Maya 2009 Essential Training

Maya 2009 Essential Training

with George Maestri

 


Maya 2009 Essential Training is designed to provide a strong foundation in this 3D modeling, rendering, and animation tool. George Maestri covers everything from the basics of the interface to bringing models to life with complex animation. He explores object manipulation, NURBS, UV editing, paint effects, and mental ray rendering. George demonstrates Maya's full functionality by building a robot from scratch. Exercise files accompany the course.
Topics include:
  • Learning the interface
  • Manipulating objects
  • Modeling polygonal objects
  • Understanding NURBS
  • Using paint effects
  • Creating and placing realistic textures
  • Using mental ray for photorealistic rendering
  • Animating objects and characters

show more

author
George Maestri
subject
3D + Animation
software
Maya 2009
level
Beginner
duration
10h 0m
released
Dec 09, 2008

Share this course

Ready to join? subscribe


Keep up with news, tips, and latest courses.

submit Course details submit clicked more info

Please wait...

Search the closed captioning text for this course by entering the keyword you’d like to search, or browse the closed captioning text by selecting the chapter name below and choosing the video title you’d like to review.



Introduction
Welcome
00:00(Music playing.)
00:06Hi! I am George Maestri and welcome to Maya 2009 Essential Training. I am an
00:07animation director and producer and I have also authored several books on
00:10character animation. This year marks Maya's tenth anniversary and I have been
00:15using Maya since its first beta. I'm always impressed by what it can do.
00:20In this essential training course, we will go over Maya's features and give you
00:23the information needed to hit the ground running. First we will tackle the
00:27interface and how to manipulate objects, so you will be able to get around in
00:31Maya 2009 with confidence and ease. We'll also get you familiar with polygonal
00:36modeling, so that you can turn spheres, cubes, and cylinders, into more complex objects.
00:41Then we will move on to NURBS Modeling to learn how to create very organic and
00:45smooth surfaces. From there we will study some advanced modeling concepts and
00:50apply them to a design project where we will build a robot from scratch.
00:55Also take a detailed look at creating and manipulating textures in Maya to give
00:59your models added depth and realism. Next we will move on to rendering and
01:03creating photo realistic images using Maya's Software Renderer as well as the
01:07more powerful Mental Ray Renderer. We will also explore using Paint Effects to
01:11create lush environments and effects. And finally we will animate some scenes
01:16in Maya 2009 to bring your models to life.
01:19I tried to make this course both fun and effective to help you understand the
01:23potential of Maya. I hope you would enjoy it.
Collapse this transcript
Using the exercise files
00:00Now the Exercise Files are available to those who have purchased the DVD or for
00:06premium subscribers to lynda.com.
00:09If you are working with the Exercise Files, go ahead and place those on your
00:13desktop. The exercise files are a folder and within it you should have 10
00:19individual folders, which are geared towards the individual chapters in this title.
00:24Now often I will go ahead and set a project and when I do that, go ahead and
00:29just make sure that you are in this Exercise Files folder and that you have set
00:34the proper project in Maya.
Collapse this transcript
Starting Maya 2009
00:00 Starting Maya is pretty much like starting any other program. On a Windows
00:05 machine, when you install Maya, it should put an icon on your desktop. You can
00:08 certainly double-click on that. If you want to find it in the Programs menu,
00:13 you can either go here into your Start menu and you may have a Maya 2009 option
00:19 here, or if you go into All Programs, scroll down to Autodesk, Autodesk Maya,
00:25 Maya 2009 and you can start it.
00:27 Now if you are on the Macintosh, you can also find it in your dock, if you have
00:32 dragged it there as well. Once you have started it, we can start working with it.
00:38
Collapse this transcript
Working on a Mac
00:00Now for those of you who are using the Macintosh, the interface is pretty
00:05consistent between Windows and Mac for Maya 2009 but there is a difference in
00:11the keyboard. The Macintosh keyboard is actually physically different than the
00:15PC or the LINUX keyboard.
00:17So on the PC, I will be hitting the Alt key and then using my mouse to navigate
00:24through the scene such as what I am doing here. Now you do not have an Alt key
00:30on the Mac keyboard. So, in that case, you would substitute the Option key.
00:35The other major difference is the Insert key. So when I am moving a Pivot such
00:41as now, I would hit the Insert key. On the Macintosh, we don't have an Insert
00:46key so you would be using the Home key. For this, I will try and call this out
00:51in the lessons but just be sure that you remember the Alt key is the Option key
00:56and the Insert key is the Home key and pretty much everything else should line
01:01up between Windows and the Mac.
Collapse this transcript
The importance of a three-button mouse
00:00One more thing I really want to stress is that you must get a three button
00:04mouse for use with Maya. Now I know some machines, particularly the Macintosh,
00:10do not ship with the three button mouse.
00:12But please go out to the store and spend the $10 it takes to buy a three button
00:16mouse because you will not be able to navigate Maya properly without one. Just
00:21a word of advice, be sure to get a three button mouse.
Collapse this transcript
Graphics card recommendation
00:00 Now one more thing you should probably do when you get Maya is actually get a
00:05 decent graphics card. Most consumer graphics card don't support openGL to the
00:11 level that Maya requires. Now you will probably be able to use about 90% of
00:16 Maya with an ordinary graphics card, but if you don't have one that fully
00:21 supports openGL such as in Nvidia Quadro or an AMD FireGL card, then you will
00:29 not really be able to use Maya to it's full capabilities.
00:32 You will notice some of the differences when you go into high quality rendering
00:36 or you do hard work texturing, which actually it brings up the actual textures
00:42 in a scene, and you will also notice it in highly interactive places such as
00:47 paint effects. So you may get ghost thing in strange artifacts, if you don't
00:53 have a fully supported graphics card. So just be aware of that.
00:56 Now for those people who are on the budget, you can use a consumer card with
01:00 Maya, you may get some errors as you use some of the more advanced functions.
01:07
Collapse this transcript
1. Interface Essentials
Understanding the Maya interface
00:00Let's take a look at the Maya interface. Now, I have Maya open and when you
00:05first look at it, it looks a little daunting. There is a lot of buttons and a
00:08lot of controls here. That's because Maya can do a lot of different things.
00:12But let's go ahead and just go through this one step at a time and you will
00:15know where everything is at, and then it won't seem so daunting.
00:19Now, as with any application, Maya does have a text based menu bar along the
00:25top and we have standard options here such as File, Edit, Cut and Paste, that
00:30sort of stuff. Modify. Create, a Create menu that allows you to create
00:36different types of objects and so on.
00:39Now once we get to the ones here on the right, these are actually ones you can
00:44change. For example right now, we are working with Animation. We have a
00:48pull-down menu here, which actually changes part of that text-based menu.
00:53So for example, if we are working with Animation, we will leave it here and all
00:56the animation tools come up. If we are working with Polygons, which means
01:01modeling, then we change that and all of a sudden, this menu changes. Notice
01:06how this menu changes when you go to Surfaces, which is NURBS based modeling,
01:10and Rendering and so on. The top line of Maya is not big enough to hold
01:15everything that Maya can do. So you have to kind of break it down into task-
01:19based stuff.
01:20Now, another thing with menus is that they can't tear off. So click on the menu
01:24here, scroll down to this double bar at the very top of the menu, I can just
01:29click on that and it floats the menu, which is kind of nice if you need to keep
01:34referencing a specific menu. I can also tear off sub-menus as well. So any of
01:41these menus can be floated which will make things a little bit more efficient.
01:46Off to the right of this pull-down menu here, we have what's called the Status
01:50Line, and this has a number of different tools for selecting and moving objects
01:54that sort of stuff. Each one of these are kind of divided up by these little
01:58segments here. Right here we have File > Open and Close tools, and then here,
02:03we have what are called Selection Masks. So this allows you to select objects
02:08by specific types.
02:11As I click these three buttons, we go into hierarchies, objects, and
02:15components, and then within each one of these, you will notice how these menus
02:19change here. This allows us to turn on and off different types of objects.
02:24Let's say we were working in Animation and we wanted to not select the joints
02:29of a character skeleton or we didn't want to select certain types of geometry,
02:34we can actually mask off that, so that we are only selecting the objects that
02:38we really need. If you get a very complex Maya scene, you will see the value of
02:43masking off certain types of objects.
02:46In addition to this off to the right here, we have all of these magnet-based
02:51icons and these are for snapping. So this will snap to a grid, this will snap
02:56to a curve, points, surface, and so on, and these toggle on and off. So if I
03:02keep these toggled on, I am going to be snapping everything to everything and
03:05so you don't want that. So let's make sure these are all turned off.
03:09Now, these here allow you to move up and down the stack. When we get into
03:14materials, we will be using this a little bit more. Off here with all these
03:17ones with a little Clapboard icon, these are for rendering. So we can actually
03:23just render our scene just by clicking that. Obviously, there is nothing in the
03:26scene. So we are not rendering anything.
03:28Well, here we have X, Y, and Z type- ins. So if we want to, we can actually
03:33type in co-ordinates here. This controls the Attribute Editor, Tool menu, and
03:41the Channel Box. Now, all of these are just different ways to control the
03:45different parameters in your scene and as we go through modeling and that sort
03:49of stuff, we'll be using these a lot. I just want you to know that they are here.
03:52Underneath the Status Line is what's called a shelf. A shelf is just a
03:58collection of tools and they're more of a graphic representation of the
04:02different tools and functions available for Maya.
04:06Now, one nice thing about this is that you can actually create your own custom
04:10toolbars and create your own custom tools, which is very, very handy. But a
04:15lot of the tools that we are going to be using we can actually access from
04:18these shelves. There are some standard shelves that Autodesk provides for these.
