Create UVs > Planar Mapping. But I need to know what
09:13direction I'm Planar Mapping. If I look here I'm mapping in the Y axis, so I'm
09:18going to go Project, and what that does is it actually creates a separate
09:24object that I can use to place this texture but it's rotated the wrong way. So
09:29in my Attribute Editor I can just rotate that 90 degrees, tug that in, and I
09:35can position this however I want, perfect!
09:40And we can do the same for the other side. So let's repeat that procedure if in
09:44case you weren't following. I'm going to go to Lasso+Select those faces, there
09:49we go, Create UVS > Planar Mapping in the Y axis Project. Now from our
09:58Attribute Editor I'm going to rotate that 90 degrees and then just grab these
10:05in position, how we want, there we go.
10:08Now we do have one little problem, because we selected all of these faces we
10:13are projecting all the way through this. So if we look on the bottom of the
10:16airplane the numbers are backwards. So we can do one of two things, we can
10:22either reverse the numbers or we can just make the bottom red. I think I'm just
10:26going to make the bottom red to show you one more little trick that I know
10:30here. So I'm going to go in the front viewport here and we are going to do
10:35pretty much the same as what we did. We are going to select Face and I'm going
10:38to Lasso+Select just the bottom of the wing. So let's go to the Perspective
10:44window, so we can see what we've got here. I'm going to Lasso+Select just these
10:48faces here. I didn't get all of them, all I really need to do is get the ones
10:53with the numbers on them, and then I'm going to do one more Planar Mapping >
10:57Create UVs, but this time I'm going to scale it up and move it so that the
11:03numbers are actually off of the wing. So all I've got is red because that's
11:08just a solid color you are not going to notice any pixilation if you make it
11:12too big because it's just all solid red. So it's always going to interpolate
11:16it's red, and so now I've just made the bottom of the wing, solid color, let's
11:20do the same for the other one.
11:22All I'm going to do here is I'm going to Lasso+Select the bottom part of this
11:27wing and we're going to go ahead and go Create UVs > Planar Mapping, and now
11:38here you can see that, make that big and just move it off.
11:42Now I did do one little thing here and when I selected the underside of this
11:49wing I actually selected way too much here. So I need to kind of put this
11:53landing gear back. So I'm going to go ahead into Face mode one more time and
12:00just Rectangle+Select just these, here we go. I don't want to get in any of
12:05that wing, so I just want to -- I actually got these two and for those I have
12:17to reassign, and there we go, OK. So that's pretty good, as you can see that's
12:29kind of the texturing work-flow for texturing this airplane, so we are going to
12:34move on from here.
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7. Rendering in Maya
Understanding Render settings
00:00Rendering in Maya is where you bring together all of your elements and
00:03everything you've created and you make your final image. Now, rendering is a
00:08lot like photography in that you work with lights and cameras and then you
00:14create a final image. In photography, you would develop the image or in digital
00:19photography, you would create a digital image file, and that's the same in
00:23Maya, is that you actually ultimately create a digital image file.
00:27Now, rendering in Maya can come in several different forms. Actually Maya has
00:31several different renders that it can use to create an image, and let me show
00:35you just a little bit about that. Most of our rendering buttons are right up
00:39here, we have Render View, and this one would just render the current frame.
00:43This will open what's called the IPR window, which we'll get to and that stands
00:48for Interactive Photorealistic renderer, and what that does is it allows you to
00:52render on the fly as you change parameters. I think we used that little bit in
00:57the Texturing chapter.
00:58But this is the one that I want to show you is Render Settings window. You can
01:01also get to this through Window > Rendering Editors > Render Settings, the same
01:06window, OK. Now, this Render Settings window is where we setup our parameters
01:12to render the image. We can render using a number of different renderers.
01:17If I just use this pull-down menu here, I've got the Maya Software renderer,
01:20which is the default renderer and that's what we'll be using mostly in this
01:24chapter. There is also a Maya Hardware renderer, which is used mostly for
01:29particle systems. There is also a vector render, which will render out
01:33vector-based images more like flash animation and stuff like that. There is
01:37also a Mental Ray, which is an advanced renderer, and we'll talk a lot about
01:41that in the next chapter.
01:43Let me show you some of the basics of the Render Settings window, so that as we
01:47start rendering things, you'll know how to change these parameters if you need
01:51to. We don't have anything here to render, so let me just quickly run through
01:54some of the basics of the window and then we'll be using it consistently as we
01:58go through these lessons.
02:00The first one is Image File Output. Now, if you want you can give it a name,
02:04otherwise it will use the same scene name. This is the naming convention, so if
02:09we have a single frame, or if you use one of these, ones with the little number
02:12on them, then you can see we have name with the frame number and then the
02:16extension. There is a couple of different iterations of this.
02:20You can also see here that this is how the file naming will be. It will
02:25actually kind of list it. Then if we're using a numbered sequence here, you can
02:30give your start, your end frame and you can also use this one here which is
02:34called Frame padding, and that gives you, as you notice here, if I turn this up
02:40to three, this will force this to be a three-digit number in the file name.
02:44We can also tell it what camera to render and as we get in cameras, I will
02:48explain that a little bit more, and you can also set the Image Size here. We
02:53have a number of Presets, plus we can obviously type in the numbers if we want.
03:00So those are the basics. Now for each renderer that you have, you also have a
03:03number of parameters here. So there are actually two tabs, there is one common
03:07for any renderer, which is the name and the size of the image, but then we also
03:11have one here for the individual renderer. So as this changes if this goes to
03:15Mental Ray, then that tab changes to a Mental Ray tab. If I go to Maya Hardware
03:20renderer, it changes to that, but we're going to use the Maya Software renderer.
03:23Now, when you render, one thing really, it's pretty simple, basically you just
03:29use Production quality and that will give you a pretty decent quality. If you
03:33just do Preview quality it will render fast, but it will kind of had jaggies
03:37along the edges, and won't look as good. But if you're doing quick render
03:40tasks, Preview quality is perfectly fine, but when you go into final rendering,
03:45just put that on Production quality.
03:47There is a lot of parameters here that you can change, such as Shading, and how
03:53it renders Particles, how it filters the edges of the image, those sorts of
03:57thing. You also have options here for Fields. If you're going to be rendering
04:01to fields and other ones such as Motion Blur, and we'll be getting into those
04:05as we work through the lessons, OK.
04:07So that's the basics of the Render Settings window and rendering in Maya, and
04:11now we're going to move on to actually creating and rendering some scenes.
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Understanding the basics of lights
00:00The first step in the rendering process is to add light to the scene. Just like
00:05a photographer works with light, when you render you also work a lot with
00:09light. Now, lighting in the real world versus the Maya world is a little bit
00:15different. You can do some things in Maya that you simply can't do in the real
00:19world, like I can say, for example, that a light won't shine on a specific
00:24object. You can turn shadows off for lights and you can't do that in the real
00:28world, but there are some things in the real world that are difficult to do in
00:32Maya, such as, bounce lighting and soft kind of ambient lighting.
00:36So let me show you some of the basics of lights, we're just going to go through
00:39the basic lights in Maya, and I'll show you how they work, let me show you some
00:44of the basic parameters of lights. First thing I'm going to do is set my
00:48projects, so I'm going to go Project, Set, and we're in chapter 07, so I'm
00:53going to go in my exercise files folder and hit 07, hit OK. Now, we're going to
00:58open a scene. I'm going to open a scene called Table.mb, and that's just a
01:07little table and chair scene.
01:09Now, I'm going to create a light in Maya. I can do that by going to my
01:14Rendering shelf here, and I've got my basic types of lights here, OK let's go
01:18through and we have Ambient Light, Directional, Point Light, Spot Light, Area
01:24Light, and Volume Light. We can also create these using the Create menu, so I
01:30can just go create lights and they're all right here.
01:35So let's start off with a Point Light. So if I click that, you'll notice that
01:40it comes up here at (0,0), the origin, and that's how all lights are created in
01:45Maya. We can't just point and click and place your lights, they always start at
01:49zero and then you have to move them into position.
01:52Now, if you want to see your lighting in the scene or see a rough approximation
01:57of how the lighting is working in the scene, you can change it in your
02:00viewport. So I go here to Lighting and I say Use All Lights, or you can say Use
02:05Selected Lights and we are going to Use All Lights, 7 is the hot key for that.
02:10Once I do that, you can see how a light actually affects the scene. So I've got
02:15a Point Light in the scene. Now what is a Point Light? A Point Light is
02:19essentially the bare light bulb in the room. It emits light in all directions.
02:24So you can see how that works. Now, let's take a look at some of the lighting
02:29parameters that we can use for this.
02:31So I'm going to hit Ctrl+A, I can go into my Attribute Editor for that light.
02:36So I select the light, hit Ctrl+A, and that should bring up this Attribute Editor.
02:40Now, you've got a number of parameters for the light. We have Point Light
02:44Attributes here, also I have a little sample here that shows what the intensity
02:48of a light is and all that sort of stuff. Then we've got a number of roll outs
02:52here for Shadows, Light Effects, Mental Ray options and a bunch of that. But
02:57what I want to do is just focus on just the basic attributes of the light.
03:01The first one is the Type of light. I can actually change this light to any
03:05other type of light, just by pulling down this menu. So if I wanted this to be
03:09a Spot Light, I could do that, or I wanted to be Ambient Light or whatever, OK.
03:15I'm going to put it back to Point Light so we can just play with this one.
03:18We'll get to those other lights in just a moment.
03:21Let's talk about the basic parameters. First one is Color, so I can change the
03:26color of the light. So that brings up a color picker and I can make it a red
03:30light, blue light, yellow light, whatever. So you can change the color of a
03:35light, you can also change the Intensity of the light and that is how bright is
03:41that light. If you turn it up, you can see how you can quickly blow up the
03:44scene here, or you can turn it down.
03:48Now, one thing about Maya lights is you can have lights that are negative. So
03:52if I type the negative number in here, I can actually have a light that sucks
03:56light out of the scene, OK. Now, you can find this very handy in a place where
04:00maybe you've got a part of your scene is overexposed and the rest of it is lit
04:04really nicely, you could actually just shine a light at that overexposed
04:07portion, and put a negative intensity on it and it would actually subtract
04:11light out of the scene.
04:12Now, we've got some other options here for Illuminate by Default, does it Emit
04:17Diffuse or Specularity. You can actually have a light that doesn't emit
04:20highlights. It doesn't show up in specularity. This is something you can't do
04:24in real life. So you could actually just add a general lighting without having
04:28those really hot point highlights on an object, you can just take that off.
04:32We also have what's called a Decay Rate. Now, by default, lights in Maya don't
04:37decay. So if I put this light right next to the table, or far away from the
04:43table, where the light hits it, it's still going to illuminate it equally. So
04:47no matter how far I bring this light away, the illumination is still pretty
04:51constant, obviously some of it is dependent on angle, but generally the light
04:56is going to be constant.
04:57Now, in the real world, lights follow up with the square of the distance, OK.
05:03So you have a flash light you shine it right in your face, it's really bright,
05:07you shine it across the street, it's not going to illuminate much. That's
05:10because the light fades with distance, the power of the light goes off with the
05:14square of the distance.
05:15So what I can do is I can actually set a Decay Rate. I can set it to Linear,
05:19which falls off linearly. I can set it to Quadratic, now what Quadratic means
05:25is that, that's real world lighting, that falls off with the square of the
05:28distance. If I set it to that, then I kind of have to turn my Intensity up a
05:32lot more, in fact I may have to type in a number here to get that lighting up
05:36to the point where it actually will illuminate. But if you notice, if I bring
05:39it closer it gets brighter, bring it far away, it gets dimmer, OK. So that's
05:45Quadratic, which falls off with the square of the distance.
05:47If I do Linear, that means it just falls off one-to-one, essentially. OK, which
05:54is not the square of the distance. I can actually go more, I can go Cubic,
05:57which just falls off with the cube of the distance. So if you want to have a
06:01light that really falls off quickly, then you do Cubic. Now, a lot of times
06:05I'll use Quadratic lighting, because the nice thing is it that the lights do
06:08fall off. So if I'm lighting a really big scene, you don't want the light on
06:13the far end of the scene to affect something on the other end of the scene. You
06:17kind of want to contain your lighting. So a lot of times I use fall off to make
06:21my lighting a little bit more realistic.
06:24For this purpose, I'm just going to turn on No Decay, and put that Intensity
06:28down to about 1. Now, 1 is kind of a standard value for light. So if you have a
06:33light in the scene with no Decay and its Intensity is 1, it should evenly
06:38illuminate the scene. If you have three lights in the scene, then their
06:42Intensity shouldn't be much more than 1, that's again if they have no decay. If
06:47you're putting in Quadratic fall offs, obviously you'll have to have more
06:50intensity to your lighting.
06:52So that's the basics of lighting, so let's go through the other types of light
06:55in the next lesson.
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Understanding lighting types
00:00So now that we understand some of the basics of the parameters of lights, let's
00:04go through some of the other types of lights outside of the point light. I'm
00:07going to open that same scene again, I'm going to open Table.mb, and let's put
00:14another type of light in here.
00:15The second most common type of light is Spot Light, I use Spot Lights a lot, so
00:19I'm just going to hit this Spot Light button. It brings up a little Spot Light,
00:23you can see it down there again at the origin. Now, I can move this around, OK,
00:27I'm going to turn on Lighting, Use All Lights, so we can see how this works.
00:32Now, if you want, you can see how this moves around, if you rotate it, you can
00:36rotate it so that it shines on specific objects, but this is kind of hard, it's
00:41kind of hard to manipulate this, just by moving it around this way. So there is
00:46another way to affect lights in Maya and that's using the Manipulator tool. So
00:51if I go over here to my side bar here and go Show Manipulator tool, what
00:56happens is I get two little objects so that I can move, one is the target for
01:00the light and the other is the light itself.
01:03So what I can do now is I can just move my light, my Spot Light, and keep it
01:07focused on that one point, which is kind of nice. Now there is also a little
01:11clicker here, if you click on this object here you can actually change other
01:17parameters of the light. Now, fourth Spot Light, I'm going to go Ctrl+A and go
01:22into that.
01:22So let's go ahead and select that, and now for the Spot Light we do have some
01:26additional affects. So if you go Spot Light Attributes, you'll see we have,
01:30what we have at the point light we have Color and Intensity and Decay Rate,
01:33which all lights have. But now the Spot Light has some additional parameters;
01:37one is what's the Cone Angle. If you actually zoom in on that light a little
01:42bit, you can see that as I change this, the cone of the Spot Light gets wider
01:47or narrower. So how focused is that beam of light that's coming from that Spot Light.
01:52In fact, if I want to, I can render this to a quick render here. We can see
01:56what that looks like. OK, you can see how that Spot Light is shining. We also
02:00have what's called a Penumbra Angle, and what that is that's the soft edge of
02:05the light. So if I make that positive that will add a little bit extra cone to
02:10the light, and make it fall off over the course of about five degrees. So if I
02:14do a quick render there, you can see now I've got a softer edge to that light,
02:19so that way it's not such a hard edge.
02:22We can also have what's called the Dropoff and that's how much the light drops
02:26off. OK, so that's almost like a Falloff affect, almost like a Decay affect. So
02:31that's the Spot Light, so let's go ahead and delete that and let's bring up
02:35another light. Let's use the Directional Light. So I'm going to bring that in
02:39and again you can see it comes in at 0,0 and again I'm going to use the
02:42Manipulator tool to move that around. So I'm just going to click that and move
02:46it around.
02:47The Directional Light is a light that actually does point in a specific
02:52direction, but unlike the Spot Light, the Directional Light does not have a
02:56cone. So the Directional Light is a great way to have light coming from a
03:00specific place, it's great for things like the sun. So what you can do is you
03:03can have a Directional Light coming from a specific angle, it can totally
03:08illuminate the scene and the light is all coming from the same direction.
03:11Now, the one thing about the Directional Light is that it will have problems
03:14with things like shadows. I know a lot of people who instead of using a Spot
03:18Light, they'll just take a Directional Light in scene, but they can have
03:21problems with shadows, especially with depth map shadows, which we'll get into,
03:25because, the way that Maya calculates shadows So sometimes a Spot Light will be
03:30more appropriate because it can actually focus the light in a very specific way
03:34and also focus the shadow a little bit more efficiently. So that's a
03:38Directional Light.
03:39The next type of light we have -- let's just do the Ambient Light. So let's
03:43click on Ambient. What Ambient Light is, is essentially just the ambient light
03:49in the room. So it's basically just kind of a non-directional, just the general
03:55lighting in the room itself. Now, Ambient Lighting, I usually use at a very low
04:00Intensity and what I do is if I don't want the room to be completely dark and
04:04have the shadows completely dark, I usually toss an Ambient Light in the room
04:09and just give it, just kind of like a 0.1 Intensity or something not too
04:13bright, and that will make it look like the room is just kind of evenly
04:16illuminated and it kind of simulates the effect of down sliding. So that's the
04:21basics of an Ambient Light. It's really very simple, I'm going to select that
04:24and delete it.
04:25The next one is an Area Light. Now, what an Area Light does, again I'm using
04:30the Manipulator to move this around. An Area Light creates light from an area.
04:36So for example, I've got this little box here, it's almost like a soft box, in
04:41terms of how it works. I don't know if you've ever used the soft box in
04:45photography, but what that is, is the big, giant box that you put a flash in it
04:50and what it does is it softens the light. It's very similar to overhead
04:54fluorescent lightings and those big fixtures with the diffusers. What they do
04:58is they create a very soft even light. Light from a point can create very harsh
05:03lighting. So sometimes an Area Light is better.
05:05Now, the one thing about Area Lighting is it can give you a bit of a render
05:09hit, especially when you start calculating shadow. So you have to be careful
05:13when putting Area Lights in the scene because you can blow your rendering
05:17overhead. OK, so be careful with that, let me delete that.
05:20The last one is called a Volume Light, and what a Volume Light is it's a light
05:25that goes within a specific volume. Actually, it can go two ways, so here let's
05:30take a look at the Volume Light parameters. We have the Shape of the light, so
05:33we can have Box, Sphere, Cone, Cylinder, and so on. OK, I'm going to put it
05:40back to Sphere.
05:42What you can do, is you can actually direct the light. We can change the color
05:45of it, and we can also direct the light either Outward or Inward. So if I put
05:50it Inward and just tick it, right over that table there, maybe even scale it up
05:56a little bit. It will only illuminate those things within the volume. So what I
06:00need to do is actually bring that Inward and make the Color white, and you can
06:10kind of see, you can kind of make it out. Again, if we do it Outward, there we
06:16go, that's what look better.
06:17So the light is actually going Outward, but it's also if you see here it's
06:21very, very dim, but it's also constrained by the volume, OK. You can also have
06:27a Penumbra and these are actually ways to create custom fall offs, so we can
06:32actually create a curve here, for example, the Penumbra, the Penumbra doesn't
06:36have to be just a strict 0 to 1 fall off, we can actually have a bit of a curve
06:40to that. So that's the basics of the Volume Light.
06:43So those are the main types of light that you can put into a Maya scene. So
06:48let's move on and talk about some more lighting parameters.
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Adding depth-map shadows
00:00If you want to add more realism to your scene, you probably want to start
00:04working with shadows. Shadows tend to lock objects to surfaces. It gives you a
00:08sense of where a light is coming from. It can also set things like mood and
00:13create a lot of dramatic effects.
00:14So I'm going to go ahead and open that file we've been working with, the
00:17Table.mb, and we're going to light this and put some shadows into it. So I'm
00:23going to use a Spot Light. So I'm just going to click here, and on my shelf, I
00:28can create a spot light, which comes in at (0,0), and I'm going to click on the
00:31Manipulator tool and put that light up. So I want to see what's going on here.
00:37So I'm going to go Use All Lights, and I'm just going to position this light so
00:42that it's above the table, and kind of coming from the front just a little bit,
00:48almost like the hero light, that sort of thing or the a Hollywood light here.
00:54I can actually do a quick render, see what that looks like. Now, if you look at
00:58that you say when you know that tables kind of just floating above that floor,
01:02because there is nothing locking it to the floor. Well, that's why we need
01:06shadows. So I have my light selected, I'm going to hit Ctrl+A and go into my
01:12Attribute Editor, and if you go up here to Spot Light Attributes and you scroll
01:16down, you'll see a roll out here that says Shadows. Now, my screen is a little
01:21tight here so I'm going to have to do some scrolling, you'll probably see a lot
01:24more on your screen than you see here.
01:27But we have two types of shadows, we have Depth Map Shadows, and if I scroll
01:32down here, you'll see I also have Raytrace shadows; two different types of
01:37shadowing. Let's go through Depth Map Shadows first, that's probably the more
01:41common type of shadows, the type of shadow that you wouldn't most likely use,
01:45because it actually renders a lot faster.
01:47Now, all you have to do is click it on, and in fact, let's just take a quick
01:51render here and see what it looks like, there we go, there is a nice shadow,
01:55OK. So now you can see how that locks those objects into the scene. Shadows are
02:01very important, when you're doing lighting. Now we can affect something, if we
02:05can actually change the shadow color. Well that shadow is a little bit dark, so
02:09if I bring this shadow up a little bit, I can see it's a less dense now, it's a
02:14little less black.
02:15Now, let's talk a little bit about how Depth Map Shadows work. They work by
02:20creating a bitmap. What they do is they actually look through the light, in
02:24fact, if I wanted to, I can here in fact let's go into four-viewport here, and
02:28in fact, you can actually select your light and you can actually under Panels
02:34say, Look Through Selected and I can see where my light is shining. This is
02:39actually looking through that Spot Light, we put in our scene. I did Panels,
02:43Look Through Selected and this shows me exactly where my Spot Light is shining.
02:48So what it does is it goes through and basically snaps a bitmap image of this
02:52and it calculates where the objects are, including the light, and it uses that
02:56to create a bitmap to create the shadow. Now, what happens with that is that
03:01this bitmap has to be of specific size, and that's what this Resolution is. So
03:05if I dial this down to make it a low resolution, let's say I make it like 64.
03:09If I make it a very low resolution, you can actually see that bitmap. So this
03:15is a bitmap that it's calculating to create the shadow. If I make it a high
03:19value, something like that, you'll see the shadow is very, very sharp.
03:27So what I can do is I can use this Resolution to actually create softer-edged
03:31shadows. So if I make this 64 and render it, you see well, I'm still getting
03:37jaggies here. But what you can do is there is also a thing called Filter Size
03:41and what the Filter Size does is it blurs that shadow. So if I bring that up to
03:46say 4 or 5, it's going to totally blur that. In fact, 5 might be too much, now
03:53let's bring it down to 3. What that does is it softens the edge of those shadows.
03:58Now, I could also bring my Resolution up to say 128 or whatever. Now, I'm using
04:02multiples of 64, because that's how Maya works, is that it will actually use
04:07its buckets to create the shadows. So if you had a shadow that's 65 it will
04:12still use a bitmap that's the same size, so I tend to work in multiples of 64.
04:16So you can see how the shadow now of this Filter Size actually blurs the edge
04:23of that shadow. So what you have to do here is you have to balance the
04:26resolution of your shadow versus the filtering of it. So low resolution will
04:32make that edge more jaggy and the Filter Size will blur it. So what you need to
04:38do is kind of balance the resolution of the Depth Map against your Filter Size.
04:42Now, there is a couple of other parameters here, one is Bias and what Bias does
04:47is it actually moves the shadow a little bit away from the object, because
04:52sometimes if you have a Bias of 0 and you have some really thin surfaces, this
04:57shadow will appear in front of the object. Again, that's just kind of an
05:01artifact of the way that these shadows are calculated. So typically we have
05:05just a very small amount for that Bias, but if we find that things are
05:08shadowing a little in front of where they should, you can increase that number
05:12a little bit.
05:13So that's the basics of Depth Map Shadows, let's move onto Raytrace Shadows in
05:18the next lesson.
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Using raytrace shadows
00:00The next type of shadow is Raytrace Shadows. Now Raytrace Shadows introduce
00:04another concept, and that's the concept of Raytracing. Now what Raytracing is
00:09normally used for is rendering surfaces that are reflective, such as glass or
00:13refractive, but it's also good for shadows and one of the reasons you use
00:17Raytrace Shadows is so you can render semi-transparent surfaces. Now, we're
00:22going to get a little bit deeper into Raytracing later as where reflections and
00:26refractions, but let's look at how it works for shadows.
00:29So I'm going to open up this scene, scene, Table.mb, and we're going to put a
00:36light in there. Let's just go ahead and put a Spot Light in there, I'm going to
00:39use the Manipulator tool here, and position that so that you cast some shadows
00:50there. OK, so let's do a quick render and see how that looks, perfect.
00:56OK, so we've got the light selected, I'm going to hit Ctrl+A. Now, let's go
01:00down, let's scroll down, open up our Shadows and scroll down to Raytrace
01:05Shadows. I'm going to turn that on and I'm going to do a quick render the
01:08current frame and there are no shadows in there. Well, you think there is
01:12something wrong. Well, there is because we haven't turned on Raytracing. These
01:17are Raytrace Shadows, we need to turn on Raytracing in the renderer. So let's
01:22go to our Render Settings window, right here, and go to our Maya Software
01:27renderer tab here and go down to Parameters here, and the moment we will look
01:32at here is Raytracing Quality.
01:34Well, we don't need to worry so much about the quality, we just need to turn it
01:37on. So let's turn on Raytracing, and we can close this window now. We have to
01:43click on Raytracing for Raytrace Shadows to work, that was the big key there.
01:47So let's go ahead and do a render now. Now, it renders those shadows. Also
01:52notice how this is kind of slightly reflective. That's where Raytracing is
01:55kicking and see how that's kind of reflective surface a little bit. But what I
01:58want to look at here is the shadow. So notice how the shadows are actually very
02:02crisp, instead of creating a bitmap it actually casts rays of light through the
02:07scene and uses those to create the shadow.
02:11Now, the big reason you want to use Raytrace Shadows is that it will shadow
02:14transparency. So if you have a glass object or something and you want a
02:18semi-transparent shadow or let's say a stained glass window, Raytracing will
02:23render the proper shadows for those types of objects. Let's take this table for
02:28example.
02:28I'm just going to select it and I'm going to go in my Attribute Editor. I'm
02:32going to go over to this Table_Color and this is just a color that I've used
02:35for the table. Now, if I want to I can add transparency for this. So let's make
02:39it a glass table and just add 60-70% transparency to this and let's do another render.
02:45Now, what you can see here is that, obviously the table is now transparent, but
02:50also the shadow is transparent, and that's one of the big reasons why you want
02:55to use Raytrace Shadows. I'm actually going to turn down Transparency there.
02:59The thing about Raytrace Shadows is it does create kind of harsh edge shadows
03:03and lot of people don't like it because they want the softer edge shadows.
03:07So if I select my light, I'm going to go back out here, and find my light,
03:11there it is, select it, one of the things you can do in Maya is actually add a
03:17radius to the light so that the rays that are casting those shadows are coming
03:21from more than one place. If the rays are casting shadows, all come to a place,
03:26you're going to have a very sharp edge. But again, think of the soft box where
03:30you have the light coming from the area. We can do that with Raytrace Shadows
03:34by just turning up this Light Radius.
03:35So if I turn it up to a larger number, and also I have to increase the number
03:39of Shadow Rays, because if I just cast one ray, it's still going to create a
03:44sharp shadow. I need to cast multiple rays. So let's bring that up to like 16
03:48and a bigger Light Radius. The one thing this will do is it will ramp up our
03:51render time. So let's do a quick render of that and see what it looks like.
03:55You can see here now, we're getting a little bit of a soft edge to our shadow.
03:59That's because we have a bigger Light Radius and more Shadow Rays. If I wanted
04:03to, I could make the Shadow Radius bigger, add more Light Rays. Now, the number
04:07of rays is really just going to affect, in fact, let's pick that radius too and
04:11do a quick render here.
04:12Now, the number of Shadow Rays is going to affect the quality of this edge
04:18here. You can notice this is kind of a little speckley, it's kind of got a
04:21little bit of a dithering effect to it, and that's because I have 16 Shadow
04:26Rays. If I want to get rid of that I would have to add more. But again that's
04:30at the expense of more render time. But you can see how Raytrace Shadows do a
04:35few different things than Depth Map shadows, particularly transparency and you
04:40can see where you might want to use them.
04:42So let's move on to some other features of Maya's rendering.
Collapse this transcript
Understanding the basics of cameras
00:00The next step in the rendering process is adding in cameras. So once we have
00:04our lit our scene, we add cameras so we can photograph it. Now, we have been
00:08doing rendering and we have been rendering through the Perspective window and
00:12that actually technically is a camera in Maya, but it's not a camera that's an
00:16object in the scene that we can manipulate. In another words, it's not what we
00:19would call a real camera and we can create those in Maya through our shelf
00:24here. So we can actually just click there to create a camera. We can also
00:27create them using Create > Cameras and you will find there's actually three
00:32types of Cameras, there's Camera, Camera and Aim, Camera, Aim and Up. In fact,
00:36I'm going to tear off this menu, let's go through those.
00:39Well, the first one is just Camera, so what that is, is just a basic camera and
00:43we can just move that around and rotate it however we want and with any camera
00:48once you create it, you can actually look through it by just going, look
00:51through the Perspective window and looking through that camera and that is
00:55actually what our camera sees. In fact, you can see the camera in the scene as
01:00I zoom out, you can see how I move this camera around using my standard Maya
01:04controls. So what is it, Alt and left- click to Rotate, right-click to Zoom,
01:10middle-click to Pane. So just using those standard navigation controls, I'm
01:15actually physically moving the camera.
01:17I'm going to go back into my Perspective window and let's create the other type
01:23of camera. Let's create Camera and Aim. What that does is it creates the
01:26camera and it creates what is called an aim point. So what I can do is I can
01:31actually move the camera and it will always be pointed at that aim point. If I
01:36move the aim point, the camera will always point at that.
01:39Now this is great for if you really need your camera to track something. You
01:43can take this aim point which is actually a separate object, if I go into
01:47Outliner here, you can see there is my first camera, my second camera is
01:50actually a group with the camera itself and the aim points. So I can actually
01:54take that aim point out of the hierarchy, link it to another object. So if you
01:58wanted to follow the airplane flying through the scene, you can just put that
02:02aim point on the airplane and link it to it and the camera would automatically
02:06follow the airplane.
02:08Now the third type is called the Camera, Aim and Up and what that does is it
02:13creates the camera, create the aim point and it also creates this third little
02:19node here which is the up point and if you notice here, this actually rotates
02:24the camera around the axis. So you can actually tilt the camera by moving this
02:29particular object. So those are the basic types of cameras.
02:33Now, let's get in to the Camera Attributes and how to affect a camera itself.
02:38So let's open a scene, let's open the scene called Kitchen.mb and we are in our
02:44Perspective window and obviously we can look at the scene that way. But let's
02:48go ahead and put a camera in the scene. I'm just going to do it from the shelf
02:52here, Create Camera, and now once I have got that camera in the scene, the best
02:57way to position the camera is just to look through it.
02:59So I'm going to Perspective, camera1 and now I'm looking through that camera I
03:04created and I can just use my standard Maya navigation controls to move my
03:08camera around. So I'm just holding down the Alt key and left and right-click
03:13all that stuff.
03:15Now, when you are looking through this camera, you can also see a number of
03:19things. If we go here, we've got some options here. One is we can actually
03:23select the camera itself. OK, so if I wanted to do something with the camera, I
03:27can just go View > Select Camera and that selects this current camera. In this
03:31case, it's camera1.
03:33We can also go into the Camera Attribute Editor which gives us all of the
03:37parameters for this camera which we will get to in a second. We can also go
03:42into Camera Settings. Now, what this does is it gives us a couple of options
03:46here, for example, Resolution Gate.
03:48Let's take a look at what that is. Now what the Resolution Gate does is it
03:52shows us exactly what we will render. So sometimes your viewports are little
03:56bit wider, taller than what we are rendering and so the Resolution Gate
04:00actually tells you exactly where you are going to render. We also have what's
04:05called a Film Gate which shows us what the film we'll see, if we are rendering
04:09for film for example and that actually will be, usually will be a little bit
04:13less than the Resolution Gate. We can also put up a Field Chart so we can see
04:17exactly if we are animating with a standard animation type of Field Chart. I
04:22will turn that off.
04:23We also have Safe Action and Safe Title which we can also turn on and off. Now,
04:28I'm going to leave Resolution Gate on so we can see exactly what the camera is
04:33seeing. Now, let's go over to the Camera Attributes window. I have selected my
04:38camera. I will go and Select Camera and my Attributes window comes up. Now, the
04:42first control we have is actually what type of camera.
04:45So all those camera that we created using the Create menu, we can actually
04:49between them. So we create a regular camera. We can change that to a Camera and
04:53Aim or Camera, Aim and Up. I'm going to leave this a Camera. Now, the next one
04:57is actually pretty important. This is the Angle of View. This is the type of
05:01lens that we have on the camera.
05:03Now, anybody who has used 35 millimeter photography or has used the motion
05:07picture camera knows that the length of the lens really affects how the scene
05:12is shot. So if length of lens is shorter, the Angle of View goes wider. In
05:17fact, watch how when I change 1, the other one changes. These two are
05:21interlinked. So the shorter the lens, the wider the Angle of View. That's why
05:26they call them wide angle lenses.