04:23Now, off to the left here, we have all of our Move tools. If we want to move,
04:29rotate or scale an object, they are all along here. These buttons down here
04:34control the different types of viewports and how we view those.
04:38Now, I am on a screen that's a little bit small. There is actually some more
04:42menu options down here. If you want, you can also get rid of these just by
04:46clicking on any one of these little tabs here.
04:50Now along the bottom, we have the Time slider, which allows us to work with
04:54animation and also a Range slider, which shows us how many frames we are
04:59animating. Then off to the right, we have the Channel Box or the Attribute
05:06Editor or the Tools menu. So for example, if I select the Move tool, all of
05:12the options for the Move tool come up here. If I go into the Attribute Editor
05:16and I create an object, all of the attributes for that object are here.
05:20Now, the Channel Box actually has all of the controls for translation,
05:26rotation, and scale. So for example, if we are moving stuff around, we would
05:29probably wanted to be in the Channel Box. Moving down, we also have underneath
05:35the Channel Box, we have got what's called the Layers Editor which allows us to
05:39organize our scenes in layers, and then along the bottom, we have our Play controls.
05:45Now, we can also control how Maya looks just by going into Preferences. So I am
05:51going to go to Window > Settings Preferences > Preferences and bring up the
05:56Preferences window. Now in this, we can actually turn on and off any one of
06:01these UI Elements. So for example, if you don't want the Status Line or you
06:05don't want to see your Shelves, you can actually turn all of these off, and
06:08make a very large window to work in or you can turn them all on and have all of
06:13the controls available to you.
06:15So one of the things that happens a lot of times is that you will accidentally
06:19click here and delete some of these user interface elements, and you wonder how
06:24to get them back. Well, if that's the case, then you just go again Window >
06:28Setting > Preferences and then you just go to your UI Elements, and you can
06:32turn them back on.
Collapse this transcript
Working with files and Maya projects
00:00As we start working with Maya, we are going to be working with a lot of
00:03different types of files. Maya has its own file format, Maya binary, which it
00:09uses to store all of its geometry data and all the scene data, but it also can
00:14pull from a lot of different files outside of itself, such as textures or image
00:19files, that sort of thing. So what Maya does in order to keep things organized,
00:25it creates what's called a Project.
00:27Now a Project is just a standardized directory system that organizes all of your
00:32data so it's all on the same place. In fact, I can show you what a Project
00:36looks like. I am going to minimize Maya here, go out to my desktop and if we go
00:41into the Exercise Files directory that we have placed on our desktop, you will
00:46see that each one of these directories here is actually a project.
00:51So if I go into 01_Essentials, you will see I have all of these different
00:55directories and those are really just places where Maya puts things. So, for
00:59example, particle systems might be here, stuff related to mel scripts are here,
01:05sourceimages are where we usually put our image files for texturing, that
01:09sort of stuff, so it's all in a standardized directory format.
01:15So when we work with files, particularly in this lesson, we are going to need
01:19to set the project so that Maya knows where all the text or files and
01:23everything else is. We can do that through the File menu. So we go File >
01:28Project and we have a couple of options. One is New.
01:33Let's go ahead and take a look at what that is and so if you are starting from
01:36scratch and you are just creating your own Project, you can just go Project >
01:40New, it brings up this window and this allows you to give the Project a name
01:47and then browse for a location, so we can actually put this wherever we want.
01:52And once we do that, we can just hit this button down here in the middle called
01:55Use Defaults and what that does is it just gives all of these directories a
02:02name and then if you hit Accept it will go ahead and create that Project.
02:05I am going to go ahead and cancel out of that because we already have the
02:10Project set up. So let's go ahead to File > Project and let's just go Set and
02:16what we can do is just scroll up to our desktop, go to Exercise Files, which is
02:24that directory we put on there, and just expand that and then we can set any one
02:28of these projects as our project directory.
02:31So, for example, right now we are in Chapter 1, so I am going to set my project
02:35to 01_Essentials and hit OK and now all of my pathing is set so that Maya
02:41will find all the files associated with that Project.
02:45Now Projects are really important if you are going to be moving your data
02:49around. If you want to move your data to another computer or collaborate with
02:54somebody, I would highly recommend using Projects. Now Maya doesn't strictly
02:59require that you use Projects. You can actually put the data anywhere you want,
03:03but the problem is that if you move your data to another computer or something
03:08else, then you have to go through and reconnect everything so that it can find
03:12all of the files. If you keep everything in a project, then you can just move
03:17all the directories associated with the project, reset the project and
03:20everything will be there.
03:21So it makes a lot of sense to work with Projects and I highly recommend that
03:25you get in the habit of doing that as you use Maya. So now that you set our
03:30Project, we can go ahead and start working with actual models and data.
Collapse this transcript
Navigating viewports
00:00So now let's go ahead and look at viewports in Maya and let's learn how to
00:04navigate within a viewport. A viewport is essentially this big window, which
00:10shows you the objects in your scene.
00:13Let's go ahead and load some objects so we can play with that. I am going to go
00:16ahead and go File > Open Scene, and if we set our project properly, we should
00:22have Exercise Files/Essentials/ Scenes as the directory that pops up.
00:26We are going to open RedWagon.mb and mb stands for Maya Binary and we have a
00:32little red wagon here, actually a little hot rod red wagon. This is coming up
00:38in the Perspective viewport, which allows you to see your scene in 3D, but
00:43there are other ways to look at your scene.
00:45We can go over here to this little icon here which gives you a Four View or
00:53Four Panel View. In fact, if we click that, we will see that we actually do
00:56have a Four Panel View and this shows you the orthographic views of top, front,
01:02and side in addition to perspective.
01:06So if I wanted to for example, look at something from the top of model very
01:10accurately, I would want one of these orthographic views, but ultimately we are
01:15going to be looking at this in perspective view. If I want to, I can just
01:20switch between these very easily just by hitting the Spacebar.
01:23If I put my mouse over for example the Perspective view and hit the Spacebar,
01:28it pops up. Hit the Spacebar again, I go back to my Four View, and that's the
01:34same for anyone of these windows. If I wanted to bring up the Front View, I
01:38just put my mouse over the Front View and there we go. And it's really very
01:42quick. Any window can be instantly brought up, so it's just where your mouse is located.
01:48I am going to go ahead and bring up the prospective window and let's go ahead
01:51and start navigating within this window. Now we do that by using a three-button
01:57mouse, and either the Alt or the Option key. Now that depends on whether you
02:02have Windows or Macintosh machine. It will be Alt on Windows and Option on the Macintosh.
02:09And if you hold down the Alt or Option key and left click, you will be able to
02:14rotate around the scene. Now go ahead and practice that. And then if you Alt or
02:23Option and then middle click, you can pan very easily. Alt or Option and
02:31right-click zooms.
02:35Between these three, we've got very easy way to navigate. It becomes very
02:41natural. All you have to do is practice it for about three minutes and you have
02:45got it. Now, the other thing I want to point out is that if you have a mouse
02:49with a center scroll wheel, you can also zoom using that scroll wheel. So you
02:54just scroll up and down and you can zoom in and out.
02:57Now in addition to this sort of navigation, you can also navigate using this
03:03View Cube. So all I have to do is just hit one of these views and I can
03:09instantly go from say front to left, to top, and so on. Now these front views
03:18are not orthographic views.
03:21An orthographic view actually is at a complete right angle for everything and
03:25if you notice with this Prospective view, I actually, I am seeing kind of the
03:29back of the top of this wagon. So it's kind of a front. I place my camera in
03:34the front rather than actually have an official orthographic view, but this is
03:38a really quick way to see your scene from different angles.
03:42In fact one of the things you can do is, you can actually press the corners of
03:45this box or the sides to give kind of half and three quarter views. Now if you
03:52hit this Home key, it automatically goes through a preset default home.
04:00Now in addition to these sorts of navigation tools, you have some additional
04:06tools along the top here. Every viewport has these menus and these icons along
04:13the top. In fact, I am going to go ahead and zoom out here and you will see
04:17that every single viewport has its own controls.
04:21So you can set up each viewport to behave completely differently. We are just
04:25going to play with the perspective viewport. So I am going to go ahead and
04:28maximize that again. Now if we go into the View menu, you will notice we have a
04:32number of options.
04:34The first one is Select Camera; that just selects the camera so that I can
04:39change the options of the actual camera that's taking this picture. We will
04:43play with that when we get to rendering.
04:46The other one is called Previous View and Next View. Now for example if I
04:50zoomed in here and I wanted to see what this looks like, I can go Previous
04:55View. It shows me the zoomed out version. So if I go Zoom Out and I go Previous
05:03View, it would be the zoomed in version. Or if I go Next View, it steps between
05:09the last two states that this window was in. So it's kind of nice that you can
05:14actually go between these.
05:16If you look here, we actually have two hot keys and those are the brackets. So
05:20if you hit bracket, left and right, you can step between these views. So for
05:25example, if I zoomed out and then I hit my bracket, I can step between these
05:30two individual views.
05:32Another nice option is called Look at Selection. Now in order to do that, you
05:36need something selected. We can select anything in the scene just by putting
05:40the mouse over it and left clicking.
05:41So for example, if I left click on this tire, I could go Look at Selection and
05:48it would take that tire and it centers it in the viewport. So I can see it. So
05:53if I zoom over or it's off to the side, I can just go Look at Selection and I
05:59will place the camera so that is always in the center of that viewport.
06:03If I go Frame All, it will go ahead and frame everything in the scene. So for
06:09example, if I have got this off to the side, I can go Frame All. It will go
06:13ahead and bring in every object in the scene so that it's centered within the viewport.