05:27So for example, if I used a 12 millimeter lens, which is kind of almost a
05:31fisheye lens, you can see I can get a real fisheye type of a effect because I
05:35have a very wide angle lens. If I go long, let's say I use like a 135 which is
05:42kind of a telephoto type of lens, you will see that it actually compresses the
05:46scene. Look at how the Perspective changes as I lengthen or shorten the lens or
05:51increase or decrease the Angle of View. Wider angle lenses give us more
05:56distortion and a longer lens or a longer focal length lens, more telephoto lens
06:02actually compresses our scene.
06:06So typically, the standard lens, I don't know, if anybody has used 50
06:09millimeter lenses, but that's typically the standard lenses anywhere from 40 to
06:1480 millimeter lenses is kind of a standard for a 35 millimeter photography. But
06:19again, whatever works for your scene. Now, if you are matching your camera to
06:23something in live action probably the best thing to do is just make sure you go
06:28on Settings and kind of record the camera settings because that's the best way
06:31to do it. If not, you just sometimes will have to just, kind of, make it
06:34happen, there are also third party applications that can help you derive the
06:38camera angle from the footage that you get.
06:41The next thing I want to go through is Clipping Planes. Now what Clipping
06:44planes does is it allows you to see only parts of the scene. So what you can do
06:50is by reducing the Clipping Plane, you can actually reduce what gets rendered.
06:54So let's just go ahead and just take this Clipping Plane and bring it down to
06:58say 1. If I bring it to 1, well actually it's I'm not going to see anything.
07:01What that means is my camera only sees out 1 unit.
07:05If I make that higher, let's say I will make it 40, you can see that this
07:08camera only sees out 40 units or if I make it 35, you can see how the camera
07:14only sees out that many units. So as I zoom in and out and actually dolly, the
07:20camera, you can see that, that little grey blob is 35 units away. So what you
07:27can do is you can actually use this. I use this as a modeling tool.
07:30Sometimes if I don't want to see the vertices on the opposite side of what I'm
07:34modeling, I set the Clipping Plane to a low amount and that way I'm only seeing
07:39those vertices that are directly in front of me. You can also use this as a
07:43rendering tool to render things and layers if you want to. I'm going to put
07:47that back up to a 1000 which is kind of the default value.
07:52Now, there's also a few other options here for our cameras. One is the Film
07:56Gate and what that is, is basically what type of film. If you are animating two
08:02motion picture film, you are going to be using this a lot. If you do Anamorphic
08:06and so on and so forth. So this is what type of film are you using and all of
08:11that. How do you fit this Resolution Gate? You go, Fill it, Horizontally,
08:15Vertically, do Overscan and so on and so forth. I always just keep it on Fill
08:21and then there is some other options here which we will get to. Some are for
08:24Mental Ray, some are for creating Depth of Field.
08:27One more, I want to show you is Environment and this is actually the default
08:31color that you render. So if I zoom out here and I have got nothing around,
08:36this is the only objects in my scene, if I render that, you will see that it's
08:40surrounded by black and why is that black is because that's the background
08:44color. If I turn this up to white and I do a quick render, you will see it's
08:47surrounded by white. I obviously can change it to any color I want. If I change
08:52it to red, it will render in red. I'm going to put this back to black here.
08:57Another thing you can do is create what's called an Image Plane. Now, what an
09:00Image Plane is, is just a bitmap that's attached to the camera. Now, typically
09:06it's used for matching background images to your 3D scene. Actually, we did use
09:12Image Planes a little bit when we did the Use Background Shader in the previous
09:16chapter. What we did was we loaded that picture of the desert scene and we put
09:21an object in that scene to render that.
09:23Now, this is where we did that. We actually created an Image Plane here and
09:27what that will do is that will just create a background image. In fact, let's
09:30just go ahead and do like create an Image Plane and Image Name. But that was
09:35actually in my previous chapter, so I have to go up to 06, go to textures and I
09:41believe it's Background.jpg and that's our background image that we have. OK so
09:46that's my Image Plane. So now when I render, I will render that Image Plane.
09:52So those are the basics of cameras. Now let's move on to some camera effects
09:57that we can do.
Collapse this transcript
Adding depth of field
00:00The next thing I want to show you is depth of field. Now, in normal photography
00:05if you were to shoot something with your lens fairly open, you would typically
00:10have your subject in focus and your background would be out of focus and this
00:15is called Depth of Field. We can simulate Depth of Field in Maya and let me
00:19show you how to do that.
00:20We are going to go ahead and open the scene DOF.mb and it's a simple scene with
00:28a cube and a cylinder, which we render that and see what that looks like. In
00:33fact, I'm going to do a little trick here, I'm actually going to render this at
00:36320x240, so that it will render a little bit faster, because once we start
00:41using depth of field, it will actually take a little while for me to render.
00:45So what I can do for Depth of Field is I need to select my Camera. So what I
00:50can do is either Select Camera or just go to Camera Attribute Editor and that
00:54will give me, the attributes for the camera. So if I want to, I can scroll down
00:58and you will see, I've got a Depth of Field roll-out here. If I turn that on,
01:03it enables Depth of Field and I've got a couple of things here. I've got the
01:07Distance that this camera focuses. I've got the F Stop, which is how wide open
01:12that lens is. The more wide open the lens, the more blurring you get. And then
01:16you have another one called Focus Region Scale, which is how much of the scene
01:21is in focus or out of focus.
01:24So let's just turn this on, and use the defaults and let's just do a quick
01:27render and see what happens and what happens is that, everything is out of
01:31focus. So, what we need to do is use this Focus Distance to put the cube in
01:37focus, which is what I want to be in focus.
01:39Now, I need to figure out, how far that cube is from the camera. Now, I could
01:44measure that, I can just know where the pivot point is of the cube, and the
01:48camera and do some math to figure that out. But I find a real easy short hand
01:52way is just to use my Clipping Plane. So what I can do is just take my Clipping
01:56Plane and just type in a number, let's say 05 was the number we had and that's
02:01obviously too close, because everything is blocked out.
02:03Let's go a little bit higher, let's go 15 and you can see well, maybe 15 is a
02:07good number, because that's kind of been in the middle of that cube. If we did
02:11like 12 or something like that, you can see that that's about where the cube is.
02:15It's somewhere between 12 and 15. So I'm going to type in a big number back
02:20in there, by Clipping Plane back to normal.
02:22So now I know it's somewhere between 12 and 15, it is where the center of that
02:26cube is. So let's just put this at say 14 or something like that and do a quick
02:32render. So when I do a quick render, you can see that the cube is pretty much
02:37in focus and what's behind it, which is that cylinder, is out of focus.
02:42So now we are getting our Depth of Field affect. If I want to, I can bring this
02:46F Stop down and get more blurring. If I do that, you can see I've got more
02:51blurring on the background. If I bring my F Stop up high, then I kind of get
02:58rid of that effect. So this determines the blurring.
03:01Now, I'm going to put this right around 4 or 5, somewhere around there and now,
03:04this Focus Region Scale determines, how wide the focus area is. So if I bring
03:10that up to say 4 and I do a quick render, you can see that it's actually not
03:15blurring as much. If I bring it down to say 2, it wasn't 1, I'm getting more
03:21blurring, bring it down to 1, get even more blurring.
03:28So again this determines the width of my focal range. So those are the basics
03:32of Depth of Field in Maya and there is also another type of Depth of Field and
03:37that's using Mental Ray, which calculates the Depth of Field differently.
03:40So in the next chapter, when we go through Mental Ray, I will show another way
03:44to do Depth of Field from that renderer.
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Raytracing reflections and refractions
00:00We talked a little bit about raytracing in terms of shadows, but raytracing can
00:05also be used for creating reflections and refractions, in fact that's probably
00:09the prime reason for using raytracing in the Maya Software renderer. So let's
00:14take a look at a scene and we'll show you how to setup raytracing and some of
00:18the parameters involved with it. I'm going to open a scene called Bowl.mb,
00:23a very simple scene; it's a bowl with a sphere in it on a table.
00:27So let's take a quick render of that and see what it looks like.
00:31It's essentially what we see. It's a semi- transparent bowl with a sphere on it on the table.
00:37Now, if I want to create reflections, first thing, I have to do is turn on
00:42Raytracing. So I'm going to go into my Render Settings window, go to Maya
00:46Software renderer and if I scroll down here, I'm going to go into Raytracing
00:51Quality. There is actually a checkbox here where I can turn on Raytracing, lets
00:55just turn that on, I'm going to close that and do a quick render. And you can
01:01see pretty quickly, when I turn on Raytracing, how the table becomes reflective
01:06and actually almost everything in this scene is reflective. In fact I can
01:09probably zoom in a little bit more and do another render so we can see this a
01:13little bit more closely. And you can see how everything reflects off of
01:17everything else.
01:18Now, why is that? Why all of sudden did the table become reflective? If I
01:22select the table and I hit Ctrl+A to go into my Attribute Editor, I can
01:27go over here to my Shader, which is always the last tab, and I can see that this
01:32is a Phong Shader, this is the Color. But what I'm really looking for is if I
01:36go down to Specular Shading, I'll see the Reflectivity value. If I bring this
01:41down to 0, the table doesn't reflect; if I bring it up high, it does reflect.
01:49When you have Raytracing turned on, the reflectivity of your shaders affects
01:55how the particular object is reflected.
01:59So we also have some options in our Render Settings window. So if we go back
02:04over to Render Settings, we do have options that determine, how many
02:07reflections are we Raytracing. So right now we're only Raytracing one
02:12reflection, which is the reflection of the bowl and everything else off the
02:15table. If I turn this up, you can have reflections of reflections; so I can
02:20have a reflection in the bowl of the bowl's reflection on the table and so on
02:24and so forth.
02:25Now, when you go towards production quality, remember how we have this Quality
02:30pull down here in the Maya Software renderer; if I go to Production quality,
02:35which is typically, what you will use for your final renders; you will notice
02:39how it automatically pumps up the Reflections and Refractions to 10, which will
02:43give you a higher degree of rendering. Sometimes, though you may not want that
02:48many reflections, so you can always turn that down. But let's go ahead and see
02:51how that looks with that Production quality rendering. Now, it will take a
02:54little bit longer to render, but you can see how the reflections are pretty nice.
02:58Now, the other thing I want to talk about is Refractions. Now, Refractions is
03:03kind of the lens effect that you get when you look through a semi-transparent
03:07object, how it kind of distorts the objects behind it. So what I'm going to do
03:11is I'm going to actually move this a little bit, so we can kind of see through
03:14this bowl.
03:15Now, I have Refractions turned on here. Obviously, I'm Raytracing up to 10
03:20refractions, but if I render it; it doesn't really show up, and you're see
03:24pretty much straight through the bowl, you're not seeing any sort of refractive
03:28effects here.
03:29Now, why is that? Well, it's because refractions also have to be setup in the
03:34material on the object. So I can select my bowl and go into my Attribute Editor
03:39and select the Shader for that bowl, which is this phongE2, and if I scroll
03:45down you can see I have my Reflectivity, but if I scroll down further, you'll
03:49see I have Raytrace Options here and in order for Refractions to calculate I
03:56have to turn it on.
03:57Now, this is on a per shader basis, so obviously the shader would be applied to
04:02any number of different objects. But I also have a Refraction Limit here, which
04:06is 6 which is typically a good number to use, but again in the render I have
04:10it at 10. So I can actually bring it up if I want to. I can bring it up to 9 or 10 or
04:14whatever and I also have a Refractive Index.
04:17So this is how much of a lens effect do I have, so if I do click render of
04:21this. With Refractions turned on, you'll see that with the Refractive Index of 1
04:26I still don't have any effect. So let's turn that Refractive Index;
04:30let's turn that like about 1.6.
04:32When I do that, you can see here along the edge of the bowl now, I'm getting
04:37that Refractive effect, I'm getting that lens effect as a light from the object
04:43behind it goes through. If I turn it up way high -- in fact let's get a little
04:48bit lower there so you can see that. You can see how the effect works.
04:55Now if I go negative this becomes, instead of a concave lens, it becomes a convex
05:00lens and so it changes it again. So again the negative Refractive Index will
05:07affect it differently than a positive Refractive Index. So you can see how it's
05:12refracting differently.
05:13Now there's one more thing I do want to show you and there is some additional
05:16parameters here for Refractions like how much does that surface absorb light.
05:21So as light transmits through a surface it does lose some energy, so this can
05:26simulate that. We can also calculate a Surface Thickness. So if you only have a
05:30one-sided object, then you can actually create a kind of a pseudo thickness for
05:35that. We can also attenuate shadows as they pass through the object.
05:39So those are some of the basics of Raytracing within Maya and the Maya Software
05:44renderer. So let's move on from here.
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Using Motion Blur
00:00Let's discuss Motion Blur. For those who are not familiar with it, Motion Blur
00:04is the blurring that occurs in a still image or a motion picture image, when an
00:09object moves while the shutter is open.
00:12If you have ever taken a photograph where you have slow shutter speeds and the
00:16subject moves while you take the picture, you're pretty much going to be
00:19assured that you are going to have a blurry image. And to some degree, as
00:23anything moves in front of the camera, it's going to blur in that way. And so
00:27adding Motion Blur to a scene will give it an extra sense of realism, a realism
00:32being that it was photographed. OK, that's the photographic realism that we are
00:36looking for.
00:37So, we can do Motion Blur both in the Maya Software, and the Mental Ray
00:41renderers. Let's look at how the Maya Software renderer handles Motion Blur.
00:47I'm going to open a scene, the scene is going to be called Plane.mb, which is
00:51that airplane.
00:52Now, in order to do Motion Blur, we actually do need something in motion, which
00:58means we need to animate something, and we really haven't gotten to that point
01:01yet in learning Maya. So, I've already animated the propeller of this airplane,
01:07and if you scrub the time slider down here, you can see it moving.
01:10So, if we want to, we can just zoom in. In fact I'm going to go ahead and go
01:14Camera Settings, and put on my Resolution Gate. So I know exactly where my
01:19camera is because I'm going to get in kind of close of that propeller, so we
01:23can take a look at it.
01:24So, if I want to turn on Motion Blur; I can go into my Render Settings window
01:29here. So, we go in here, and I go to the Maya Software Tab and I scroll down,
01:35I'll see a little roll out here called Motion Blur. Now, by default, it's not
01:39turned on. In fact I'm going to leave it off, and we are just going to do quick
01:43render here.
01:43So, I'm going to just click here, render the current frame and there is my
01:48image. Now, the image is not Motion Blur, and you can see the propeller is just
01:53still, even though the propeller is animated, and so we kind of lose that sense
01:57that the propeller is in motion. We can turn on Motion Blur, and you will
02:01notice there's a couple of settings. There is a 2D and a 3D setting.
02:06Now, let me explain the difference between them. 2D Motion Blur is for objects
02:11that are moving left to right, up and down that are moving kind of
02:15perpendicular to the camera. That's kind of a 2D Motion Blur, and what it does
02:19is it just blurs it left to right or up and down. It just blurs it in two
02:23dimensions. For many applications, 2D Motion Blur will render just fine and
02:28it's a lot more efficient in terms of render time.
02:31So, let's play with that at first. OK. So we click on 2D, and we have Blur by
02:35frame, blur length, how long is the Motion Blur, how sharp is the Motion Blur,
02:40and then a smoothing value that kind of blurs it, and then whether it will be
02:44smoothed by Alpha channel or Color, and this is actually really important.
02:47So I'm going to do a quick test with it, set on Alpha, and the rest of them at
02:51the default. And you will notice, this is kind of ugly. Well, this is because
02:57this is rendering against an Alpha channel, and it's trying to blur this using
03:02Alpha, and so I'm not going to use that.
03:04So we switch over to the Color, switch here Color, and render it again. Much,
03:09much, better, and I wanted to show that to you, because a lot of people will
03:13turn that on and then it gets broken. But, actually it's not, it's just a
03:17different type of setting. So, as you can see now we've got blurring on the
03:21propeller.
03:22Now, we can adjust that; if we want to, we can certainly up the Blur length, so
03:27that makes it pretty big. But also notice here, now this is where we can start
03:31to see some of the differences in this. If you notice, this is actually
03:34blurring horizontally. We are not getting the roundness of the propeller
03:37spinning, it's just kind of giving a much more horizontal effect.
03:41So that's kind of one of the downfalls of this 2D Motion Blur. Let's go ahead
03:44and switch over to 3D Motion Blur, and what we've got is we've only got one
03:48setting here, which is Blur by frame, which is how many frames back do you want
03:53to calculate the blurring. So, the higher the number, the more the blurring.
03:56So let's just keep it on 3D and try it again. OK, much better, very different
04:02quality of Motion Blur. It has kind of a more dithered aspect to it, obviously
04:08both can work.