06:19If I go Frame Selection, it will take the object that's selected, in this case
06:24the tire, and it will bring that up. So those are some other ways of showing
06:31your object. So for example, if I selected this tire off to the side, I could
06:34also do a Frame Selection.
06:36And if you notice there is a hot key here of F. So if I hit F, it will actually
06:40frame that tire as well. Now in addition to these framing tools, we also have
06:48shading tools. We have a Shading menu here and this allows us to look at the
06:53scene either in Wireframe or Shaded mode.
06:56So if I crawl down here and I go Wireframe, you will see the scene in
06:59Wireframe. Go and Smooth Shade All, it will shade that. Now one thing you
07:05should know is that Wireframe is always the number 4 on the keyboard, and the
07:10number 5 on the keyboard will shade it.
07:14Then notice, how it's shaded without the textures. In order to turn on
07:19textures, you have to go under the Shading menu and turn on Hardware Texturing.
07:25So if you load up a scene and your textures aren't showing, make sure you turn
07:29on Hardware Texturing and that will go ahead and show any textures you have in the scene.
07:35Now in addition to the numbers 4 and 5, we also have numbers 1, 2, and 3 on the
07:40keyboard, which also control how things are displayed. Now this depends on the
07:45type of geometry that you have selected.
07:47So for example, if I select this tire, which is made of NURBS, and hit 1, it
07:53will give me a very rough view of this. If I hit 2 it will smooth it out a
07:58little bit. If I hit 3, it will completely smooth it out. So in another words,
08:02I am showing different levels of smoothing on that particular object.
08:08I can do the same with this wagon. This wagon is actually what's called a
08:12polygonal object, so it's built a little bit differently than the tire. But if
08:17I hit 1, it will just show me the object. If I hit 2, it actually smoothes it.
08:23In fact, you can probably look in here and you can see that what it does is it
08:27actually smoothes. So if I hit 1, it shows me the actual object. If I hit 2, it
08:33shows a smoothed version of this object. And if I hit 3, it takes away that cage.
08:41So if you are doing what's called sub- division surface modeling or polygonal
08:45modeling with smoothing, these can be very handy. I am going to leave this at 1
08:49for right now. Now in addition to this, we also have some menus for Lighting. 1
08:55allows us to use the default lighting, use all lights, so if we actually have
09:01lights in the scene, we would be able to see them, but we don't. So this isn't
09:04going to work. This allows us to control how the lighting in the scene works.
09:10We can also use either Default or High Quality Rendering here. The one thing
09:17about High Quality Rendering is that it can actually slow down your viewport.
09:21So I usually keep this at Default Quality and then you can also change what
09:26type of panel you have. So right now we are going to Perspective panel, but if
09:31you want, you could actually change this to a front, side, or top view, or you
09:36can also change it into a Stereo View, which is one of the new features of Maya 2009.
09:44In addition to these viewports, which show you geometry, you can also turn on
09:49any other type of panel. So if you were working in animation, you could turn on
09:54for example, a Graph Editor to do animation. You could do the Outliner, which
10:00shows you all of the objects in the scene and so on.
10:03I am actually going to go back to a Perspective view here and turn on Shading
10:09and also turn on Hardware Texturing. Now, a lot of these functions that I went
10:15through in the menu are also available in these icons. Now this is new in Maya
10:202009, but we have a number of different icons, which kind of just mimic these
10:25menu options, which gives you a little bit faster way of doing this.
10:28So for example, this will select your camera. This will give you the camera
10:33attribute editor. This one allows you to open an individual file. This button
10:40here turns on/off the grid. So if you notice there is a grid right here. You
10:45can turn that off. So you can have a fairly clean scene.
10:49Now these buttons here allow you to show what's called the Gate. So if I am
10:53rendering a scene out, I really need to know what falls in and out of the
10:58camera's view. So if I click on this, it will show me exactly what is going to
11:03be rendered. This gets really important when we come down to actually rendering scenes.
11:09This button here turns on the field grid, which if you are in animation, you
11:14can actually use that to match the animation. We also have stuff such as
11:18ghosting, and the more important ones are here we have our Wireframe, our
11:23Shaded View. We also have what's called a Wireframe on Shaded View, which
11:28allows you to see the actual wires of the object on the shaded version.
11:35This turns on/off Hardware Texturing, and these are ones that allow us to do
11:40lights. Now another really cool thing is the ability to X-ray. If I click on
11:45this button here, it shows the object in X-ray, which kind of gives you a
11:49semi-shaded view that you can still see the wires. This is really handy when
11:54you go into modeling. Then you can also turn on shading four things such as
12:00joints and so on.
12:02All of these are actually located in the Shading menu. So for example, if I
12:06have X-ray, I can actually turn it on here in the Shading menu. But now that
12:10it's here on this icon, it makes it much easier to do it from the Graphic icon.
12:17So, those are some of the ways to look at and manage viewports in Maya.
Collapse this transcript
Using the Hotbox
00:00One of the really nice features of Maya is that a lot of the menu items are
00:05right there at the tip of your mouse. Now we actually did use the Spacebar to
00:11step between different types of viewports, but if you hold down the Spacebar,
00:16you get a whole new set of menus and this is called the Hotbox.
00:20And what this is, is basically all of the menus that you need right here at the
00:26tip of your mouse, so you don't have to go all the way up to the top right
00:29corner of the screen, you can just hold down the Spacebar and you can get to
00:34your File, Edit, Modify, any of these options within Maya just by holding down
00:41that Spacebar.
00:42Now the Hotbox also has a number of different options. So if you hold down the
00:47Hotbox and go to the center, you can also change your views. You can go from
00:50here to Side view, you can go to your Top view, you can go to Perspective view,
00:55very easily. Now you can actually get to the point where you can just very
01:00quickly go between views using that Center option.
01:05Now in addition to just the standard menu options, you also have one called
01:10Recent Commands. And what that does is it records about the 20 most recent
01:15commands that you have and it just keeps them in the list. So if you are doing
01:18repetitive tasks, you can just instantly go here rather than having to dig
01:23through the menus.
01:24Now along the bottom, you have basically the menu set that's set here. So in
01:31this case, we are in Animation mode, so all of the animation menus will show
01:35up. If I change this to say Polygon mode, then I go into my viewport and I hit
01:42my Spacebar and all of the polygonal modeling tools will come up.
01:47In addition to that, we can set which ones of these menus show up just by going
01:51over to the Hotbox controls. If we want to we can show Polygons, Surfaces,
01:57Animation. We can also Show All and this is actually what I like to do. I like
02:03to have Show All here, so that way when I hit the Spacebar, I have got every
02:07menu available to me right here.
02:11And now normally, I will go up here and just kind of work with the menus that I
02:14am normally working with, but if I need something out of the ordinary, then I
02:18don't have to go and switch to the Animation menu and go here, I can just click
02:22on my viewport, open up the Hotbox and just find it very quickly.
02:27Now in addition, we have some additional menus down here. We have whether or
02:33not we want to show common menus, Show Custom Set menus and so on and so forth.
02:38Do we want to show Cloth, if you work with Maya Cloth, Maya Live, all that sort of stuff?
02:44We can also set Transparency. So if you want, you can actually make this window
02:47a little bit more transparent. So you can kind of see under it; that's kind of
02:51cool. We can also set what we want to see. Do we want to see the zones in the
02:55menus? Do y6ou want to see everything or just the Center zone only?
03:00And I usually just leave this to everything, and then you also have Window
03:05Options. Do you want to show the main menu bar or the panes? Okay, so these are
03:09all just things as to what you want to show within the Hotbox.
Collapse this transcript
Working with marking menus
00:00Another way to get menu options at the tip of your mouse is by right-clicking.
00:06If I right-click up on the body of this wagon, it will bring up a marking menu
00:10and this will give me options specific to that object. So this is a polygonal
00:15object and so I will have all of the Polygonal Modeling tools available. So for
00:20example, I will have Edges, Vertices and Faces.
00:23So for example, if I click Edges, that means I can edit the edges of this
00:29model. If I click Vertex, it will give me the vertices. If I go Face, I can
00:35actually edit the faces of these. If I go to Object Mode, again I am just
00:40right-clicking, it allows me to select the entire object.
00:44Now this menu is context-sensitive, so it's dependent upon what type of object
00:49your mouse is over as to what type of marking menu you are going to get. So let
00:54me go zoom in a little bit and for this wagon, we have -- the tires are
01:00actually made out of NURBS objects and the rest of the wagon is made out of
01:04what I call polygonal objects.
01:06So if I right-click over the body of the wagon, I will get Edges, Vertices,
01:10Faces and the Polygonal Modeling tools. If I right-click over the tire, I get
01:16things called Isoparms, Control Vertices, Hulls and so on, and these are
01:22components that I use to edit a NURBS based object. So for example, with this tire,
01:28I could just go to Control Vertex, select the Control Vertices and I can
01:34actually reshape that tire if I wanted to.
01:37I am going to go ahead to Object Mode here and we can select that. Now one of
01:42the nice things about this menu is that it is radial. So you can actually by
01:47angle, just get to wherever you want very quickly. So if I am here and I want
01:51to go to Vertices, I just right-click and jerk my mouse to the right and I get
01:56Vertices. Jerk my mouse up, I get Edges.
01:59With a little bit of practice, you can get very quick at changing your editing
02:03mode. So it's something that a lot of seasoned artists do is they just use these
02:07Marking menus and it almost becomes a gestural type of thing. Now in addition
02:12to the Radio menus, you also have just the regular menu underneath.