04:08Now, the difference between these two is that a 3D Motion Blur works much
04:13better for objects that blur within themselves. So, a 2D Motion Blur would work
04:18of this propeller, because it's blurring along the edges. But, let's say you
04:21had a complex object, and it was tumbling, and it was rotating. Well, that's
04:26where a 3D really comes in handy, because what it does is it actually
04:29calculates the actual Motion Blur and 3D Motion Blur is a lot more accurate at
04:34the cost of render time.
04:35So those are the basics of Motion Blur, and let's move on to some other topics.
Collapse this transcript
Using interactive rendering with IPR
00:00As you start lighting and rendering scenes, you are going to need to go back
00:05and forth a lot, you are going to change the parameter of light or texture or
00:10something like that and then you are going to want to see the results in a render.
00:14Now, typically this can be a very back and forth and time intensive process. So
00:19to help you along with this process Maya has a feature called IPR, which stands
00:24for Interactive Photorealistic Rendering and this is a little button here that
00:28says IPR Render. Let me show you how that works. I'm going to open a scene.
00:33I'm going to open Kitchen.mb and that's our basic kitchen scene. I'm going to
00:38go ahead and turn on my Resolution Gate, so you can see what I have got and I
00:42want to add a light into the scene.
00:44Let's start lighting this scene. I'm going to put in the Spot Light into the
00:48scene and I'm going to turn on the Manipulator here so we can actually
00:52manipulate the spot light. And I can do a rough lighting test here, by doing Use
00:56All Lights to kind of show how that light works. But it really doesn't show
01:01exactly how it's going to render. In fact, I'm going to zoom-in here a little
01:04bit and I can go into a four view here so we can kind of see everything.
01:09So, if go into my Render Settings window and actually, I want to render a
01:14smaller frame here. I'm just going to render 320x240. So if we highlight the
01:20Perspective window and do a quick render here, just using Render at the current
01:24frame, you can see that we need to widen up that spot light and change some
01:28parameters there.
01:29So lets go ahead and use IPR. Let me show you how this works. I'm going to go
01:33ahead and instead of clicking Render Current Frame, I'm going to go to IPR
01:36Render the current frame, left-click on that and again it just renders it, but
01:42down here you see in yellow it says, Select a region to begin tuning.
01:46So what I can do is left-click and drag and just box out what I want to
01:51update. Now, anything inside this red box will automatically update as the
01:56scene changes. So if I select this light here, I can go Ctrl+A, go into my
02:02Attribute Editor here and I can start changing my Light Parameters. So for
02:06example, I can make my spot light broader. So just by changing my Cone
02:11Angle, I can change the intensity of the light. I can make it brighter or
02:15darker and notice how this is updating in real time in this window. I can
02:20also do stuff like add shadows to the window.
02:22Now when I do something like add shadows, I do need to re-render this. Some of
02:26these things actually do need to be re- rendered. So, if I'm in here and I turn
02:31on Shadows and the shadows don't come on, that means I need to re-render this
02:35window, which means redo previous IPR Render. So hit this button or I can hit
02:40this button again, either one do the same thing. What this does, is it will
02:43render it now with shadows and again, I can highlight this and now, once the
02:48shadows are in the IPR, I can start changing the parameters.
02:53So for example, I can change the shadow color, exactly the much lighter shadow,
02:57if I wanted to and I can also, I think I can change the Filter Size of the
03:01Shadow to get the blurriness of that shadow as well. Now, there are some
03:06parameters that won't go with IPR and so, you just have to experiment, but for
03:11general lighting it's a great tool, it's a really nice tool. You can even
03:16adjust the positions of the lights.
03:18So, if I select this light here and I select this source using that Manipulator
03:22tool, I can move the light all the way over here and you can see how this
03:26affects the way that this lighting works. So again, we have got a lot of
03:32options here. Now this is a really nice tool for quickly scoping out the
03:36rendering of a scene. Let's move on to some more tools.
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Rendering in batches
00:00Up until at this point we have been working mostly with still images, single
00:04frames and when you render a single frame, you can just save it out however you
00:08want. But as we get into animation and creating image sequences, you're going
00:14to have to start using the batch render.
00:16Now there are several different ways to render multiple images in Maya. You can
00:22also do Command Line rendering. So you can scripts that you render. You can
00:25also use third party render managers, there are a number of them out there. I'm
00:30not going to show you them here, but the one we use here is called Smedge,
00:34which is actually free for the first license and then it's fairly inexpensive.
00:38And there are a number of other ones out there and what they do is they allow
00:41you to manage the whole network render.
00:44So, let me show you batch rendering, which is actually kind of a nice little way
00:48to render multiple files. So we are going to go ahead and open a scene,
00:51actually I put a scene out there called Plane01.mb and that's that same
00:58airplane scene we had and I just added a little bit of motion to the airplane,
01:02so that way it will fly past the scene and so we will have some animation to render.
01:07So, if I want to render this into multiple frames, the first thing I need to do
01:10is make sure that my Render Settings are set up properly. So, I go over here,
01:14click Render Settings and I will need to make sure that this is set up for multiple
01:18frames. Now, this is all determined right here, where Frame/Animation extension.
01:25If it's on either this on or this one, it's only going to render one frame.
01:29Now, if it goes any one of these, it will render multiple frames. It will render
01:34animation. So, what I like doing is I like this setting here, which is named
01:39with the number of the frame and then the extension. You can see up here, it says
01:43file name Plane011 to Plane0110. So the name of this file is Plane01. So it's
01:50actually using that scene name. I can also put in any name I want. So I can go
02:03PlaneFlyby or whatever.
02:03So, now it's PlaneFlyby 1-10, but I wanted to actually go 01 or 001. So, let's
02:05just go ahead and bring up this Frame Padding, what that does is 001-010 and
02:11I've got 48 frames in this scene here. And which camera do I want to render?
02:16Now, here is where we can decide which camera? So, actually I'm going to select
02:19camera1 which is that camera that I want to render and what type a file? That's
02:24the last one is what type of file do we want to render to?
02:27Now, we can't render to an AVI file. Now, I usually don't recommend rendering
02:32to motion files because what happens is that in order for that to take effect,
02:37you have to render in this case all 48 frames and then Maya at the very end
02:42puts it together into the AVI file.
02:44Now, what happens is that maybe somebody-- this has happened to me. Somebody
02:48kicks out the plug on frame 47 and it never gets to frame 48. So it never
02:53completes the AVI file and what happens is you have to start from scratch. So,
02:58typically I render to image files, still image files and then I go into
03:03Premiere, Final Cut, After Effects, any one of those, any image motion editing
03:08program and I just them together there.
03:11So, I'm just going to render these as JPEGS and I'm going to render from 1-48
03:15and let's just do this at 320x240. So, now once I have this all set, all I have
03:20to do is go into Rendering, Render > Batch Render and there is a little option,
03:25click here and this says, do you want to use all available processors? How many
03:30do you want to use? Some of this depends on your system. Now with all these
03:34quad-core processors, I have seen some of the new Mac's have as many as eight cores.
03:38So, you can use up to eight cores. Although you can use just four of them or
03:44six of them and leave a couple free, so you can continue to animate while the
03:48scene renders. So this actually allows you to specify, how much of your system
03:52do you want to use. If you click this it uses every available processor and
03:56just kind of dominates the whole system until it's rendered. And then all you
04:00have to do is just hit Batch Render and it goes. Now if you look down here on
04:04this whole status line, it will tell you what's happening. It will say, Result:
04:07Rendering with Maya Software and then it will go through and it will kind of
04:11collect up all the data and then it will calculate things like shadows and now
04:14it will start rendering.
04:16Now it's actually rendering pretty fast. It seems like it's rendering about a
04:19frame every couple of seconds here and if I want to I could minimize this as I
04:24render. I'm going to go off to my Desktop and go into my exercise files. Now,
04:27those files, they are going be put into my project folder in the images
04:31directory. So, if go here, I find Images, you could see here are my images.
04:36So, if I want to, I can view by thumbnails and here it is and you can see it's
04:40just adding frames at a time. So, it's actually rendering pretty fast.
04:44Now, let me -- as this renders, let me just tell you another reason why you
04:47want to render single frames at time. If you are going to use a render farm or
04:51something like that, you will want to dedicate one machine per frame and so
04:55that way you can divide up the rendering. If you are rendering an AVI file it
04:59has take up just one machine and one machine only, you can't distribute the load.
05:03So, let's take a look at these. So, here is my PlaneFlyby, if I just bring that
05:07up in one of my viewers, I can just see how that works. So there it is. There
05:12is my animation, beautiful. So once that's done, I think Maya has just
05:17completed, it will say, Maya Completed and then it actually will write out a
05:20render log to see if there were any problems or anything like that. So, that's
05:24the basics of batch rendering.
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Using Command-Line rendering
00:00Command line rendering allows you to type in your rendering commands from a
00:05shell. On the Mac or in Linux system that would be a UNIX shell or Linux shell.
00:10In the PC that would be a DOS shell. I'm on a PC. Unfortunately we are going
00:15to have to use DOS, but let me show you some of the basics of command line rendering.
00:20Now, command line rendering, obviously, takes place from a Command Prompt. If
00:24we are on DOS, you can basically just go Start > Run and then just type in the
00:30word cmd and that will bring up the command line. Now, what happens is we have
00:35a command out there called Render. So we can just say render and if we do that
00:38it say Missing file name. What we have to actually do is give it the name of
00:42the file that we want.
00:44So what we can do is either CD to that directory or we can just find the name
00:49of the file. Usually what I do is I like to go into the directory, because it
00:54makes a lot easier, because I don't have to keep typing long file names. Here is a
00:57little cheat that I use in DOS is I actually go into my directory here.
01:01So let's say I want to render something out of 07 and so I go into
01:05exercisefiles\07\scenes, this is where all the scenes are that I'm using for
01:09this rendering stuff. So now here is the name of that directory. So all I have
01:13to do, is highlight that, hit Copy and then in my command window I just go cd
01:17space and then I right-click over the menu bar here, Edit > Paste and so it
01:23says cd to that path, which is right there, hit Return. There I am.
01:30So if I hit Dir or if you are on UNIX, you would hit LS. So on DOS, it would be
01:36Dir, in UNIX it will be LS and this is the name of all my files. So I have the
01:41Kitchen file, those two ones with the airplanes in them. So all I have to do is
01:46type render and the name of file, Plane .mb, in UNIX particularly, it is case
01:54sensitive; DOS really isn't but UNIX is. So make sure you get your
01:57capitalization correct, hit Return and it starts rendering and it will give all
02:02the stuff that it needs in order to render.
02:05If I want to, I can also set a lot of options for that render. So If I do
02:10render_h, h is for help. I think I can expand this. Yes, I can and if you hit
02:17Return from there, you can actually see all of the options. There is a ton of
02:23them and this is how it works, render any one of these options and the file name.
02:27So I can say render_renderdirectory, give it a path; render_im give it a file
02:34name, starting frame, end frame, you can turn on Alpha. Almost, all of those
02:39rendering options that you have in the render settings window, can be
02:43configured here. You can set your Motion Blur options, you can set really
02:47anything. So this is a really nice way to totally control you rendering from
02:52the command line, but more importantly, it's a way to control rendering from a
02:56script.
02:56So if you go into something like Notepad or any other editor, what you can do
03:03Is you can actually start creating a batch file. Now, what a batch file is
03:08essentially just a list of the commands that you would normally type in these
03:12directories. For example, you type render and then the name of a file.
03:18So we could say render the name, we can say render Plane01.mb and then you can
03:28say, render -- what are some other ones Kitchen.mb. OK, so what you can do Is
03:36you can start typing all of these commands in there, and if you want to, you
03:39can say, render this with specific options here and so on and so forth, and
03:45what we can do is create a whole list of the files that we want to render and
03:48then what we can do is save that out in DOS that would be a .BAT in file. In
03:53UNIX or Linux, you can just save it with any name, but what you have to do is
03:57you have to go ahead and change your permissions using change mod, chmod and
04:02then you just change the permissions to 755 or +X or something like that, so
04:07that you can execute the file.
04:09In DOS, you will just save it with . BAT extension, which means it's a batch
04:13file and then you execute this file and then it will just go through and feed
04:17these commands to the operating system and it will render you scenes.
04:21Now, obviously here, we want to make sure we get output directories and that
04:25sort of thing. We can do that in our scenes. So if I set a scene up with my
04:30Render Settings and I actually give it a name and an extension and a scene name
04:36and so on and so forth, then all of these options, this is what it will default
04:39to. So typically, what I do is I try and set it all here, so I can see it and
04:43then in my batch file, I just try to keep it as simple as possible.
04:49Now, the batch file is a great way to render multiple files. But if you are
04:53going to be rendering lots and lots and lots of files or using a render farm or
04:57anything like that, look into some of the third party render managers for Maya.
05:01Those will probably save you a lot of headaches. But if you are good with the
05:05operating system and writing scripts, it's a great way to very quickly render a
05:10lot of files.
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Lighting a room
00:00So now let's show you how to use the rendering tools to actually light and
00:04render a scene, and we're just going to do a very simple scene. We're going to
00:07do the kitchen scene that we have been playing with. If we just hit Render,
00:14right here, we're just going to do a quick render and we'll see what happens
00:18and basically what it is, is not much happens because it's got the default
00:22lighting in the scene. If there isn't any light in the scene Maya will put a
00:27light into the scene to just give you kind of a general light for rendering and
00:31that sort of stuff for tests and stuff, but we want to actually light this.
00:35So let's take kind of a quick look at the scene and see where do we want the
00:38light coming from. I think I want some light coming in from this kitchen
00:42window, streaming into the kitchen, plus some general overall lighting. So
00:46we're going to keep it fairly simple, not a whole lot of lights and typically
00:49you can light a scene with not too many lights. Always try and only add light
00:55when you need it, because every time you add like you are adding brightness to
00:58the scene. So you really want to start from a dark scene and then just work you
01:01way up. Also, I want to put in the camera and frame the scene, so let's start
01:06with the camera.
01:06We are going to go into, let's just do Create > Cameras and let's just create a
01:10basic camera. Then I want to look through it. So I'm going to go Perspective >
01:14camera 1, and go into that view and let's just go ahead and frame it. If I'm
01:19going to frame it accurately, I do need to turn on a Resolution Gate so that
01:23way we can see exactly what that looks like. So I'm going to frame it because
01:29this is really only a two-sided set so you really can't shoot the other two
01:32walls anyways. So that's pretty good. So let's just go ahead and meet that
01:36there for now. Now let's work with some lighting here.
01:39I want a light that comes through this kitchen window. Now, if I look at this
01:43set, in fact I'm going to go into a Perspective view, not the camera1 view,
01:47Perspective view, which gives me a little bit different view and I'm going to
01:50go ahead and shade that. If you want a light to come through this window,
01:54basically what you need to do is get a light, a spot light that has a cone that
01:59kind of fits right there. We don't want to overshoot this; we don't want light
02:02spilling over the top or anything like that. So let's go ahead and put a light
02:06in the scene and let's do this from the Rendering menu here.
02:09I'm just going to stick a Spot Light in the scene. Now, if we look at that Spot
02:13Light, we see it facing the wrong way. If we want we can move it just by
02:17rotating it or we can use the Manipulator and that's my favorite way to use it.
02:21So let's go ahead and do that, and let's get this light going in through that
02:26window. You can see the window a little bit here, in fact, if I can shade that
02:29you can see a little bit better. So you can see it coming here, but because we
02:32have created the light at the origin, we have to move it up. Now, I like using
02:36this Manipulator because this line shows me exactly where the light is going.
02:40So if I put that there, move that a little bit forward, you can play with this
02:45a little bit. We can see that that light is coming through that window. Now,
02:51I'm going to go into my camera view and let's just do a quick render. In fact,
02:56if we want we could use IPR, but I think this will be just as fast. OK, so it
03:00is lighting the scene, but I'm not really getting what I want because I really
03:05wanted to create shadows. So I still need to keep the light selected and in
03:10Spot Light Attributes, I need to go down to Shadows and we need to use Depth
03:15Map Shadows.
03:16So let's just turn that on, this basic light here, and let's just see what that
03:21does. Again, notice how I'm starting from black. I just want to get that
03:25shadow, that's when I'm getting is that light streaming through that window. So
03:30if I want to I can play with these shadow parameters a little bit, maybe make
03:33it just a little it blurrier so maybe up my Filter Size by 2 and maybe it gives
03:38a little bit better view, OK.
03:40So that's my light through the window, that all it's really doing is creating
03:44that shadow. Now, I need a general light and I'm just going to create another
03:47Spot Light in the scene and my Manipulator tool is still on. This is actually
03:53the camera that I'm using, because the camera is coming from this side, I
03:57really want a light from kind of over the cameras left shoulder pretty much.