02:16Now this gives you a number of different options. One allows you to select it,
02:21allows you to select the hierarchy, which is really everything that's connected
02:25to that. In addition, we have what are called Inputs and Outputs. We also have
02:30some Paint options. So we could actually go into 3D Paint or we can actually
02:36sculpt the object just from right-clicking.
02:38Now in addition, we have things called Actions and let me go through some of
02:42these. One is called Template. Now, when you create a template, what it does is
02:48it highlights the object in gray or pink and allows you to basically use it as
02:54a template for modeling.
02:55So for example, if you brought in another model and you wanted to do some work
03:00with another model around it or something like that, then you could template
03:04the first model, so that you don't accidentally select it and it doesn't
03:08clutter up the scene. You can untemplate things again by right-clicking, going
03:12Actions and Untemplate.
03:15Now in addition under those actions, we also have what's called Unparent, which
03:19takes things out of a hierarchy. We also have one called Bounding Box and what
03:23that does is it just shows you the Bounding Box of that object. So it shows you
03:28that there is something there but it doesn't show you the exact geometry of this.
03:32So if you have a lot of complex objects in you scene, you could turn them into
03:37Bounding Boxes so that they would animate a lot more quickly. You can undo this
03:41just by going Actions > Bounding Box and that will go ahead and revert it back to normal.
03:46Now in addition to this, we also have what are called Material Attributes. This
03:50is essentially the color of the object. So for example, if I wanted to make
03:55that red wagon a different color, I could either assign a new material here or
04:02I could assign an existing material. I can also do some additional objects such
04:06as Baking and so on and so forth.
04:09So just by right-clicking, you can get to a lot of different options here on
04:14your additional object. Those are some of the basics of marking menus. Now let's
04:20go ahead and move on to the next topic.
Collapse this transcript
2. Manipulating Objects
Selecting objects
00:00So now that, we know how to work the Maya interface, let's go ahead and start
00:04actually manipulating objects. Now we are in a new chapter, so I want to set a
00:09new project.
00:09We are going to go File > Project > Set and then I am just going to go down to
00:15Exercise_files on my desktop here and go 02_Manipulation. And once I do that,
00:21it sets all my paths, so I an open those files. Now, manipulating objects in
00:25Maya involves selecting them, moving them, rotating them and scaling them.
00:32All of these functions are available on your keyboard. So let me show you where
00:36the tools are for us and then I will show you some of the keyboard shortcuts.
00:39And this is actually really fast way to work with Maya.
00:42We have Select, which is here. It's also here in the Edit menu under Select.
00:48But I don't know anybody ever goes to the Edit menu to get there because it's
00:52right here. You can also Go, Move, Rotate and Scale. And those are also here
00:59under Transformation tools.
01:00Again they are buried, you really want to get to those through the menus, but
01:05really key thing here is the fast way to get to these is that all of these
01:09keyboard shortcuts are the top left corner of your keyboard.
01:13So it's Q, W, E and R of your keyboard. So Q is Select, W is Move, E is Rotate,
01:23and R is Scale. So Q, W, E, R, you can get to all of these tools very quickly
01:30just by putting four fingers at the top left corner of your keyboard.
01:34So let's go ahead and play with Select for right now. So we are going to hit Q
01:38and go into my Select tool. When you are in Select Mode, you can just
01:43left-click on any object in the scene and select it. Now notice how the objects
01:48also show up here.
01:50If I have channel box active, I have for example, the handle, the tire, body,
01:57and so on. So every object that you have has a name and parameters assigned to
02:03it. If want to I can also rubber band any objects.
02:07So if I left-click and drag, I can for example, select everything. If I don't
02:13want to select anything, I can just left-click outside of an object, it just
02:18does select nothing, or I can rubber band just part of the object and select
02:23just that part.
02:25Now in addition, we have Shift tool. So if you want to Shift-Select, you can
02:29individually pick the objects that you want. So I can hold down the Shift key
02:34and just select the objects that I want and they will select.
02:38Shift-Select is like toggle. Every time, I click on it, it either selects it or
02:44de-selects it. So if it's selected, you will un-select the object. So this gets
02:49kind of funky when you hold down the Shift key and you rubber band this like
02:52so. If I Shift and rubber band select, it's actually going to de-select those
02:57things that were active and select the things that were inactive.
03:01So that's just something you need to be aware of when you start working with
03:05Maya. Every tool in Maya has what are called options. You can get to those
03:10options in several ways. One is by just double-clicking on this icon and it
03:15brings up the Selection options.
03:17Another way is by clicking here for the Tool Options. So whatever tool is
03:22active, if you click here, you bring up that exact same menu. And also if you
03:27go through Maya, you will notice that most tools here also have a little box
03:33off to the side.
03:34If you select just the tool, you select the tool itself, but if you select it
03:38with the box, it will bring up those tool options. Let me show you that for the
03:43Move tool. Transformation Tools > Move Tool. If I just select the tool itself
03:48it just comes up, but if I go Move tool and click on that little box, it will
03:54bring up the options for that tool.
03:56So let's go ahead and go back to the Select tool and see what some of the
04:00options are. Now for this particular tool, there are not a lot of options. You
04:04either have Marquee or Drag-Select. Okay, so you can Drag-Select or you can
04:11Marquee-Select.
04:12Now there are additional ways to select objects. One is by using the Lasso
04:18tool. So let's go ahead and click on that. And that's just a standard lasso
04:23that we can use to draw areas that you can't quite get with a rectangular
04:29rubber-band box.
04:31And again, you have some options here. One is called Open and Closed. And what
04:36that is, it's really just how it draws it. So you can see it's not closing the
04:39loop yet, and this one automatically closes the loop.
04:44Now in addition to this, we have what are called Soft Select Options. Now these
04:48are really more for when you are actually modeling within an object to give
04:52soft deformations to an object. So those are the basics of the Select tools.
Collapse this transcript
Using the Move tool
00:00 Now, let's go ahead and start moving objects within the scene. Moving object is
00:05 pretty simple. You can either select an object and then just hit the Move key,
00:10 which is W, or you can select the Move icon here, or if you want to dig through
00:16 some menus, you could actually go Modify > Transform > Move.
00:21 So, typically I just hit the W key to get into Move mode. Now when you select
00:26 an object to move, you'll notice this little gizmo comes up. In fact, I am
00:31 going to go ahead and zoom in and show you what that is. So that gizmo, if you
00:36 notice it has three axes; it has red, green and blue. And notice how these
00:42 correspond to the axes here in the bottom left hand corner of the screen.
00:48 Now in Maya, it is a 3D program so we have an X, a Y and a Z axis. These are
00:54 always color coded. The easiest way to understand these as X, Y, Z equals RGB,
01:01 so red, green, blue. Just like your color palette is RGB, your X, Y and Z
01:06 always correspond to that. So, if I click on, for example, the red, it moves it
01:14 along the X-axis. If I click Y or Z, I can move along any one of those axes.
01:22 If I click in the middle of this icon, I can move it whatever I want. Now, I am
01:29 going to go ahead and undo that so I center my tire back.
01:32 Now, I can do this with pretty much any object. For example, if I select the
01:38 body of the wagon, I can move this wherever I want. Now one other things about
01:45 moving within 3D space is that sometimes you don't really know where you are
01:50 moving, particularly if you are grabbing the middle of this gizmo, you don't
01:54 know if you are moving back and forth or up and down, because it's kind of hard
01:57 to see this in a perspective view.
02:00 So I typically move things one axis at a time, if I can. Or another way to do
02:07 it is to just go into a side or top or front viewport and just move those along
02:14 two dimensions. For example, if I am in this front viewport and I am moving
02:18 then I am really moving along the plane that that front viewport is on. Now,
02:24 if you want to you can always undo. Ctrl+Z is your undo key. So I am going to
02:30 be doing that a lot because I am going to be moving things and then undoing that.
02:37 In addition to just moving with the gizmo, you can also move using what's
02:42 called the Channel Box. If we go up here, we'll see these three buttons. If we
02:48 want to we can go to the right most button and that's the Channel Box, and what
02:53 this does is, is it tells us what object is selected. In this case Body or
02:57 the body of the wagon and we have our Translation options here.
03:03 So, if I want to I could just type in numberS. Let's say I want to move this say
03:08 2 units in Y, I hit that and it jumps up vertically 2 units. If I want to move
03:15 it in Z I can just type in a number. Well, that's a little bit too big. So
03:19 let's just go ahead and type 5, and I can change those to whatever I want.
03:24 If I want to re-zero this I can just select all of this, I am just left clicking
03:27 and dragging, and just type a 0 in and it will zero everything. So, if I can
03:33 select all of these fields and type in a number, it will go into all of those
03:38 fields. That's handy. Particularly when you want a zero something out.
03:43 Now another way to use the Channel Box is by selecting the title of the Channel
03:49 and then going into the viewport and middle clicking. So any one of these
03:54 parameters can be changed with a middle click. So I select this, middle click,
03:59 and I drag left and the right, notice how it changes those values. It's almost
04:04 like dragging the slider. This can be very, very handy and I can do this for
04:15 more than one, if I want to.
04:17 If I wanted to move this diagonally on Y/Z, I can just again middle click and
04:22 drag left and right and I am literally just moving that slider. In addition to
04:29 moving single objects, you can also move multiple objects. Let's say I wanted
04:34 to move the whole wagon, I can just rubber band select everything, hit W and
04:39 I can move everything all at once.
04:44 The Move tool also has some additional options here. So if I select the Move
04:48 tool and select an object, I can either double-click on this or go to Tool
04:55 Options here and we can go into some settings for the Move tool to make it work
04:59 in different ways.
05:01 The most important one of these is the Move Axis and that determines exactly
05:07 what axis we are using for the object itself. For example, let's go ahead and
05:14 select the rim of this tire. I am going to zoom in a little bit here so you
05:18 could see this axis here.
05:19 Now this rim has been rotated, so if I go into Object axis you will notice that
05:25 the directions of my X/Ys are actually changing. Because if I go over to the
05:31 Channel Box here you will notice that this is actually rotated 51 degrees. So
05:36 when I go into my Move tool here, you would see when I go to World settings it's
05:42 identical to X, Y, Z. But if I go onto Object settings, it will take on the
05:47 rotation of that object.
05:50 Now you can also do some really cool stuff with this. You could actually set
05:54 this to any custom axis you want or you can set it to a specific Point, Edge or
06:01 Face of an object.
06:04 In addition we have what are called Snap Settings. Let me show you how this
06:09 works. I am going to go ahead back to my Channel Box and I am just going to go
06:12 ahead and select the body of the Wagon.
06:15 Now if you want, you can actually turn on any one of these Snapping options. So
06:20 I am just going to turn on Snap to Grid and as I start moving this you will
06:24 notice that it's actually snapping to the points of this grid.
06:31 Also notice when I turned on snapping, the little icon in the center of this
06:36 gizmo goes from being a square to being a circle. So when it's a circle it's in
06:41 Snap mode. Again you could snap the all sorts of things. You can Snap to a
06:46 Grid, you can Snap to Curves, you can Snap to Vertices on objects. So if I go
06:51 to snap to that, I could snap to the individual vertices on any one of
06:54 these objects and you can also Snap to Surfaces.
06:59 Now typically for positioning objects, you want to snap to the grids. Now in
07:06 addition if you go into, for example, the front or the side viewports you can
07:10 snap to any one of these orthographic viewports to precisely position this object.
07:17
07:21 So, that's everything you need to know about the Move tool.
07:25
Collapse this transcript
Rotating and scaling
00:00 The next tools we are going to look at are Rotate and Scale. Now, those are
00:04 located over here, and they are also E and R on your keyboard.
00:09 So if I select the body of this wagon, I can rotate it just by selecting the
00:15 Rotate tool. When you activate the Rotate tool, you will notice the gizmo is
00:20 composed of a bunch of circles. You have a red, a green, and a blue circle as
00:25 well as a yellow circle here around the outside.
00:29 These circles correspond to the axis in which it rotates around. For example,
00:35 if I want to rotate around the Z-axis, right now it's pointing at me, I can
00:40 just left click on that blue circle and rotate around the Z-axis. So
00:45 essentially you are rotating perpendicular to that axis. If I rotate around the
00:51 X-axis, that would be the red circle, and the same for the Y-axis.
00:59 Now, in addition to these, you also have this outside manipulator, and what
01:06 this does is it allows you to rotate around the camera view. So whatever view
01:10 is perpendicular to the camera, so however you are looking, it's going to
01:15 rotate around that view. If I am looking at it from this way, I am rotating
01:20 around that axis or if I am looking at from the bottom, I will rotate around
01:25 that axis.
01:26 Now if you want you could also click in between the circles and that gives you
01:33 kind of a free form rotation. Now I find this to be a little hard to control
01:41 this free form rotation and I always tend to rotate just like I move; I do it
01:45 an axis at a time, and that way I am a lot more precise when I work in Maya.
01:52 Now as you've noticed you can also manipulate your rotations here in your
01:58 Channel Box as well. Now rotations in Maya are in degrees, so from 0 to 360
02:04 degrees is a full circle. I can go ahead and zero these out just by selecting
02:09 them all and hitting 0.
02:13 The next tool is the Scale tool and I can just hit R or select the Scale tool
02:19 from the little menu there. The Scale tool looks a lot like the Move tool and
02:24 that it has a red, a green, a blue, and a yellow box. Instead of an arrow, it
02:31 has boxes, and all I have to do is grab any one of those to scale it in the
02:36 directions. So if I want to scale it up and down, I just grab the green one,
02:41 red one, blue one, and then the center one is a global scale; it scales everything.
02:48 Now, one of the nice things about scale is that you can scale negative. So,
02:55 take a look at the lettering on this wagon. If I scale to 0 and then go back
03:00 the other way, you'll notice how the lettering flips around which means I have
03:03 kind of scaled it, I kind of mirrored it. So that's the great way to mirror
03:07 object is just to scale them in the negative direction.
03:10 Now, if I want to 0 all of this out, I actually have to type in a 1, because in
03:16 Maya 1 is my default scale. Some packages will go to a 100% but in Maya it's 1.
03:24 So those are the basics of the Rotate and Scale tools.
03:30
Collapse this transcript
Manipulating pivots
00:00When working with Rotate and Scale, one of the more important things is the
00:03location of the pivot of the object. Now in Maya, every object has what's
00:10called a pivot. So for example, if I selected the body of this wagon and I
00:16rotated it, it rotates around that pivot point. Now, you can set this pivot
00:23point to customize the way the things rotate.
00:26Let's go ahead and select this handle of this wagon. The pivot point for this
00:33handle is actually set to 0 point of the scene. Now, a lot of times when you
00:38create an object in Maya, it will actually just default the pivot to 000 in the
00:44whirl. But that's not where we need this pivot for this handle to move
00:49properly. What we have to do is we have to actually move that pivot from here
00:55to here, so that it will rotate around this pin, which is supposed to hold it in.
01:00We can do that by moving the pivot. This is done by hitting the Insert key on
01:06the Windows keyboard or the Home key on the Macintosh keyboard. So I go ahead
01:12and hit that key Insert for Windows or Linux, and I can move that pivot
01:19wherever I want. In fact, I am going to go ahead and go into my Front viewport
01:23here and just precisely position that.
01:27Now, once I have that positioned, I can just hit Insert again or Home and it
01:36goes back to Normal, Move, Rotate and Scale mode. So I can go back into my
01:41Perspective window and I can rotate the handle and notice how the handle now
01:49rotates around that pin, which is supposed to hold that in.
01:53One thing I am also noticing here is that this handle is a little too low. So I
01:58can certainly move this up a little bit and again, just hit Insert and move
02:04that pivot down and now I should have a pretty good rotation.
02:07Now, this pivot also works for Scale. If you wanted to scale this handle, when
02:20you scale it it's actually going to scale starting with that pivot point. So
02:24you can see how when the pivot is at the bottom, scaling this vertically,
02:30scales it from the bottom up.
02:34You could also say, for example with this, if I move the pivot to the front of
02:41the wagon, you could see that when I scale this, it scales more in one
02:46direction than the other.
02:48Now, another way of manipulating the pivot is to use the Center pivot tool. We
02:53can go Modify > Center pivot and that will always put the pivot to the exact
03:00center of the object.
03:03So pivots are really important for modeling, but they are also very important
03:07for animation. For example, if I was going to animate this wheel or something
03:12like that, I really do want to have these pivots exactly centered, so that the
03:16wheel moves with an exact center. So those are some of the basics of pivots.
Collapse this transcript
Understanding the Channel Box
00:00As we manipulate objects, we have seen that we can view those manipulations in
00:06the Channel Box. All you have to do is click on this top right icon here and
00:11bring up the Channel Box. So for example, if I translate something, those
00:16numbers show up in the Channel Box. But if we want to, we can actually do a
00:22bunch of additional things with the Channel Box. If you right-click over any
00:27one of these values or if you select the number of values by Shift-selecting
00:31them and right-click over them, you will see that we have a whole right-click
00:36menu for these values.
00:40Now, some of these are related to animation such as Key Selected, Key All and
00:45these are for setting keyframes in animation. We can also Cut and Copy. Now,
00:49this isn't cutting and copying the actual values, but it's actually cutting and
00:55copying the channels themselves because one of the things you can do in the
00:59Channel Box is actually create your own custom parameters for objects and use
01:04those to further manipulate objects.
01:08In addition, we can do what's called a freeze. Now, what a freeze is, is it
01:14basically takes an object where it's at and it resets the pivot. For example,
01:19if we have this wheel on this object and we hit Rotate, you will see that the
01:24rotation here is actually at 51 degrees. If I want to, I can freeze the
01:31rotation of this object and notice how the wheel doesn't rotate, but just the
01:36pivot goes back to 0. Now, this is another way to affect a pivot.
01:41In fact, if you want, there is actually a Modify that allows you to freeze all
01:46transformations on one or many objects. And what that does is it zeros out all
01:51of the transformations and rotations of any object. Now, we can also do that on
01:56an individual basis from the Channel Box. In addition, we have what's called
02:02Break and Select Connections. It's actually a higher level animation function
02:07where you can actually have one object controlling another.
02:10So for example, if you wanted to for example move the wagon and have the wheels
02:15automatically roll as you move the wagon, you could do that using Connections.
02:20Now, the thing that's actually most important is the Lock, Unlock, and Hide,
02:25which is down here.
02:26So if I want to, I can actually lock a Rotation value. So for example, let's go
02:31over to this handle. Now, if I want to, let's go ahead and move the pivot. So I
02:39am going to hit the Insert or the Home key and I am going to move that pivot,
02:44so that it's pretty much at zero.
02:48Okay. Now, I am going to hit the Insert or the Home key again and then I can
02:57rotate this. But the thing about this handle is that it should be constrained
03:01only to one rotation and that's rotation around the Z axis because in reality,
03:07this isn't going to be able to rotate this way or this way, right?
03:12So if I want to constrain it just so we can rotate around Z and not around X or
03:18Y, what I can do is I can just select the channels here in the Channel Box for
03:23Rotate X and Y, right-click over them, and go Lock Selected. When I do that,
03:29they turn gray. So now when I reselect this, I can't rotate left or right or
03:37around the axis. I can only rotate this where it's supposed to be rotated.