04:01So this is the camera that I have in the scene, so this is where I'm going to
04:05put the light. I want the light to come fairly from above, because most
04:09kitchens are lit by a kitchen with a kitchen light. So we can take a look
04:13at that, see how that renders. OK.
04:16This little pool of light looks pretty good, but we need a bigger pool of
04:20light. And how do we do that? We adjust the Cone Angle of the light. In fact,
04:25if we want to, we can go into Lighting > Use All Lights and that will show us
04:30the Cone Angle. Little bit better, so let me just bring it up to about 80 or 90
04:35somewhere in that range, just isn't big enough. OK, we actually need little bit bigger.
04:38So if we want to, we can use IPR here. So you can see we still have got a
04:44little bit of a black edge there. So if we make it a little bit bigger,
04:4700:04:49, there it goes.
04:50So now I've got this light completely lighting the kitchen, but again I want to
04:56get shadows. So let's go ahead and turn on Shadows and again I'm going to turn
05:01on Depth Map Shadows. But this time, we got one kind of a soft lighting effect.
05:05So I'm going to turn down the Resolution of the map and turn up the Filter
05:09Size. So I make it 256 and 4 and then I'm going to make the shadow Color kind
05:14of like a dark gray, not black, just dark gray and let's see what that does.
05:19OK, so now you see you're getting a little bit of shadow under there. I think
05:24my Filter Size might be a little bit too high because you're getting this
05:27little effect here. So I'm going to actually turn that down to maybe 3 or 2.
05:31Let's see how that does. Again, OK, actually if you look at it, I'm getting a
05:37real bit of moir? pattern, here on the shadow, and that's because the shadow is
05:42really dispersed of a very long range. So I think I'm actually going to have to
05:46bring up my shadow map again.
05:48This is again part of tweaking lights is adjusting the shadow maps. I'm just
05:51still getting a little bit of that. So what we may want to do is actually bring
05:54it up to 1024, because what we have is we have a light, a spot light that's
05:58casting its shadow across this big wide area and so it does have to distribute
06:03a big one bitmap over that area. That looks a little bit better. So let's go
06:07ahead and turn on a little bit more blurring and let's see what that does.
06:12Yeah, that's a little bit better. We still get a little bit of that pattern.
06:18But as you can see it's working pretty good. Let me make the shadow a little
06:22bit less dense. Turn up that Bias; let's see what that Bias does. There we go.
06:33OK, so what I did to actually fix that was I turned up the Bias on the light.
06:38Another thing that would help is actually we can go into our Render Settings
06:42window here, if we want to see it little bit better, we can go from Low quality
06:47to Production quality and that will filter the shadows a little bit more. OK,
06:53so there is our basic room, but there is still little dark under here. You can
06:59see here that underneath the table, it's a little bit dark and we're not really
07:02doing anything with down sliding. So let's just take and put a little bit of an
07:07Ambient Light in the room. I'm going to go back out to a regular viewport here
07:11and I'm going to create an Ambient Light.
07:15Now, position of the Ambient Light, really it doesn't matter, because all that
07:19light has to do is be in the room somewhere. It's too bright right now with
07:23Intensity of 1. So we can turn it down a little bit. I'm going to turn about
07:270.25 or 0.30, somewhere in that range, 0.248 is what I've got here. So let's
07:32take a look at that. Again, this is in the Perspective window, I just hit
07:35Render in the Perspective window. That's looking better. In fact, let's take a
07:38look at it in our actual camera view. So go Panels, Perspective, camera1, and
07:45this is the actual scene that we're lighting, take a look at that.
07:48Now, I'm saying that because we've got Ambient Light in the room, we have got a
07:52little bit of hotness coming in here from the light coming in from the window.
07:57So what we need to do is probably turn that down just a little bit because
08:00every time we add light, it's going to tend to burn things out. I'm going to go
08:04into my top viewport here and I'm going to go ahead and select this light, the
08:08first one that we drew, and I'm going to turn down the Intensity to about half
08:12of what it is, maybe 0.4, 0.496, 0.5 somewhere in that range, OK.
08:17Now that looks a lot better, because you can see here that it's not blowing out
08:23the scene. OK, so now we have a fairly well lit kitchen, but we still have the
08:27windows are dark; you can see there is blackness behind them. So we need to put
08:31some sort of sky texture or something like that. We can use a bitmap or another
08:36thing to do is just to put a gradient in there and that's probably the
08:39cheapest, easiest way to put a sky in there. So I'm going to go ahead and
08:42select camera1, which is the camera we're going to shoot this scene through.
08:46OK, so we can do that by going into the Camera Attribute Editor, and this is
08:50where we'll put our sky. We'll go down and find Environment, and in that we can
08:55create an Image Plane. So actually let's go ahead here, create an Image Plane
08:59and there are two types of Image Plane. Normally, we're just going to put an
09:02Image File in there and that would be like a picture of the sky or something
09:06like that. But we can also create a texture.
09:09So if you want to, you can just click here instead of Image File, hit Texture
09:13and this one lights up and we can insert our texture here by just hitting this
09:17little checkerboard and we want to put a Ramp. Ramp is essentially gradient and
09:22actually if I rendered this right now, you would see what it just did, which
09:26is essentially put this green to red to blue gradient in there. So all that
09:30green is now behind the window, well, we need to make that blue.
09:34Well, the top one is blue, so let's just go ahead, and let me show you how this
09:37works. I'm going to have to scroll a little bit here. What you do is you pick
09:41one of these little dots, OK. So if I pick the green dot, turns green, and the
09:46color turns red, if I pick the red dot. So I select that and I say, what's the
09:50color of my sky at the very bottom, OK. So basically, I just try to find the
09:55color I like. OK, what's the color of my sky in the middle? Well, it's going to
10:00be another bluish kind of color. Again, I'm going to try and make the sky
10:05fairly light. Then at the very top -- actually this is a little too light here,
10:11so let's darken this just a hair.
10:17Then at the very top, I think that's a little too saturated. So let's go ahead
10:21and take that. That's like pure blue, we don't want that. There, here is my
10:26general sky. OK, you can play with that, or you can put a bitmap in there if
10:29you want, but this is such a small window you probably won't even see 90% of
10:33that bitmap. So this should work just fine. Do a quick render, and that looks pretty good.
10:39So you can see the general overview of the lighting that we have, which is you
10:43start from darkness and then you just add light and you have to watch out for
10:47things that are blowing out and I like to add an Ambient Light just to give it
10:51kind of a general brightness to the scene if it's a daylight scene like this
10:55one. So there we go.
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8. Rendering with Mental Ray
Introducing Mental Ray
00:01Mental Ray is the other renderer that Maya uses. Mental Ray is an industry
00:06standard renderer and it's used throughout special effects, animation, motion
00:11graphics, really anywhere Maya is used, people do use Mental Ray. The reason
00:15they use it is that Mental Ray has a number of additional features on top of
00:20what the Maya Software renderer has. Most importantly is the ability to do
00:24global illumination and caustics which are advanced lighting models and I'll go
00:28ahead and show you those in a little bit.
00:31Mental Ray is also used by other Software packages. 3ds Max has a mental
00:36ray implementation and Softimage also has one, and there are other packages
00:42that also support Mental Ray. So Mental Ray has kind of become a defacto
00:46standard in the business and so understanding Mental Ray will allow you to use
00:51it in other packages as well. So let me show you some of the basics of Mental Ray.
00:57First thing you need to do is you have to load Mental Ray. Typically, it is
01:01loaded, but if not let me show you how to do it. We're going to go into Window >
01:06Settings Preferences > Plug-in Manager. Now this manages all of the plug-ins
01:11that Maya can use. Here's all sorts of things here, but the one I want to make
01:18sure that we have setup here is Mayatomr.ml, go ahead and click both of those
01:25on and it will load Mental Ray every time it loads Maya. Now, there are some
01:29additional ones here. Some of these you may or may not want to use, but we're
01:34not going to get through those at the moment. So just make sure that Maya and
01:37Mental Ray is on.
01:39Then let's go ahead and set our project first. We are going to go ahead and set
01:43to project 08 and let's go ahead and open a scene. Let's open the scene
01:49Kitchen.mb. Now, this is the kitchen we're playing with in the last lesson, and
01:54if I want to I can just render it. Now, this is actually done with a Maya
01:59Software renderer, so there is the render of that.
02:01Now if we want, we can just switch it over to the Mental Ray renderer. We can
02:07do that just here, going Render using, and pull that down to Mental Ray and
02:12notice that Mental Ray tab now comes up and if we click on that we can go into
02:19all of the options we're using for Mental Ray. The only thing I'm going to do
02:23is just go ahead and turn this to Production and I'm going to turn off Ray
02:28Tracing. Then we're going to go ahead and do another render.
02:31Now, you'll see that this scene does look different. This shadow is a little
02:38bit different and some of the anti- aliasing of the scene is different. But
02:42generally, the reason I wanted to show you this is that seems pretty much do go
02:46across from the Maya Software renderer to Mental Ray. So most of the techniques
02:53that you use in terms of lighting, and particularly, texturing do come across
02:58very, very easily.
03:00So those are the basics of how to get into the Maya Software renderer. Now,
03:04let's in the next lesson look at some of the differences between them.
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Creating Mental Ray materials
00:00One of the big differences between Mental Ray and the Maya Software renderer is
00:05the number of materials that you can use. Mental Ray actually has a lot more
00:10surface types that you can apply to objects. Let's start by creating a surface.
00:15I'm just going to go ahead and create a sphere here. I'm just going to smooth
00:19shade that, and then actually I'm going to drop a light into the scene. I'm
00:22going to go in my Rendering tab and just drop a Directional Light. I'm going to
00:27hit the Manipulator tool and I'm just going to go ahead and get that light into
00:33the scene. I'm going to just Use All Lights, so I can kind of see my lighting
00:39here. OK, so now I've just got a sphere that I can apply some textures to.
00:43Now, in the Rendering menu set, under Lighting/Shading, Assign New Material,
00:49you can notice that we have all of the standard materials that we've been
00:52using, such as Phong Phong E, Blinn, and so on and so forth. Now, if you scroll
00:57down past this little divider line here, you'll see all of these. These are all
01:02Mental Ray shaders, and so all of these Mental Ray materials and shaders do
01:09different things that the standard Maya Software renderer ones won't do.
01:14So these are basically bonus materials that you get when you use Mental Ray.
01:18One of the nice ones is, for example, a car_paint_phenomenon here. Put that one
01:23on there, in fact, if you go over here to the tab here, you can see all of the
01:27options here, you can have color, Base color, you can have a Lit color, so if
01:31we click a sample, a lot of car materials are -- they put one color underneath
01:37and then do a clear code over it so that has kind of like a translucent effect.
01:42So you can actually change those colors here.
01:44You can also put a Specular parameters in there, you can also put metal Flakes
01:48in it. In fact, let's just go ahead and take a quick render of this. Well, that
01:52didn't render. Why didn't it render? Well, it's because we are using the Maya
01:55Software renderer. These materials will not render in the Maya Software
02:00renderer, you have to turn on Mental Ray.
02:02So I can do that by going into my Render Settings window and just go Render
02:08using Mental Ray, and then just go ahead and do render again. There it is, and
02:13you can see the character of the surface. You can also change the render here,
02:16which is what I did. And you can just update, just by hitting that. So that's
02:22another way to do it.
02:23If I change to Maya Software, there is a render Mental Ray, there it goes, OK.
02:30So you can see you can get a nice looking surfaces using that. There is a
02:36couple of others, I'm not going to go through all of these, I'm just going to
02:38go through some of my favorites. One of my favorites is just fast_skin_maya,
02:44and what that is just a skin shader, and what it's really called is that this
02:50skin shader will do what's called Subsurface scattering.
02:53So what it will do is actually simulate the movement of light beneath the
02:57surfaces scattering from slightly below the surface. This is great for the skin
03:01of a character, but you can also use it for things such as marble, which are
03:06slightly translucent or anything that's slightly translucent can be used with
03:10this skin shader. In fact, let's go ahead and do another render of that.
03:13There you can see, it's kind of got that skin texture to it and we've got a
03:19bunch of parameters here, such as the Epidermal Scatter Color, OK, the
03:24Subdermal Scatter Color. So what is the color of the skin slightly underneath
03:29the skin? What's the Back Scatter Color? In fact, if I turn this down you might
03:33get a little bit better shading model on this and let's go ahead and take a
03:37quick look at this. Yeah. Anyway, so that's that one, I can select this and
03:43let's go ahead and do a few more here.
03:45Another one that I really like is the Dgs_material. What this one does is it's
03:53kind of a really good, kind of a glassy surface effect. If you put transparency
03:59on it, you can get a nice refraction, it's really good for doing glass. So if
04:03you just do a quick render on that. You can kind of see how that works and
04:07usually with glass, you need something behind it to kind of see how the glass
04:11effect works, but just trust me this is a really good material.
04:14So those are some of the basic additional materials used in Mental Ray. So
04:19let's go ahead and move on to some other features of Mental Ray.
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Working with Mental Ray lights
00:00Now let's go over some of the differences in lighting between the Maya Software
00:05renderer and Mental Ray. One of the big differences is in area lights. The area
00:10light in Maya, so if I click here and just create an area light, that will not
00:15render in the Maya Software renderer, it won't render as a point light. So in
00:22order to change that, what we have to do is go into the Attribute Editor for
00:26the light and then scroll down and you'll find a Mental Ray roll-out. Now in
00:31this, you'll find a lot of options here. You'll find an option for Area Light,
00:36Caustic and Global Illumination, Shadows, some more of a stuff for Shadows and
00:42Custom Shaders.
00:43For the Area Light, what you want to do is just go ahead and say Use Light
00:47Shape, and keep it as a Rectangle. Once you've clicked that on, this ArLa light
00:55becomes a Mental Ray area light. Now, the other big difference is in Shadows.
01:02You can't calculate shadows differently in Mental Ray than you can in the Maya
01:06Software renderer.
01:07I'm going to go ahead and open the scene and that's called Shadows.mb, and what
01:14this is, is a simple scene with a light. I'm going to go ahead and select this
01:18light. But first I'm also going to just do a quick render. Now, we're rendering
01:23this with the Maya Software renderer, so you can see the basic shadow. I want
01:27to click that over render in Mental Ray, I can do that as well.
01:34You can see the shadow pretty much follows what is going on in the Maya
01:39Software renderer. Let's go ahead and make sure we have the Spot Light selected
01:43and I'm going to go into my Attribute Editor by hitting Ctrl+A. If I scroll
01:50down you'll see that there is an option here under Mental Ray, in Mental Ray
01:56there is one for Area Light, here's the one for Shadows.
02:00There is an option here for what type of Shadow Map Format do you want to use.
02:06One is Regular Shadow Map or do you want to use the Mental Ray shadow map
02:11overrides. In other words, do I want to use the Maya Software rendering
02:17shadows, in other words these here, which are the standard resolution of the
02:22bitmap, Filter Size, Bias and so on; we went through that in the last chapter.
02:28In this case, by Regular Shadow Map, we can actually change that for Maya. Now,
02:34we can change the Resolution of that bitmap, just like we can in Maya. We also
02:40have a Softness control, rather than a Bias we have a Softness control, we also
02:44have a number of Samples. So the higher the Samples and the higher the
02:48Softness, the softer the shadow will be.
02:51So I can go ahead and re-render that, and you can see I'm going to be getting a
02:56softer shadow right here. OK, so another big difference between lighting. Now,
03:02some of the other differences is called Caustics and Global Illumination. Now,
03:08those actually allow you to create lighting models that bounce light throughout
03:12the scene and actually simulate real world lighting.
03:15So we're going to go ahead and get into those in the next section.
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Understanding depth of field in Mental Ray
00:00One of the nicer features about Mental Ray is that it does have much more
00:04robust type of field than the standard Maya Software renderer. So let me show
00:09you a little bit about how to use that. We are going to go ahead and open a
00:12scene called TableChairs01 and that's basically this table and chair scene.
00:21So if I want to, I can select my Camera Attribute Editor, just like I can in
00:27Maya, and if I scroll down you'll see I can do Depth of Field several ways.
00:35I can do the standard Depth of Field that I normal would do in Maya that I just
00:40showed you. In fact I already know the parameters for this. So I'm just going
00:44to go ahead and type those and I know that I want to focus on this chair which
00:47is eight units away and I'm going to give it a Focus Region Scale of 2.
00:52OK, and so what we can do is we can just go ahead and do a quick render of
00:57that. So there is the render and it has a pretty good character. I like the
01:04character of Mental Rays to feel a little bit better, but actually one thing
01:07I'm going to do is just so this renders faster, I'm going to make my Preset
01:12down this 320?240. So that way this will render faster.
01:16Now there are other ways of doing Depth of Field in Mental Rays. So I'm going
01:19to turn this off and I'm going to go this Mental Ray tab for the camera that we
01:25have selected. Now under this we have what are called shaders. So shaders for a
01:30lens or for a camera are little bit different than shaders for an object, but
01:34they do similar things and that they affect the way that it operates.