03:41This can be very handy because then that way, you don't accidentally move
03:45something in a way that it's not intended, and it makes animation lot easier
03:50because there are fewer mistakes. You can do the same with the wheels.
03:54Obviously these wheels are only meant to rotate around this axis. You don't
04:00want the wheels moving like this or any other direction. So what you can do is
04:04you can just take each of these wheels. This is rotating around the Z axis, and
04:09so I can just again lock X and Y for the tire, and also for the rim. So now, I
04:20can rotate the tire any other way than how it's supposed to go.
04:25Now, another thing you can do with these is you can actually hide values. So
04:30let's go ahead and select the handle again, and if I am never rotating around X
04:39or Y, why do I even need to see that? So I can right click here and just go
04:44Hide Selected. And that will actually hide those values that I don't want to animate.
04:49I can undo that just by hitting Ctrl+Z and that will undo that if you want to
04:54bring those back. Now, there are some other menu options here. You can also
04:59Lock in Hide Selected. For example, if I had a value here, I can lock it and then hide it.
05:05Then, you can also say, do you want to be able to keyframe these? You can
05:09either make them keyable or non- keyable. This actually goes into animation
05:14functions, but if you don't want to be able to set a keyframe on something,
05:17you can actually make that happen here in the Channel Box.
05:20Now, another thing about the Channel Box is that you can also view how an
05:25object is built, in other words, the history of an object, and this is just a
05:30coffee cup that I built. If I select this object by left-clicking on it, you
05:35will see I have got all the stuff here in my Channel Box, and if I wanted to,
05:40I could for example select these, right click and go Freeze My Translations, and
05:44that would set those to 0.
05:46But more importantly, if I scroll down here, in fact let's go ahead-- I want to
05:52show you another little option here in the Channel Box is that we have some
05:56Filters here along the top. If I click here, it actually turns on or off the
06:02Layers palette. We have a little window here called Layers.
06:06If I don't want to see that, all I have to do is click on this left most icon,
06:10and that will get rid of it. So that way we have a little bit more on our
06:13screen. Now, when I select this object, you can see I have my Translation,
06:17Rotation, Scale options here, but also if you notice, I have got all of the
06:24construction history of my object. So as I get into modeling and as I start
06:29building an object, Maya will actually keep track of everything that I do. This
06:35actually can be seen in a number of places, one of which is the Channel Box.
06:41So for example, this coffee cup actually started with the Cylinder. So I took a
06:45cylinder and then I added some detail, I extruded in the coffee cup and then I
06:52built the handle, and then I actually did a number of tasks to build this
06:56coffee cup, but it all started with just a simple cylinder. If I want, I can
07:01actually go back to these original parameters and change them.
07:05For example, the radius of this cylinder, if I want to change it, all I have to
07:08do is highlight it, and then I can just middle-click and drag and I can
07:13actually change that value. That original value that actually goes all the way
07:17up and filters all the way through all these other changes.
07:21So one of the nice things about this is that you can actually go back through
07:24your construction history and change things from within the Channel Box. With
07:29any of these parameters here, you can also right-click over these and also lock
07:34or key or do whatever you want to any parameter in the Channel Box. It's not
07:39limited to just the Translation, Rotation, and Scale.
07:43One last thing I want to show you about the Channel Box that it does have an
07:46additional attribute and that's called Visibility, and that's essentially
07:50either on or off. So actually you can just type the word off and an object will
07:54go invisible or you can turn it on and the object will go visible.
07:59This is a good way to turn things on and off and we can actually connect this
08:03to other objects, actually physically turn things on and off. This is actually
08:07one of the basics of how South Park is animated in Maya, is through a lot of
08:12animated visibility. Those are some of the basics of Maya's Channel Box.
Collapse this transcript
Working with the Attribute editor
00:00One of the more important windows in Maya is the Attribute Editor. Now, it's
00:05kind of similar to the Channel Box but it's a lot more robust, we have a lot
00:08more controls over it.
00:10You can get to the Attribute Editor a couple of ways. One is just by clicking
00:17here and that will go ahead and bring up the Attribute Editor. Another is by
00:22selecting an object and hitting Ctrl+A and that will actually toggle between
00:27the Channel Box and the Attribute Editor.
00:31Now, the Attribute Editor is different for every single object because what it
00:35contains is all of the things that make the object what it is. So for example,
00:40we have this coffee cup and the coffee cup was built from a cylinder and then
00:48modify to create the shape of a coffee cup and if you look in the Channel Box
00:52here, we can see all of this construction history. We started with a
00:55polyCylinder and then we did some Extrudes and so on and so forth.
01:02If we go to the Attribute Editor, you can see all of this activity and each one
01:07is a tab and each tab has tons and tons of controls. So the very top tab is
01:15always going to be your Translation and Rotation option. So for example, here I
01:20have got Transform Attributes and I can actually translate this here by just
01:25typing in numbers. So this is exactly the same as what you have here in the
01:30Channel Box. In fact, if I make this number 2.256 here, I go to the Attribute
01:36Editor, it's the same here.
01:38Now, in addition to this, you have options for the pivots, whether or not you
01:43want to display the pivots and also how the object displays. There is also
01:52additional ones here for rendering, such as for Mental Ray, which is one of the
01:58renderers within Maya.
02:00Now, each tab also has additional parameters. So for example, the second tab is
02:05usually the Shape tab and that determines what the geometry actually looks
02:09like. So for example, in this one, you have how does the object look and we
02:15also have stuff like Render Stats, whether or not this object renders, Castes
02:19Shadows, and so on. So each of these tabs has some very critical information
02:24for the object.
02:25Now, if you notice, we've got a lot of tabs because we did a lot of things to
02:29make this object. If you want to, you can actually hit these left and right
02:33arrows and go all the way to the end and you can see how the object was built.
02:37In fact, if I go the second to the end one here, this one called polyCylinder1,
02:43click on that. I have got the same controls for the original cylinder that I
02:48used to create this coffee cup.
02:50So if I want to, I can size the original cylinder which created the coffee cup.
02:55We also have what's called the Material, which is what's applied to the object
03:00to give it its color. In this case, we use a Blinn and here is the Color. So
03:05all of this is controlled in the Attribute Editor.
03:09The Attribute Editor isn't the same for every single object. If you for
03:13example, select the Camera, I can go to my View-port and select the Camera in
03:17my View-port, the Attribute Editor will be completely different because now I
03:22am working with the actual camera that I am viewing the coffee cup through.
03:27What I can do here is I can actually change those parameters that affect the
03:32camera itself. So every single object will have different attributes and those
03:37attributes can be adjusted within the Attribute Editor. As we work with Maya,
03:43we will be using the Attribute Editor a lot. So I want you to just understand
03:47where that is and some of the basics of how to use it.
Collapse this transcript
Understanding the Outliner
00:00As you start working in Maya, you are going to start creating lots and lots of
00:04objects. So one of the things that you have to really be concerned with is
00:08keeping yourself organized. It's always good to have a global way to view all
00:13of the stuff in your scene. In Maya, this is done using the Outliner window.
00:20Now, there are two places to get to this. One is under Window > Outliner and
00:26you click on that, you can actually have a floating window which is kind of
00:30nice. The other way is to do this as a View-port. Now, I am going to close this
00:35floating window, and I am going to go down here to the bottom left and you are
00:40going to see this little icon here and as I click on this, you'll see it sets
00:45up the window, so that I have an outliner here on the left and then just a
00:49standard perspective window on the right. So either way will work fine, it's
00:55just how you choose to work.
00:57Now, what the Outliner does is it allows you to see every single object in the
01:04scene. So for example, this red wagon is made up of a body, a rear axle, made
01:12up of wheels and tires and all sorts of things, and each one of those
01:17individual objects shows up in the Outliner.
01:20We also can see a lot of other things in the Outliner such as the cameras that
01:25we view the scene through, any lights that are in the scene, a lot of different
01:31things show up in the Outliner.
01:34One of the first things you'll notice is that everything in the scene has a
01:38name. This is something I really want to stress, is that everything that you
01:43create in Maya should have a descriptive name. This makes it much easier to
01:49work. If you know that handle one is the handle of the wagon that's much better
01:53than some cryptic name.
01:55If you want, you can actually change the name of an object in the Outliner just
02:00by double-clicking on that. So you double-click and you can just change the
02:04name of that for example to Wagon, and it changes. Now, also notice that it
02:09changes over here in the Channel Box. So if I double-click here, I can also
02:15change the name and it updates in the Outliner as well.
02:19Now, one of the great things about having names for objects is that you can
02:23actually search by name. So if you have a constant naming scheme for your
02:28objects, you could actually sort through the 100s or 1000s of objects you'll
02:33have in a scene just by typing in some global search terms. This can be very,
02:39very handy. So for example, if I want to find all the tires in the scene, all I
02:42have to do is type the word tire here with an asterisk for global and then it
02:48just lists all the tires.
02:52So this can be very handy if you have a scene with a lot of objects. If you
02:56keep a consistent naming scheme, you can select things a lot easier. I can just
03:03get rid of this just by selecting my search term and hitting the Backspace and
03:08Enter and just deleting that term.
03:11Now, another thing you can do with the Outliner is you have a couple of menus
03:16here which allow you to display certain types of objects. These are actually
03:20toggles. So do you turn on what types of objects, you can turn on, this
03:26actually turns on everything in the scene. So you can actually see things like
03:30the Shaders and for example, the Rubber texture of the tires, the chrome
03:39texture of the wheels. You can see all of this in the Outliner.
03:45Here is another little trick, is if this gets too narrow, you can just put your
03:50mouse over this border between the panes and you can just left-click and drag
03:54and make it a little bit bigger.
03:55So if you don't want to show everything, you can just click here and that goes
03:59DAG Objects Only. And that's basically just the objects that you see in the
04:04scene, the physical objects in the scene.
04:06You can also turn on Attributes, so you can see all the attributes for an
04:10object. So if you want to see for example, the Move, Rotate, Scale, you could
04:16actually see the Scale X, Y and Z options for this. Typically, we don't want to
04:22do that because it's a lot of additional real estate on that screen that we don't need.
04:27We can also show how things are connected and we can also do things such as
04:31change the Sort Order. So for example, you can do just by the hierarchy of the
04:35scene, or Alphabetical Within Type. We can also change the order of the
04:40attributes that are shown. So that's if I turn on Attributes here.
04:46So this is a really great way to browse your scene and select objects. If you
04:52want to select things, you can select them from within the Outliner. So for
04:55example, you can just Shift-Select and select things by name, or if you hold
05:00down the Ctrl key, again this is just that standard selection type. So if you
05:07hold something down and you shift, it will select everything between your two clicks.
05:12If you select something and hold down the Ctrl key, you can individually pick
05:16things. So those are some of the basics of the Outliner.
Collapse this transcript
Creating hierarchies
00:00When you start creating multiple objects in a scene, there are times when you
00:04want to group those objects so that they can move together. Like for example,
00:09with this wagon you really want to be able to move the body of the wagon and
00:14then have everything else move with it, you don't want things to be
00:17disconnected like this.
00:19We can connect all of the pieces together by using what's called a Hierarchy.
00:25Now, we can do that by using the Outliner. So let's go Window > Outliner and
00:32let's go ahead and position that. So, for example, let's say we wanted
00:36everything to move with the body. In fact let's just go ahead and do this one
00:41piece at a time.
00:43For example, we have this FrontAxle, which is completely separate from the
00:49body. If I wanted this to move with the body, all I have to do is select this
00:55and then just drag it in the Outliner. Let me show you how this works.
00:59You left-click to highlight it, middle- click and drag. Now notice that when you
01:06get above a word you get a double line like this. If we go between words, then
01:13you get a single line. If you go between words and let go, it just rearranges
01:18so I could actually put this down to the bottom, so this is kind of just a way
01:22to organize things.
01:23But if I drag and drag it above the body so that there is a double line there,
01:29see single line, double line. Notice how this little plus sign comes up and
01:35what happens is now this is a child of the body. So when I select the body,
01:43that FrontAxle moves with it in a hierarchy. This is great.
01:49Well what I can do is if I want everything to move with that then all I have to
01:53do is just select everything so I can just Shift-Select everything, middle-
01:59click and drag it so that it's over the body and now everything is a child of
02:05the body. Now I can move just the body and everything moves with it. That way I
02:12can actually expand or contract that.
02:16We can take this a little bit further by creating hierarchies within
02:20hierarchies. Let's say for example we want this front wheel to turn. So for
02:26example, we've got this FrontAxle and in reality we really would want this to
02:30turn left and right and have the wheels move with it and have the handle move with it.
02:35So in order to do that, first thing we need to do is be able to get it to turn.
02:40So we have to move the pivots so I am just going to hit the Insert key
02:44and move that pivot right there, so that it's kind of centered among that and
02:50then hit the Insert or the Home key on the Mac and then that will at least
02:55rotate around its center.
02:56But I want the wheels and the handle and everything else to move with it. So
03:02what I can do is just select the tire and the wheel. These tires and wheels are
03:09separate so I can just Shift-Select the tire and the wheel and this tire and
03:17this wheel and also select the handle. I am holding down the Ctrl key here-
03:22the Handle and the Pin, which is in between the handle and that yoke. So, now
03:29that I have all of these selected, all of these are attached to that FrontAxle.
03:35I can just middle click and drag above the FrontAxle.
03:39Now, if you notice I have got two levels of hierarchy now. I have got the body,
03:43everything under the body and then I also have the FrontAxle and everything
03:48under that FrontAxle. So if I rotate that FrontAxle now, everything is moving
03:55all hunky-dory.
03:56Now, I can do the same for these tires. Now, if you notice the tire is actually
04:02separate from the rim. So if I take this mag wheel and I rotate it, the tire
04:09isn't actually rotating with that mag wheel. In order to do that they need to
04:14be a child of the wheel. So again I could just take the tire, middle click and
04:19drag it and do that the same for the other ones, oops! And middle click and drag.
04:27So now I have got a four level hierarchy. So I have got the Wagon, and then the
04:33FrontAxle, and then the Rim, and then the Tire.
04:42So as you can see we have something that actually moves realistically. In fact
04:46let me go ahead and move this pivot for the handle. I am just going to go ahead
04:58and hit Insert. There, that moves perfectly.
05:01So now the front end of this works great. And for the rear of this we could
05:07actually do the same, we could actually take these wheels and make them a child
05:14of that axle and then again just put the tires as children of the rims.
05:26So as you can see now we have a very organized scene. So if we want we can just
05:33select the Body and that selects everything and then we can go through and in
05:37the Outliner we can actually pick out certain things.
05:40Now, another thing you can do is you can use the arrow keys to actually walk
05:50through the hierarchy. So if I have something here, for example if I pick the
05:55wheel, I can just use the up arrow to walk up the hierarchy.
06:01Now, I can't really walk down the hierarchy because it doesn't know which one
06:06of these to go to but I can certainly walk up it. So if I want to select the
06:09parent, so I select for example this wheel, I can certainly go to the parent of
06:15the wheel and the parent of the Axle as well just by hitting the Arrow keys.
06:21So those are some of the basics of hierarchies and we are going to be using
06:25these a lot when we get into Animation.
Collapse this transcript
Understanding the Hypergraph
00:00Another way to look at the hierarchy of your scene is by using the Hypergraph
00:04window. This is similar to the Outliner but it is a little bit more of a
00:08graphic representation of your scene. We are going to go ahead and open a scene
00:13here called RedWagon_assembled. It is the same red wagon except it has got the
00:22hierarchies all set up. So this is the one that we have set up in the Outliner,
00:27and it has got all of the hierarchies setup and ready to go.
00:32Now if we want to view this graphically, we can see it in the Hypergraph. So we
00:37go Window > Hypergraph, and there are two options here. The one we want to go
00:42to is called Hypergraph:Hierarchy. This brings up a little window and we can
00:49see all of the objects in our scene in a hierarchy. You notice how this is all
00:55are graphically drawn out.
00:57I think it is a much more visual, the much better way to see things in your
01:05scene. In fact, you can go through this window, and just highlight them just by
01:08moving your mouse over them, and select them. If you want you can hold down the
01:13Shift key and select multiple objects. So this is holding down the Shift key
01:17and in this case, the Ctrl key does not work because this is actually more of a
01:21graphical interface; this is more of a viewport like the Front or the Top
01:26viewport, and you can actually navigate this just like any viewport by holding
01:30down the Alt or the Option key, and zooming, and panning just like you do in
01:37any viewport.
01:38Now in order to re-adjust this hierarchy, all you have to do is select the
01:43nodes. You can just Rubber band select them, and just like you do in the
01:48Outliner, you can middle click, and drag, and you can put this anywhere you
01:52want. So for example, I want those Supports under the Rear Axle, I can do that,
01:56and notice how they reconnect. So if I want to put those back over the Body, I
02:01can do that just by selecting them, middle clicking, and dragging.
02:05Now there are a few View options here. One will allow you to zoom to the ones
02:13that you have selected. The other one is a Fit-to-Screen, and the other one
02:19shows everything in the scene. So this one fits to the screen everything within
02:26the hierarchy. So if we had multiple objects with multiple hierarchies, I could
02:30select that one object, hit this button and it would zoom to the extents of the
02:35hierarchy. Again, this one zooms to the extents of everything in the scene.
02:39When we went to this window, we actually have two modes for the Hypergraph
02:43window. One is Hierarchy, the other one is Connections. I am not going to click
02:48on this because you can actually get to this from within the Hypergraph window.
02:52If you select this button, that shows the Hierarchy; this one here shows the
03:00Connections, and this is essentially how the object is built. This particular
03:06object is not really all that interesting. So I am going to go ahead and close
03:10this window and we are going to open a new file. I am going to go ahead and
03:13Open Scene and we are going to open that CoffeeCup scene. Remember how this
03:20still has a lot of that construction history which we can see here in the
03:24Channel box.
03:25So let's go into Window > Hypergraph, and this time let's just go into
03:29Connections mode. You will see there is all sorts of stuff in here. What this
03:35is is how the object is built. How it is wired together? So each one of these
03:43options here is a separate node. So for example, the shader node which provides
03:50the color is here, and then any of these operations that we have done to
03:56actually create the object, for example, the original Cylinder. Remember how we
04:00had that. In fact, let's go ahead and get this coffee cup so we can see it.
04:04I can actually select that and I can actually see that in ether the Channel box
04:10or the Attribute Editor. So I can select any one of these and they will show up
04:16in the Attribute Editor. So for example I can go to the poly Cylinder, which I
04:20used to originally create this coffee cup, and again I can size it if I want.
04:25So this is just another way to find it.
04:27Now if you want to get really sophisticated, there are ways to actually totally
04:32rewire and reconnect your model. This is a very powerful window. Now, in
04:39addition, you can just flip between this Connections mode and the actual
04:44Hierarchy mode. This scene only has one object, so Hierarchy mode really does
04:47not mater much at all.