01:38So the one I want to look at here is Lens Shader. We also have Environment
01:42Shader which allows you to create things fog and those sorts of affects; the
01:45Volume Shader for volume affect; but Lens Shader is what I'm looking at, and
01:49I'm going to go ahead and hit this little checkerboard right next to it and
01:54pull up my Create Render Node window, which actually kind of comes all the way
01:58up here, and as our Mental Ray tab and these are all materials and different
02:02types of shaders and I need to scroll all the way down until I get to lenses.
02:08OK, now there is a lot of stuff in here. So you may take a lot of find, but
02:12once you find it you'll notice we have a lot of different things that we can
02:15add to the lens of our camera, just like we can add to the lens of our real
02:19world camera.
02:20The first thing I'm going to do is just add the one called Physical Lens DOF,
02:24OK, that's DOF for Depth Of Field. There is also some other ones allow you to
02:29control exposure and clamp the values that are coming out of the render and
02:34those sorts of things, but let's just go Physical_lens_dof, and that brings up
02:40the parameters for that. And again we have the plane that we want to focus in
02:44and again I know that this is -8 and the radius of the focus. So let's go ahead
02:51and do a quick render of that.
02:52As you can see it looks pretty good. There are some additional parameters that
02:59we can use, and the quality of this is pretty much the same as what you are
03:02getting out of the standard Depth of Field. But I really just wanted to show
03:05you how to use a Lens Shader. So I want to show you one more and that's the
03:11Bokeh (sp) Lens Shader. So what I'm going to do is I'm just going to go ahead
03:15and reopen this scene. TableChairs01.mb and this time we are going to go ahead
03:23and select our camera and go into the Attribute Editor. If I want I can also
03:28just go Camera Attribute Editor from this Camera 1 window. And I'm going to go
03:34right over to Lens Shader again, and this time I'm going to go and scroll down
03:38to lenses here and I'm going to find Lens Bokeh.
03:42Now what that does is it brings in a more sophisticated depth of field. Now
03:49what Bokeh is it's the way that a lens actually creates Depth of Field. Camera
03:55manufacturers are really interested in the bokeh of their lenses and how their
04:01lenses actually blur the background. So what this plug-in does or what this
04:06shader does is it allows us to really control that. So what we can do is we can
04:11change the plane of this and again I know that that's chairs eight units away
04:16and we can also change the radius.
04:18I'm going to make 0.25, and then we can also do a number of samples to increase
04:27the quality of it. Bias, we can also increase the number of blades in our
04:32camera and the angle of the blades. So we can actually change a lot of these
04:37parameters to give this a more realistic affect. So I'm going to go into Render
04:42menu here and again I'm just going to make this 320?240, so that way we render
04:48fairly quickly. Let's take at what this looks like.
04:51OK, so that's another way of doing Depth of Field. So you can obviously play
05:01with these parameters and you can get a lot of really great effects. So if I
05:05increase the Radius of this for example, I'm going to get a lot more blurring
05:10in the background. OK, so those are several ways of doing Depth of Field in
05:17Mental Ray.
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Using Motion Blur in Mental Ray
00:00Motion Blur in Mental Ray is also a little bit different than the Maya Software
00:04renderer. Let me show you how that works. We are going to open a scene,
00:08Plane01.mb which is essentially that same scene we had before.
00:14Now if I render this with the Mental Ray renderer, you'll see there is no real
00:19blur on this, this plane is actually moving. So I want to get some blur on that
00:25propeller. So how I do that is I go into my Render Settings window and I go
00:30over to the Mental Ray tab and I scroll down and you'll see a roll out that
00:34says Motion Blur.
00:36Now in Mental Ray there are two types of Motion Blur. One says No Deformation.
00:41Now what that is for objects that don't deform. So if you have something like
00:47the propeller of an airplane that's what you use. If you do Full Deformation
00:52what it does is it actually calculates the shape of the object and calculates
00:57Motion Blur within the shape. So if you have like a blob of water, that's kind
01:02of changing shape as it's moving, you want to Motion Blur the whole shape
01:07actually in between the shapes. We don't need to do that, we can just do No
01:11Deformation.
01:12Now there are also another two options here. One is called Calculation and
01:17that basically adjust the scales the Motion Blur. So a higher number means more
01:22Blur, a lower numbers means less Blur. This is the number of Motion sets to
01:27calculate the deformation. So how many in betweens am I going to do to
01:31calculate that deformation. Since we are not deforming, we are just going to
01:35leave this at 1.
01:36And then we also have Shutter Open and Shutter Close. So this is basically when
01:41does the motion start and stop within the frame. So if you close your shutter
01:47earlier, you are going to get less blur, if you open shutter later, you are
01:51going to get less blur, but also the blur will be kind of move towards the back
01:57-- sort of kind of be weighted towards the back. And then the number of Time
02:01Samples and that just determines the quality of the render. I'm going to put
02:06that at 3 and let's just do a quick render here and see what that looks like.
02:10OK, that looks pretty good, but it's going to grainy and the reason is that
02:16Maya does have some Presets here. And these presets allow you to do Draft and
02:21which is kind of the default, but if you want to just go to Production: Motion
02:25Blur and that will up the Anti-Aliasing of the render and it also increase the
02:31number of Time Samples in the Motion Blur. So let's take a look at that.
02:36Take a little bit longer to render because we are definitely doing higher
02:41quality render, but there is the Motion Blur on that propeller.
02:45So those are the basics of Mental Ray Motion Blur.
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Creating Global Illumination in Mental Ray
00:00Now let's talk about Global Illumination. This is a technique that Mental Ray
00:05uses to calculate real world lighting. It calculates the way a light scatters
00:10and bounces throughout a room. It's really great for creating soft lighting,
00:14for creating realistic lighting. It does take a little bit longer to render,
00:19but let me show you some of the techniques for creating it.
00:23We are going to go ahead and open a scene called TableChairs02. In fact I'm
00:30going to highlight that and bring it up, it's basically just the table and
00:34chairs in a room. So I'm going to go ahead and render that using just the
00:38standard Mental Ray renderer. And basically what it is, it has one light in the
00:43scene and that light is casting kind of a window paned effect over the chairs.
00:51One of the things in this is that it's very dark. We have this wall here, we
00:56have all the shadows underneath. We really don't have any bounce lighting in
01:01this room. So let's go ahead and add that in using Global Illumination.
01:05Now Global Illumination works by emitting what are called photons from the
01:11light. Now what photons are, they are essentially a secondary light source to
01:15the initial illumination source that the light provides and what photons do is
01:20they bounce around the room and they create that additional bounce lighting. So
01:25we have to set this up in two places. We have to set it up in the light and
01:30then to emit the photons and then we also have to set it up in the renderer to
01:35accept the photons and to render them. So I'm going to go ahead out to my top
01:39viewport and there is only one light in the scene it's called spotLight1 and
01:43I'm going to select that hit Ctrl+ A to get into my Attribute Editor.
01:50So I'm going to scroll down to mental ray right here. Open that up and open up
01:55Caustics and Global Illumination and when I do that we've got basically one
02:01little checkbox here that says Emit Photons, and we have a Photon Intensity and
02:07an Exponent. So the Photon Intensity is essentially the brightness of this
02:12secondary lighting. The Exponent is how this secondary lighting fall off, again
02:17that's very similar to the fall off we have on regular lights, we have
02:22quadratic which is falls off with the square of the distance. Well, this is an
02:26Exponent and 2 is the square of the distance. So this will fall off with this
02:31square of the distance.
02:32So let's also set this up, we're going to go into our Render Settings window
02:36and this is where we set up the renderer to accept these photons that are being
02:40emitted from the light. We go into the Mental Ray tab. Go down to Caustics and
02:45Global illumination and all we have to do is click on Global Illumination and
02:51that will go ahead and accept those photons and combine them in the renderer.
02:56So I'm going to go ahead and Close that now. I'm going to highlight my
02:59Perspective window and let's do a really quick render. Now this may take a
03:03little bit of time because it does have some extra calculations. But it looks
03:09like it's actually going pretty quickly, and the thing is that we are not
03:13seeing a lot of additional light here.
03:16So I'm going to go back and select this Spot Light and hopefully we will go
03:23right back into Caustics and Global Illumination. So I want more bounce
03:26lighting. So that means I need to increase the intensity of the photons. So I'm
03:31going to bring that up to a much higher number, let's bring it up to say
03:3564,000. I'm bringing it up to a really high number and then I'm just going to
03:40redo my previous render. And we will see what happens. Oh, look at that.
03:46So now that I have redone my previous render with a much higher photon
03:50intensity. You can see how the bounce lighting is actually a lot higher. The
03:55fact I think it might be too much. Let's go ahead and bring that down. I'm
03:58going to bring it down to say 40,000, and let's do another quick render.
04:04That looks a lot better. Now you can see how this bounce lighting, you can now
04:12see underneath the chair, you can see the corner of the room and that looks a
04:16lot more realistic.
04:18Now the one thing that I'm noticing here is that there is a little bit of
04:20splotchy-ness on the walls. Now how photons work is it actually emits a
04:26specific number of photons. If we go into the light there is actually little
04:31value here that says, how many Global Illumination Photons are available? Now
04:36if that doesn't come up you have to click off the light and then select it
04:40again because it doesn't update until you do that. So if you turn on Emit
04:44Photons, this won't come up. So if that happened you just click off light and
04:47click back it on and then you will see it.
04:49Anyways, so what I can do is I can change the number of Global Illumination
04:53photons. What that does is it effects the granularity of the solution, of
04:58course more photons means longer renders. Let me show you how photons work
05:03actually, it's probably a good idea. I'm actually going to type-in a lower
05:05number. I'm going to type-in the number 500, and then we are going to do really
05:10quick render.
05:10Now what this does is it actually shows you what the photons are. It bounces
05:17500 photons throughout the room and you can see that each one of these photons
05:22can be a light source for this secondary lighting.
05:24Now if I bring this up to a high number these photons get smaller, more
05:28granular and the solution is much more pleasing to the eyes. So let's go ahead
05:34and put in 50,000 instead of 500. Now this may take a while to render.
05:41Home machines are getting faster this didn't take me too long to render, and
05:45you can see now with more photons you get a much more pleasing result here in
05:50the secondary lighting solution.
05:52So those were the basics of Global Illumination, and so just remember the key
05:57points is that you emit photons from the light. You have to accept them in the
06:01renderer and the intensity of the photons determines the brightness of the
06:06secondary lighting. OK, those are the main points that you need to remember
06:11with this. And then once you understand that you can just start tweaking
06:14parameters to get the results you want.
06:18Now let's move on from here.
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Using Final Gather to enhance Global Illumination
00:00Now I want to talk about another way to smooth out the results of a Global
00:04Illumination and that's using Final Gather which is kind of a process that
00:10actually smoothes out the result, and it actually can render things a lot faster.
00:15Let's go ahead and open a scene, actually I saved out that scene that we had
00:19before, TableChairs03.mb, and actually let's just do a quick render. So what I
00:27can do is just select this light and actually I'm going to turn down the number
00:32of photons. I'm going to go into Attribute Editor by hitting Ctrl+A and I'm
00:36going to go down to Caustic and Global Illumination instead of 50,000 I'm just
00:40going to make it 1,000. So I'm looking to use 1,000 photons in this scene.
00:46So if I do a quick render, what's going to happen is you are going to see the
00:50photons, and so that's certainly not acceptable. Well, what we can do is we can
00:55actually smooth out that result using Final Gather. So let's go into our Render
01:02Settings window and if I go into Mental Ray and scroll down I'll find Final
01:08Gathering.
01:09Now what Final Gathering does is it basically smoothes out the results of your
01:15scene. Let's just turn it on and let's see what happens. I'm going to go ahead
01:20and render this frame with Final Gather on. Now Final Gather will take a little
01:24bit longer to render because it actually goes through a two-step process. So
01:30what we render the scene and now goes through and it kind of smooth things out.
01:34So as you can see this is actually coming out with only a thousand photons
01:39being emitted from this light. We have a perfectly smooth scene.
01:43So as you can see it's always good to click on Final Gather even though adds a
01:46little of render time, it totally smoothes out the result. Now one thing you
01:51can't do with Final Gather is we can't do this Point Interpolation, in fact,
01:56the screen is perfect for this if you can actually see it, it says final gather
02:00points. Higher values smooth the final gathering result with little cost. I
02:05like that, with little cost which means that we can turn this up and get a
02:09smoother result with little cost in rendering, which is perfect.
02:15So it is going to be one more little render pass here, and then I'm going to
02:19show you another way to use Final Gather in the next lesson.
02:26And there is our result. Now that looks really nice OK. So in the next lesson
02:30I'm going to show you another use for Final Gather.
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Using Final Gather for soft lighting effects
00:00So now I want to show you a way to use Final Gather to render a scene without
00:04any lights in it. What a Mental Ray rendering can do is it can take the
00:09illumination of an object and use that as a light source. So I'm going to show
00:13you how to do that, how to use that little tidbit of information to create a
00:18scene that essentially has no lights, but is well lit. So we are going to go
00:23ahead and open that same scene we had before TableChairs03 and it's the one we
00:30have for Global Illumination. But what I'm going to do is I'm going to select
00:33this light, Spotlight 1 and then I'm just going to delete it to get rid of it.
00:37OK, so now if I go to render it, basically it has a default light that just
00:43kind of goes into the scene. If there are no lights in the scene Maya just
00:46shoves the light in there. So I'm going to turn that off. So what we do is we
00:50go into our Render Settings window and in the Common tab, I scroll down to the
00:56bottom here and it says, Enable Default Light, turn that off. So now I want to
01:01render this one more time and it should come up black, yes because there is
01:07absolutely no light in the scene. So let's put in our own light, OK, I'm going
01:12to go into this Side viewport here and I'm going to go over to surfaces and
01:18create a NURBS Plane.
01:20So I'm just going to click and drag and it doesn't have to be all that big,
01:24just again, what we are doing is actually we are creating a soft box, OK. So,
01:28basically, an area light source. So however big you want that to be, just go
01:33ahead and draw your plane of that size. So I'm going to go ahead and position
01:36this up and off to the side, kind of, right about here. So if you can see it in
01:44this viewport here, so basically it is shining down. So I have a big light
01:47source here, shining in. so I'm going to have a very soft light. Now I'm going
01:51to select that plane and I need to put Shader on it that's going to self
01:56illuminate it.
01:57OK so this is a tricky part here, we have got Lighting/Shading, Assign New
02:01Material, Surface Shader. And I click on that and basically what it does is it
02:08gives me an In/Out Color. Now all I have to do is just turn on that Out Color
02:15so that it's totally white and it will become a light source in the Scene, but
02:21I do need to turn on Final Gather. So I'm going to go into my Render Settings
02:24window, go into Final Gathering and just turn on Final Gather and now let's do
02:30a quick render. When I render this what you are going to notice is that it's
02:34going to come up very, very dim.
02:39So what I need to do is increase the level of this light. I can do that by
02:44increasing the brightness of this, so what I do is I select my Plane, go into
02:51my attribute editor, I Ctrl+A into that. Go to my Surface Shader, my Out Color
02:57isn't bright enough. Now if I hit this, it will say, "Well, you know it's at
03:01one. One is as bright as I can get," but there is a little secret here. You can
03:06actually type in whatever number you want. So, if I typed in the number, say,
03:1025, I will make that 25 times brighter that white. OK, a nice thing that you
03:18can do. Now if I highlight this window again, make sure my Final Gather is on
03:24and I do a quick render, you are going to see a much different result and
03:29there it goes. So now you can see I'm actually getting some light into the room
03:38and it's a very soft light. It's a light that's coming from multiple
03:41directions, so it gives a very nice, kind of, natural look to it.
03:45If I want to, I could select this again and let's go ahead and really bring
03:49that light up a little bit. Let's bring it up to say, let's say 50, let's
03:54double it. OK this may be a little bit too much light, but let's see what we
03:57have got here and then just go ahead and render that one more time. OK,
04:05actually that looks pretty good. Now we are getting a little bit overexposure
04:08here may be, we are on the verge of over exposing, but the one thing I want to
04:12show you here is that we are getting a lot of specular granularity here in the
04:17solution.
04:18So we have got our lighting, I think the lighting is actually pretty good, but
04:22let's go ahead and make this rendering solution a little bit better. We can do
04:26that by going into Final Gathering and going down to this Point Interpolation
04:31and I'm just going to go ahead and move that all the way up to 50 and then we
04:35are going to go ahead and do one more render pass. And what that Point
04:38Interpolation does is it smoothes it out more. So this may take a little while
04:43to render and there we go. So you can see that's smoothed out a lot more.
04:52So that's another way to use Final Gather and you can certainly see some
04:58applications for that in creating soft lighting. We don't have to - obviously,
05:02we can take this plane and we can duplicate it and create soft lights for many
05:06different directions and actually create a very soft lighting model without any
05:11actual lights in the scene at all.
05:14So that's one other cool things about rendering that I really like. Anyways,
05:18let's move on to caustics.
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Rendering transparent materials with Caustics
00:00Now the last thing I want to show you about Metal Ray is Caustics. Now what
00:03Caustics is the way that light transmits or reflects from a surface. So if
00:11you have ever seen like a glass on a table you will see that kind of highlight
00:15that shows up on the table as the light passes through it. Caustics is great
00:20for creating reflective, refractive effects and for adding a lot more realism
00:24to your scene. So let's go ahead and open a scene and I will show you how it works.
00:29I'm going to open Martini01 and guess what? It's a Martini glass, though we
00:34can hardly see it, but there it is. In fact, I'm going to go ahead and open up
00:38this window here and if we do a quick render of that, you will see I have got
00:45Martini Glass with a little olive in it sitting on a plane. So what I want to
00:51do is actually create more realistic lighting for this.
00:55I can do that using Caustics. So again with this there are two lights in the
01:00scene. There is a light here coming in from the Z-direction and then there is a
01:04light coming from the side from the X-direction. That light is named
01:08spotLight01 and that's the one we are going to work with. Now with Caustics
01:14again we have to work with Photons and just like with Global Illumination we
01:19have to emit Caustic Photons from the light and then we have to set the
01:24renderer up to receive those Caustic Photons. So the procedure is very similar
01:28to Global Illumination. Let's go ahead and go into the attribute editor for the
01:33light. I have selected the light, Ctrl+ A gets us there and all I have to do now
01:37is scroll down until I find Caustics and Global Illumination.
01:42Now I want to go ahead and again emit Photons and I'm going to leave it at the
01:47defaults here and just like we did with Global Illumination I'm going to go
01:51into my Render Settings window, go to Mental Ray, Caustics and Global
01:56Illumination and turn on Caustics. So now I have emitted them here at the
02:01light. I'm receiving them here at the renderer or on the negative of the film
02:07that we are developing, whatever you want to call it. So I'm going to highlight
02:10my Camera window and just do a quick render.
02:16Now what I have got here, is I have got -- if you can see this is barely there
02:20is like a little faint highlight right here and that's the Caustic effect. Now
02:25again just like with the Global Illumination effect the actual intensity of the
02:32Caustic photons is going to determine the intensity of that effect. Again, it's
02:40just -- if I turn up the intensity, the effect will go up as well. So I'm going
02:44to turn that up, I'm going to triple it. I will make it 24,000 and then I'm
02:48going to render again.
02:50Now you can see how the effect is working. You can see how the light coming
03:00through the glass is actually creating a highlight here on the floor. I can
03:06actually turn this up one more. In fact, let's go ahead and make this even a
03:09little bit more or less double it again. Let's turn it up to 48,000. If we want
03:14to we can actually add; again, just like with Global Illumination we can give
03:18it more Caustic photons to get a more accurate solution. So let's go ahead and
03:22turn this up. OK, now that did take a lot longer to render and that's because
03:28we do have more Photons. Now Caustic Photons actually will take longer to
03:33render because they do have go through a Refractive phase, they do not just
03:37bounce off of surfaces, they actually refract through them.
03:40So the more photons you add in the Caustic side, the longer it's going to take
03:44to render. But as you can see we get that nice, nice highlight now from the
03:48glass. So that's the basics of how to render Caustics in Maya.
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9. Paint Effects
Introducing Paint Effects
00:00Paint Effects is probably one of the more powerful and also easy to use
00:05features of Maya. Basically what it is, is it's a paint brush interface that
00:09allows you to paint geometry such as trees, grass, flowers. You can also paint
00:15special effect such as fire and smoke and you can also use it to paint 2D
00:19textures. So it's actually a very powerful tool and actually fairly easy to
00:23use. So let me show you some of the basics of it and you can get into Paint
00:27Effects in two ways. If you go to your Rendering menu set here, there is a
00:32Paint Effects series of menus right here or there is also a shelf with most of
00:37those tools mirrored here graphically. So before we paint anything we actually
00:41have to have something to paint on.
00:42Now Paint Effects paints on NURBS surfaces. So let's just create a NURBS plane
00:50and I'll shade that and I'm going to bring that above that grid so you can see
00:55it a little bit better. OK, so now once I have a surface. It doesn't have to be
01:00a plane; it could be any NURB Surface. You can make that surface paintable. Now
01:05you can paint Paint Effects either on a surface or basically just out in the
01:10open. I like painting on a surface because typically what you are going to be
01:13doing is, like if you are painting grass, you will be painting it on a ground
01:16plane. So let's go ahead and go Make Paintable. And now once it's paintable we
01:21have to basically use the Brush tool. So we go to Paint Effects Tool and that
01:27brings up a brush. But before we start creating our objects here, we need to
01:33determine what exactly we are painting.
01:35So we have a lot of preset brushes here and the one I like here -- let's just go
01:41ahead and use this Grass Clump Brush, which basically just paints grass.
01:46I'm going to zoom in a little bit here and now once I have clicked on that brush,
01:50I can start painting. And what am I painting? I'm actually painting blades of
01:55grass. So once I have finished that stroke, you can see I have actually got --
02:01and I'm going to deselect that -- little blades of grass, very cool. Now this
02:07grass can be modified. You can obviously grow the grass, make it bigger or make
02:12it smaller, whatever you want. Let me show you some of the basics of how to
02:16paint. So let's go back to our painting interface here.
02:19I'm going to go back up to Paint and it's the same as Artisan, so if you
02:22hit the letter B on the keyboard you can increase or decrease the size of your
02:26brush. So I can do it that way. There is also pressure sensitivity, which you
02:32can set up as well if you are using a tablet. So if I wanted to make the brush
02:36smaller, I just hit B and make it smaller. If I wanted to paint something else,
02:41let's say I wanted to paint-- what's that? That's a tree. Let's paint trees, so
02:45I can make paint trees. Well, I want to make the trees bigger. Hit B and I can
02:50make them bigger, very simple.
02:53So you can see how very easily you can start to block out environments for your
02:58scenes by just very quickly painting trees, flowers, brushes. Now there is also
03:03an additional set of brushes. Now these brushes here are by far not the only
03:08brushes that you have for Maya. There are also a ton of them in the Visor
03:13window. So what we do is we go to Window > General Editors > Visor. Click on that.
03:19 This window comes up pretty big here, but if we go over here there are a
03:23bunch of tabs here. The Visor window has a bunch of examples for all sorts of
03:27different things, but what we really want to do is go over to Paint Effects and
03:31make sure we have the Paint Effects tab selected and then you will see all
03:35these different folders for all these different types of brushes.
03:38So, yes, we do have flowers and we have trees and we have grass, but we also
03:44have airbrushes. Just the standard type of airbrush. We have animal fur.
03:48So you can actually use this to create fur. City Meshes, you can actually paint
03:53cities here. Let's go ahead and paint Manhattan here. So if you want to you can
03:59bring that brush down a little bit. Well, you can actually paint cities, OK, so
04:05you can actually create a landscape with buildings that sort of thing.
04:10Electrical effects, lightening, sparks that sort of thing, feathers, fibers, all
04:15sorts of things. Yeah, you can paint meat. So you can just play with these.
04:20There are a ton of these.
04:21Now the one thing we do need to be a little bit aware of is that some of these
04:26brushes actually paint meshes. Now there are two ways that Paint Effects can
04:30paint an object. One is just what I would call the standard way, which is
04:34basically -- it kind of creates it just like a simple piece of geometry with a
04:38texture on it. But there are also ones that create the objects as a mesh, which
04:42is actually what it does. It paints geometry into your scene.
04:45Now things like trees can get very complicated. So we actually have two types
04:50of trees here. We have regular trees, but we also have trees that are created as
04:54a mesh. Now if you notice here some of these actually have little clocks by
04:58them and those are kind of put up as warnings that say, if you paint a lot
05:02of these, your scene is going to get pretty heavy, pretty quickly.
05:04So just be careful with these.
05:06Obviously, play with them as much as you want, but just be aware of the ones
05:09that have these little clocks on them. They will take a little bit longer and
05:13will drag your system down just a little bit. But other than that the brushes
05:16are all there and all you have to do is have fun with them.
05:19So let's go ahead and just start painting and playing with these tools.
05:23Then we'll come back and we'll learn a little bit more about how these brushes and
05:26how Paint Effects works under the hood.
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Creating Brushes
00:00Now that we understand the basics of painting using paint effects, let's look a
00:04little bit behind the scenes and see how all of those are put together,
00:08then that will help you a lot getting the most out of paint effects.
00:11So first of all, I want to, again, just create a simple surface. Let's just go
00:15ahead and create another plane and we'll go ahead and move that up and let's go
00:22ahead and make that paintable. So go Make Paintable here. OK now let's select
00:27a brush. Again, I'm just going to go back to a standard grass brush here, so we
00:32can take a look at that. In fact, I'm going to make that brush just a little
00:34bit bigger by holding down the B key and we are just going to paint a simple
00:40stroke, just one stroke here.
00:42Now we have two things going on here. We have got the actual geometry what is
00:48painted and that's called the Brush, but underneath that we actually have a
00:52curve that is painted and that's called the stroke. So there are two components
00:57to a Paint Effects effect and that is the stroke, which is the shape of the
01:03curve, and then the brush, what is actually being painted. So if I select this
01:08and go into my Attribute Editor, hit Ctrl+A, you will see that I have got a
01:12couple of tabs here. OK, I have got one here called strokeShapeGrassClump. So
01:19that determines the actual shape of the curve. We can also -- here we also have
01:23what's called the Display Quality.
01:25So if you want to, you could just style down because one of the things I find
01:29with Paint Effects is that if you have a lot of stuff in the scene, it can
01:32drag down your interactivity, and it can't drag down your viewport. So
01:36sometimes what I do is I will select the stroke and I'll turn down the Display
01:40Quality so I know that, yeah, this is grass, but until I actually go to render--
01:44In fact, let's just do a quick render here. If you do a quick render, you will
01:47see it renders all of the grass, but it only displays a little bit of it. OK,
01:52so that's actually all that's being rendered, but this all that's being
01:56displayed. Now the next tab here is the actual brush. In this case it's called
02:02grassClump.
02:03What this is, is all the parameters that Paint Effects needs to create grass or
02:08flowers or buildings or whatever it is that we are painting. So let's just go
02:13through some of these parameters here. First thing we have is a Global Scale.
02:17How big is the grass. OK, we can just use that. Then we also have the shape of
02:25the actual brush. Now again the brush is separate from the stroke. So even
02:30after you paint it, you can actually make your brush wider or smaller. So I can
02:34make the brush wider, narrower, put softness on it, you know, all those sorts
02:39of things. Flatness.
02:41So you can actually change the shape of the brush here. So you can Twist, so
02:46this basically twists the grass or the strokes or the tubes. Now what happens
02:51is when you paint these it actually creates what are called tubes and what
02:55these tubes are essentially in this case the blades of grass, but tubes can get
02:58lot more complex and we'll get into those in just a little bit. By doing this
03:02we can actually twist the geometry that we create and obviously give it a
03:06randomness and twist rate and that sort of stuff. You can also say how intense
03:11is the mesh of what we are painting. So if we look in here, we'll see that each
03:15blade of grass has six, 1, 2, 3, 4, 5, 6, tubes or six segments and we have one subsegment.
03:23So basically what you can do is if you want to you can dial this up and make
03:26the grass more denser or whatever. You can also create thorns on your mesh, you
03:31can do reflections and the next important thing is shading - what color is the
03:37object that we are painting.
03:38So If I go to Shading, you can see here I have got a couple of things. I have
03:42got color. So I have got a couple of colors that I can play with. So, for
03:46example, if I change this, I can change it to red, red at the base and yellow at
03:54the tip. So we can make a more of a dead grass or red type of grass. So you can
03:59actually change the color of all these grasses. So if you have a brush and you
04:03don't quite like it, well just change the color, OK. So we were in Shading, I'm
04:08going to undo Shading here. We also have texturing and we are not going to get
04:12too deep into this right here, but this is where you could actually apply maps to these.
04:16So, for example, a good case would be a tree. You would actually want to put a
04:21texture map on the leaves of the tree and on the trunk of the tree to give it
04:24kind of a bark texture and this is where you can actually put the textures on
04:29there. You can also do illumination, so, you know, you can make it glow,
04:33perfect for sparks and electrical effects. You can also create shadowing, OK,
04:38we are down here to Shadowing. Now if you want to you can turn on or off
04:41shadows. Do you want the grass to cast a shadow? If you want you can say do you
04:45want to fake a shadow, which is for something like grass it is probably the
04:48best, because all you really want is this general darkening below the
04:52grass itself. Then where do you want the type of shadow, what type of shadow do
04:57you want, and how deep do you want the shadow? You could also create glows and
05:03so on, OK. So there are a lot of parameters that we can work on.
05:07Now the one that I really want to show you is the one called Tubes. Now Tubes
05:13really determines the shape and the character of your geometry. So let's go
05:19through some of these. So let's start with grass and then we are going to
05:23actually go to a tree and show you also how a tree is created using one of
05:27these tubes. So, for example, of this grass we have number of tubes per step.
05:32So how dense is the grass? Are you doing one, two per step, are you doing one
05:37blade of grass per step, are you are doing ten? You can even do more than that.
05:41What's the randomness? How many segments per tube. So that's how dense is that geometry.
05:52The length, how long, how short; how long is your grass. What's the minimum and
05:57maximum length of that grass and this is all under creation in Tubes. Width,
06:03how thick is the grass, how thin is it. Does it taper to a point at the very
06:08end or is it the same thickness all the way through? Does it get thicker as it
06:11goes out? Is there a randomness value for the width?
06:14Now there are also other things such as width scale. What you can do here is
06:19you can draw an outline so you can take your width here and if I want to I can
06:24just say well, I want it thin and I'm just left-clicking on this line. I want
06:29it to go thin to thick to thin. You can actually draw an outline of the shape
06:36of your object. Now we also have other things such as tube direction. Do want
06:41it along the normal, which means do you want it sticking perpendicular to your
06:45path or do you want it along the path itself? And what's your elevation, how
06:50much do you want it to stick up? You know, do you want the grass tall, do you
06:53want it kind of squished down? One of the other things you can do is you can
06:56actually use this to animate the grass being pushed down or for example, if a
07:00character or something else rows across it. Now there are some other ones here for growth.
07:05Now this is where you go from being grass to being a tree. So we have branches,
07:12twigs, leaves -- OK, the leaves are getting a little big. Flowers and buds. So,
07:19basically what you could do is you can turn on or off all of these different
07:23components to each of these tubes. So if it's just branches, that means it's
07:27just stalks or whatever. If you want you can have branches with flowers and
07:32that way you can actually make a flower, leaves, so on and so forth. In fact,
07:36let's go ahead and paint something else. Let's go ahead and paint a tree.
07:38I'm just going to select tree here and let's just go ahead and paint one of
07:42these trees and now that I have painted that. Let's take a look at what that
07:47looks like. This is actually pretty small, so actually let's go up here and
07:51let's just make our Global Scale a lot bigger. So I'm just going to make this
07:54bigger so we can see this tree a lit bit more. Now I'm going to go right back
07:59down to Growth. So here we have got leaves, we can turn our leaves on or off.
08:05We can also turn on Twigs, so that means those are secondary branches. We can
08:09also turn on Flowers and we can turn on Buds to the flowers.
08:14So let's take a look at some of this, let's take a look at flowers. So we have,
08:17again, total control. Look at all this, from the number of petals in the flower
08:24to the number of flowers. We also have length of those petals. Again, we have
08:32another one of these width scales, which means I can shape that petal. So if I
08:36don't want these rectangular petals, what I could do is I can just click here
08:40say well, I wanted to kind of taper off and I want it to be more like pointed
08:45leaf like this. You can also say how much does it curl. So if you wanted to
08:51curl in, here let's see. So basically how much do you want that leaf to curl
08:57and we also have soft light color. What's the first color, so let's say if you
09:01wanted it to be yellow you could do that and what's the second color. It goes
09:05yellow to green, yellow to purple, whatever you want. Again, you can change all
09:10of these. I'm going through this fairly quickly but you can see how much
09:15customization you have got.
09:16Now let's take a look really quickly at how you can use this for other types of
09:20effects. I'm going to go into Visor and I'm going to select actually that
09:26cityMesh and I'm going to select Manhattan, which is basically a skyscraper, and
09:32we can see by painting that -- I'm going to turn my brush down a little bit
09:37here. So by painting that you can kind of see how these buildings are created.
09:42I'm just going to zoom in here. So let's take a look at these, so if I select
09:48those let's go through and see how these are created. So I go into my brush
09:55here, Manhattan, and what you can do is scroll down here and you can say well,
09:59let's take a look at texturing.
10:04What it does is it actually creates a texture map for that called
10:08sandstonefacade and what that is-- in fact if I turn on Hardware Texturing here,
10:12you should be able to see it. If not, I can render it and you should be able to
10:15see it there. There it is. OK, so you see those. There actually is a JPEG file
10:20out there called sandstonefacade and what that is using is it's using that
10:25texture map to map these buildings. Very simple. And then if you scroll down
10:30here. Go to Creation here and you go to Width Scale and you'll see that the
10:35width of it is stair-stepped, very much like the building. See how the
10:40stair step of that Width Scale is the same as the buildings itself and of
10:45course, with this you are not going to have any petals or flowers or anything like that.
10:50So let's take a look at one more. I'm going to go back into Visor here. Let's
10:53look at something a little bit more heavy. Let's look at one of these trees.
10:58Let's get trees mesh and let's pick oakWhiteMedium and just paint an oak tree.
11:05You can see how much geometry that is. That's why it kind of gives you that
11:08warning there, but again let's take a look at the width scale of this. So let's
11:12go through here. The bark, the image of that bark is oakWhiteBark.
11:17So again it has put a texture on this that we can actually use. So that's the
11:24Oak Bark Texture and if we scroll down a little bit here, width creation,
11:31you can see how it has got kind of this gnarled width and that's what it uses to
11:35actually create the width of this tree and then if we go down here you see that
11:39it has branches, twigs, leaves, and so on and so forth.
11:47Now let's take a look at the leaves. The leaves themselves are pretty simple
11:52width, but the one thing is that the texturing of the leave, if you go down, is
11:56actually called oakLeaf.tif. So if we scroll into one of these leaves, you will
12:02see that it's actually again a texture map. See? And so we have actual texture
12:08maps used and flip off those leaves.
12:11So, again, these are very sophisticated tools. So I'm going to leave it at
12:15that. So those are basically the parameters that you need to create brushes and
12:19now I'm going to teach you in the next lesson how to save and store brushes.
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Applying Brushes to existing strokes
00:00As you can see from the last lesson there is a ton of attributes that you can
00:04set for any of these Paint Effects brushes. So you can spend a lot of time
00:09creating a custom brush. Typically, how you work with paint effects is you
00:14start with one of many brushes that Maya gives you. You change some parameters,
00:19you customize it, and then you use that custom brush to paint whatever it is
00:25that you need to be painting.
00:27So let me show you some other basics of brush management. Let's go ahead and
00:31paint some hair. I'm going to create a sphere, I'm going to shade it, and then
00:37I'm going to go to Paint Effects, go Make Paintable. I'm going to go into Visor
00:44and I'm going to scroll over to Hair. And let's paint some hair on this sphere.
00:52I'm going to go ahead with hairBrownThick and I'm going to make my brush size a
00:56little bit bigger, so I'm going to hold down the B key while I drag and let's
01:02just paint some hair. I'm going to paint about four or five strokes.
01:06Now what happens is when I paint this hair, I'm painting separate strokes for
01:11each of these. So each one of these is a separate stroke and each one of these
01:18strokes has a separate brush. Let me show you how this works. If I'm in my
01:23Attribute Editor, look. We have created hairBrownThick 4, 3, 2, and 1. So each
01:33one of these strokes has a separate brush on it and each one of these brushes
01:38has separate parameters.
01:40Well what I can do is I can actually apply the parameters from one brush, so I
01:45can get them from one brush and apply them to others. Let's take this
01:49particular strand of hair. If I take this and I scroll through here, I can look
01:54at some of these parameters here. If I go into Shading, I can actually change
01:58the color of the hair. Let's make it green hair, for example. Two shading
02:03colors here, so let's make it kind of greenish. So as you can see this hair is
02:06green and the rest is brown.
02:08So what I can do is I can actually apply these settings to the other strands.
02:13So I select this and then in my Paint Effects menu, I go Get Settings From
02:17Selected Stroke. Now what this does is it basically loads the brush just
02:23the same way as if I clicked here. Let's say if I clicked on any one of these, if
02:27I clicked on Crystals, for example, it will load the crystal brush and where
02:32it loads that is into what's called the Template Brush. So if we go into
02:36Template Brush Settings here, these are all the settings I need to paint
02:41whatever the current brush is.
02:44So if I do Get Settings From Selected Stroke that changes to whatever the
02:52settings are for this stroke. So for example, the Shading is now that green
02:56hair and the waviness of the hair and all that stuff. So what I can do is
03:02actually go into Select mode here, select these strands and then just go Apply
03:12Settings To Selected Strokes. Now what's it's doing is it is actually applying
03:16from this template brush to that. So what I did was I changed this brush,
03:24did Get Brush Settings, which loaded it into the template. It's kind of like the
03:29clipboard, you know, when you do cut and paste. So we loaded it into the
03:33template and then I applied it to the template.
03:37Now because it's the template, you can actually use this for almost anything.
03:41So, for example, if I selected this hair and I went into Visor and I selected
03:45some other hair, let's say DeepRed hair. Now just by clicking on that I've
03:50loaded DeepRed hair into my brush and so what I can do now is just go Apply
03:55Settings to those strokes and now I've got that DeepRed hair applied to this
04:01stroke. If I wanted to change that back, I just select in one go, Get Settings From
04:07Selected Stroke, which is the green hair, and then apply that and what that
04:13does, again, loads it into the template and then I can apply from the template.
04:16What I want to point out here is that wherever you choose the brush, it always
04:20goes into the template. Either I can get the settings from here, from a stroke
04:25in the scene and that loads it into the template, or I can get it from the shelf
04:30or I can get it from Visor. But once it is in that template, then you can apply
04:34it to whatever strokes you want. So let's say we painted a whole field with
04:39turf grass and I wanted it to change it to clumpy grass.
04:42Well all I've to do is just select all those strokes in the Outliner, so each
04:48one of these strokes and then just go into whatever else I want, flowers, if
04:56I want to make all of these flowers, I will just click on that. That loads my
04:59template brush and then I just go Apply and that's all I need to do and now I
05:05have got flowers on that sphere.
05:08So those were the basics of getting and applying brushes.
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Sharing Brushes
00:00So we've learned one method of changing the look of strokes and that's using
00:05Get Brush and Apply Brush. You can also share brushes, and let me show you how
00:10to do that. I'm going to go ahead and create a sphere and go to my Paint
00:15Effects, Make Paintable and let's paint some more hair. So I'm going to go
00:24ahead and create... let's do That Girl hair. So I'm just going to make my brush
00:29just a little bit bigger and I'm going to create some hair.
00:33Now typically what we did was, if I wanted to change, let's say I wanted to
00:42change the color of something, let's take this hair. And let's say I wanted to
00:47change it to some color. We'd go in to Shading and let's make it kind of a
00:55blondish kind of hair. OK, so now we've got hair that is a different color and I
01:01want to apply that to these other strokes. Well, what I can do is I can
01:04certainly do -- you know, in fact let's go ahead and tear this off here.
01:07I can certainly do get and apply settings but another thing I can do is I can
01:14also Shift-select them all and just say Share One Brush. And what that does is
01:20if we go into our Attribute Editor, you'll notice that whatever the last that
01:26I had selected, which was ThatGirl4, is now applied to all of it. See there,
01:33there is my brush. Actually I've one brush that is affecting all of the
01:38different strokes. So if I change the color of that one brush, it affects all
01:46of them. Actually, if you want to get real technical, we can go into the
01:50Hypergraph: Connections and you can see that all of the strokes are actually
01:53going in to this one brush. So essentially this one node now affects all of the
02:00brushes that we share.
02:01So let me show you how this works again. So let's say, we have Shift-select
02:05one, two, three, four. The last one we selected is the one that it is going to
02:11use and then all we have to do is go Share One Brush. And so once we've done
02:18that whatever the last one was selected, that brush is applied to all of the
02:23strokes that are selected and now I can change really any of these strokes.
02:29They are all connected. So whatever I change on one, changes on all of them.
02:34So that makes it real easy, again, if you are painting a lot of the same thing,
02:40you just turn on brush sharing and the brush will actually be applied to many, many strokes.
02:46Now if you want to get rid off that it's very easy. All you have to do is
02:49select the strokes you want to remove that from and just say Remove Brush
02:54Sharing and what that does is it will create a separate brush for each of
03:00these. So you've hairThatGirl 5, 6, and 7. So if I change this one to red,
03:10it goes back. So again you select them all, the last one selected is applied to
03:15all of them and then you can remove them. So that's the basics of brush sharing.
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Saving Brushes
00:00Now I'm going to show you how to save out brushes. Obviously, you are going to
00:04be creating brushes and paint effects that you may want to use later. So let's
00:09show you how to do that.
00:10First thing I need to do is create some strokes here, so we can create some
00:16brushes. So I'm going to create a NURB surface. Go to Paint Effects, Make
00:20Paintable. So let's just paint a simple tree. We going to use a simple tree
00:25brush. I'm going to make this brush a little bit bigger and let's just paint
00:29just one stroke, that's all we need.
00:31Now while these are selected I'm going to go into my Attribute Editor and let's
00:36go ahead and change these. So I'm going to go into my brush, treeSimple, and
00:42scroll down and let's go ahead and into Tubes. Let's open up the Tubes
00:47rollout and turn on Flowers. And now those Flowers are a little big.
00:56So I'm going to go scroll down to my Flowers rollout here and let's make the flowers smaller.
01:04Petal Length, so I'm going to turn down the Petal Length.
01:10That is about right. And if I want to I can change the color of the flowers. Let's make
01:15them yellow with green tips; whatever we want. So now we've got trees with
01:22flowers and obviously, we can go through and change a myriad of parameters.
01:26We can tweak these as much as we want. But let's just stop here, because really
01:30what I want to show is how to save this.
01:33So we've changed all the parameters we want. Let's go ahead and make this
01:38happen. So I'm going to in to my Paint Effects window, and I'm going to say Get
01:41Settings From Selected Stroke. I'm going to select the stroke that has the
01:45values that I want, which is tree with the flowers. Then I'm going to say Save
01:52Brush Preset, right at the bottom. It brings up a window, gives it label,
01:59treeSimple - and let's just call it treeSimple with Flower is the name of the
02:03layer. And flower. And where are we going to save this? We are going to save
02:08this the shelf, which is here. Save it out to Visor. And if so, what directory in
02:15Visor? So in other words in Visor, in fact the directory would be right here
02:19and basically if we scroll this all the way out you can see the name of
02:23directory here and each one of these is a separate directory within this main directory.
02:28But we are going to save this to the shelf and just go Save Brush Preset. Now,
02:34notice how this little button popped up in my Paint Effects shelf. If I want to
02:39I could click here, paint grass, click here on the one I just created and I
02:45will paint more of those tress with flowers. You know, that's very different
02:49from the original tree brush that I created.
02:53So all of those parameters including the scale of the brush have been saved. So now,
02:59if I want to get back to painting this particular tree, all I've to do now
03:03is hit this button and I can paint it. Very simple.
03:08So that makes it really easy to modify and save these parameters out.
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Painting in the Paint Effects window
00:00Now I want to show the Paint Effects window, which is another way to paint
00:06objects in Maya. The Paint Effects window is a custom interface for paint
00:10effects that speeds up the workflow. So let me show you how that works.
00:14We are going to paint in to a scene, so I'm going to go Project > Set,
00:1809, so I'm going to set our project 09 and then I'm going to open a scene called
00:23Plane01.mb and that's our airplane in just a standard scene and what I have
00:30done is I have basically made a plane and just mapped this texture on it for
00:34the runway and some grass and then put a cloud pattern behind it.
00:39Now I want to paint this grass because it doesn't really look good when you
00:43render it. But let's go ahead and use the Paint Effects window to do that. So,
00:47I'm going to go ahead and select this and do Make Paintable like we normally do,
00:51but instead of painting it here, we are going to actually go into the Paint
00:55Effects window and what we want to do here is go into Paint Scene. OK, there is
01:00an option here, paint either scene or canvas.
01:03We are going to get into the canvas a little bit later and if I go into Paint
01:07Scene mode, you will notice that this is basically a viewport that I can move
01:12around and if I want to, I can actually just display this. So we can actually
01:16go here, we can actually do Object Shading here. We can either shade it, which
01:21is basically just gray shade, or we can textured shade it, which gives us pretty
01:25accurate textures and what I can also do is do a lot of Paint Effects functions.
01:32So, for example, I could do Get Brush and I could select a brush that I want to
01:37use or I could, for example if I wanted to paint grass, I can do that and I
01:43can now just start painting into this window and it gives me very high
01:51interactivity which is nice. One of the nice things about this window is it
01:54does have these little parameters along the top. If I can roll this all the way out.
01:59My screen is always a little tight when I record these.
02:03But you can see along the top here, I have got actual parameters here for the
02:07color of the grass and these are the colors that it's using in the Brush
02:12templates settings. In fact if I want to, I can go to Brush > Edit Template Brush,
02:16which is basically my brush settings here, and if I go into Shading you
02:20will see this is Color 1, this is Color 2 and so on and so forth. So it gives
02:30me a lot of parameters, so I can actually interactively so I don't have to go
02:33digging through those windows to change my brush as I paint.
02:37Now there are some other little options here. One is called Stroke Refresh, so
02:42do I want to show my strokes in Wireframe mode or do I want to show them
02:47completely rendered? In fact let's paint something else in here. Let's paint a tree.
02:52That's usually highly visible. In fact let's paint a tree mesh.
02:57Let's paint something that's a little bit more difficult for Maya and I can paint
03:01some oak trees for example.
03:05But now I can also -- you can see I can still interact with these. But if I do
03:11Stroke Refresh > Wireframe, it will interact a lot faster because what Wireframe
03:16is is basically a kind of a dump numbers. Now we can see a placement and then
03:21you go into Rendered to see the high version; you can see how it takes a
03:25little bit of time to refresh that. See again, it takes a little bit of time to refresh.
03:32So typically, I do Stroke Refresh > Wireframe and that allows me to paint fairly
03:37interactively. Now there is another mode of the Paint Effects window and that's
03:42called Canvas mode. Now I was playing with this just a little bit before and
03:47this is called Paint Canvas and what this does is it -- in fact let's just go
03:51Canvas > New Image and we go Image Name, we go Apply Texture. Yes, replace
04:00existing file. What it does it gives me a 2D paint palette. Now what I can do
04:06with this is I can actually use the brushes that I have to paint within this
04:102D window. Now this is great for creating textures.
04:14So for example, if I go into let's say Get Brush and let's say I wanted to get
04:21some more grasses. Let's just get a some astroturf here. So I get astroturf and
04:27I start painting. I can actually paint that texture and what I can do is I can
04:33actually paint a texture that I can use to apply to an object later. So for
04:38example, let's say I was going to use astroturf as my Paint Effect stroke,
04:43I could actually on the mesh behind that stroke, put a bitmap texture. That is
04:50basically what I'm painting here, which is astroturf. So that way the colors
04:55will match, the general texture will match and you will have to worry a little
05:00bit less about completely filling in the ground plane when you do that.
05:04Now there are some other options here such as Wrap and Roll. So if I do Roll,
05:10what it does is it actually rolls it 50% vertically. Now this is great for
05:14creating tile textures. So if I Roll it again 50% Horizontal, what you can do
05:22is you can actually create tile textures. There is also a Wrap, so you can Wrap
05:26Vertically or Horizontally and what it's supposed to do is actually as you
05:30paint off one side, it comes in off the other.
05:34Now there are some other brush settings here as well. You can Smear. OK, so you
05:39can actually smear stuff. You can Erase. OK, now what it does is actually
05:45erases using the grass brush. We can also do a Single Pixel Brush. We can also
05:52do stylus texture and all that sort of thing. Now one of the nice things--
05:56I'm going to do a New Image here-- is that in the Paint Effects window, under Get
06:01Brush here, we actually do have just standard brushes.
06:04So for example, if you scroll down here we have an airbrush, so you can
06:09actually just use standard airbrush settings. You could use watercolors and
06:20with stylus pressure, you actually do have a fairly competent paint package
06:25that you can use to paint your textures from within Maya. And then all you have
06:29to do is just save that as, and you can save it as any image file you want.
06:34So you can save it as Maya IFF or you could save it as JPEG or whatever and then
06:38use those bitmap images to texture your objects within Maya, OK. So those are
06:46the two main uses of the Paint Effects window. So you can see how useful that can be.
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Understanding Paint Effects in practice
00:00Now let's take a look at how you would use paint effects in the real world. One
00:04of the things with paint effects is that you can create a lot of data very
00:08quickly. So one of the things I want to show you is some useful tips to
00:12organize your paint effect scenes.
00:15