04:50Now in addition, we have a couple of menu options here. One allows you to
04:55rename the objects. This actually is a view so it allows you to Frame All,
05:00Frame Selection, so on and so forth. This one here with graphs either Scene
05:06Hierarchy, and again it is just like pressing this button here or this button
05:10or Input and Output Connections, and this one actually only graph Input or
05:15Output Connections, and this will actually rebuild the window. It kind of just
05:20reorganizes so it looks a little bit less messy.
05:24Then also if you want you can also show things such as Rendering Options, and
05:29we can also have different types of layouts. We can also orient this
05:36vertically, horizontally, and so on. So if I go to Graph Layout
05:41Style>Orientation> Vertical, everything goes vertical. Or if I want to go
05:49Schematic, it goes in the different way. Then the other option here is Show
05:54Objects, and we can show objects by type. So if you only want to see NURBS or
05:59Polygon Objects, you can actually filter this just to see different types of objects.
06:05So those are some of the basics of the Hypergraph window and that is just
06:09another way to look at your scene.
Collapse this transcript
Grouping objects
00:00Another way of organizing hierarchies is by suing Groups. Now I have the
00:04original RedWagon open here, not the one that we have created with the
00:10hierarchies. And if I open the Outliner, you will see that it is pretty much a
00:17flat hierarchy.
00:18Now one way to create hierarchies is to basically, just select everything in
00:23the Outliner, middle click, and drag. And I have created a hierarchy with the
00:26Body as the parent. But another way to do that is by using what is called a
00:32Group. I am just going to go ahead and drag these out of the hierarchy. And if
00:36I want, I can actually do what is called a Group.
00:39So let's go ahead and start with these tires. I am just going to go ahead and
00:41select this front right tire. And another way to organize this is by using
00:49Group. So what we can do is we go Edit > Group, and the option here is Ctrl+G.
00:56And if you group it, watch what happens. You get this little node here called a
01:01group. And under that group, we have our two objects. So let's take a look at
01:07how this works.
01:08I have got my group here and if I want to I can move that. Now the group always
01:14creates a pivot point at 0, 0. So if I want to move that wheel or rotate it, it
01:22is going to actually rotate from 0, 0 because that is where the pivot point of
01:27that group is. I can certainly move the pivot point. I can just hit Insert and
01:34move that pivot point wherever I want. And if I want I can actually center that
01:41to the wheel.
01:41I am going to go ahead and Insert. And again that's Home on the Macintosh. But
01:49the really interesting thing about this is that this is really a separate pivot
01:52point. So I have got this group pivot and I can move that wherever I want. So I
02:01have got my tire has its own pivot, the wheel has its own pivot, and then the
02:07group has a third pivot.
02:09Now I can use this to a great affect in animation. If I want things to rotate
02:14around different axes at different times, I can actually use Groups to do that.
02:19So for example, if I want this tire to rotate around this axis, I can just
02:25rotate the group. And if I wanted to rotate around its center axis, I can
02:29rotate the object itself.
02:31Hey! Let's take a look at this with just the handle. So if I want to I can just
02:38go Modify > Center Pivot, and I have got the handle here with the pivot at
02:43center so I can just rotate around that. But I can also group it. So I am just
02:49going to hit Ctrl+G and watch what happens here in the Outliner with this
02:53handle. Ctrl+G, I create another group. This is called group2. And this pivot
03:01goes directly to the origin which is at 0, 0 here. But I can certainly move
03:07that by hitting Insert or Home and just position that, for example, at-- like I
03:12may want to go into a top or left viewport here. Let's go ahead and move that
03:20pivot point. There we go. Okay, much better. So I can move this to the base of
03:30my object. And now I have got basically, two pivot points to work with.
03:38I can rotate here. Or if I go into the Outliner and I can rotate here. Kind of
03:48handy and I can make as many of these as I want. So again I can just hit Ctrl+G
03:52again, make a third group and a third pivot point. And again, I can make one
03:59that goes around the top for example. So now this rotates around the top. And I
04:06can actually rename these, and just call this Top, Bottom, and then I also have
04:14one for the middle of the handle. So by selecting any one of these, I can
04:20actually create different ways that I can rotate the object.
04:26Another cool thing is that these groups are actually basically, just empty
04:29pivot points. So if I take this handle, drag it out of the group, I still have
04:36that Top and Bottom pivot point. Even though, they are not really affecting
04:41anything. So I could actually drag that handle back over the Bottom pivot point
04:46and again it will work.
04:48Now another great thing you can do is if you go into the Attribute Editor for
04:53any one of these groups, I can actually go down here to Display and I can turn
05:01on what's called Display Handle. And watch what it does here. It is right here,
05:06so go ahead and if I turn that on, I get what's called a Handle. And I can now
05:11grab that handle and it actually is a physical object that I can locate in the
05:15scene. I can do the same here for the Bottom pivot. I can just turn on Display
05:20Handle, and now I have got two pivots that I can play with. So if I want to I
05:26can actually go here and I can rotate around this axis, or I can come here and
05:31I can rotate around that axis.
05:32So what you can actually do is create additional handles, pivot points, or
05:39whatever to manipulate your objects. Another handy thing with groups is that it
05:45is just a good way to kind of tie everything together without having to pair it
05:50actual geometry. A lot of times it is better to have a group. Let's say I
05:55wanted to take everything and just kind of organize it so I could actually for
05:59example, create a Group here by hitting Ctrl+G.
06:04Or another really cool thing to do is you can use that as kind of almost like a
06:09manipulation or modeling tool. Like for example, if I took just one of these
06:14wheels, or both of these wheels. Let's say for example, I was actually making
06:19this model so I am going to go ahead and delete these wheels on the right side.
06:24And I can just select the left wheels and I can just group them. And when I
06:29group those, I kind of make the opposite side wheels just by doing a scale of
06:34the group, or actually what I can do?
06:37Okay, this is all actually a little trick. I can actually duplicate those
06:41objects or duplicate that group, and then I can just Scale that group -1 to
06:54make the mirror image wheels on the opposite side. So you can see how groups
07:01are kind of a handy way, it kind of like a little place holder that you can use
07:06to create new pivot points, use for aid in scaling, and so on. Now with these
07:12wheels once the group has been scaled, I can actually take those, drag them
07:16back out of the group, and their scaling will stay the same. Okay, even though
07:22the group itself, I can just go ahead and delete that original group.
07:28And the last thing I want to show you is that if you do have a group, you can
07:31get rid of it just by going Ungroup. And that will actually just get rid of
07:36each of the groups and it will get rid of the handle as well. So notice how we
07:40have this Bottom group here with its handle. If I go Ungroup, it gets rid of
07:46the group and the handle itself.
07:50So those are some of the tools for manipulating and using Groups within Maya.
Collapse this transcript
Hiding and showing objects
00:00As your scenes get more complex, you are going to find the need to hide things,
00:04so you can focus in on what's important in a scene. One of the ways to hide and
00:09show things is just within the viewport.
00:12If you go over here, you will see a Show menu option. If we click that, we can
00:17actually turn on and off all sorts of object types within the viewport. So for
00:23example, if I don't want to see the Grid, I don't have to see it, but more
00:26importantly is we can turn things off by object type. So for example, if I turn
00:30off NURBS Surfaces, then the tires in this scene go away, because those are
00:36made of NURBS. I can turn them back on as well.
00:39Now this is on a viewport by viewport basis. So for example, if I hid all the
00:46Polygons in this viewport, they would still show up in all of my other viewports.
00:54Now another way to hide and show objects is by just selecting the objects
01:00themselves. So let's say I wanted to work on the bucket of this wagon and I
01:08have got all of this stuff in the way. So I have got all these axles and all of
01:12this stuff and I really can't see clearly as to what I want to model. Well, the
01:18easiest way to get rid of this is just to hide it.
01:22There is a Display menu here called Hide and Show. So we have Hide, we can hide
01:28the object that we have selected. So I can just hide the bucket, but that's not
01:32what I want. I could actually Hide Unselected Objects, which is everything but
01:38the bucket, which is actually more what I want. Or I can hide everything and
01:47there is also some additional options as well. I can hide by certain types of
01:51Geometry, Deformers, Lights, Cameras, pretty much all sorts of different things.
01:58Now the real handy thing here is that we do have some hot keys here. So if I go
02:03Alt+h or on the Apple keyboard, it will be Option+h. Now this is a lowercase h.
02:09You hide Unselected Objects. Now if you want to show them, you can go here and
02:15you can either Show the Last Hidden or you can Show All. But the really nice
02:20thing is that Show Last Hidden is Ctrl+H, uppercase H. So if I go
02:24Shift+Ctrl+H, it shows it back. So if I am working on the wagon itself, I will
02:32just go Alt+h or Option+h and then Ctrl+Shift+H and it brings it back.
02:39So there is some other options here for Show. We can Show All. We can also Show
02:43Selection. You are probably wondering, how do I select something if I can't see it,
02:48if it's hidden? So let's say for example, we hide the body of this wagon.
02:53Well, if I go into the Outliner, I can still see the body here and you can see
02:58that it's hidden because the lettering of this is marked in blue. So black
03:03means it's visible, blue means it's hidden.
03:06So I can still select it in the Outliner, it's just not going to show up in my
03:10viewports. And so if I want to show that, I just go Shift+H and that will show it
03:15or I can obviously select it from this menu. Again with the Show menu you also
03:20have the ability to Show All and show stuff by type like Geometry, Lights,
03:26Cameras, and so on.
03:29So those can be very handy tools when you are working with complex scenes. So,
03:34get to know the Hide and Show Tools and we will go ahead and move on from here.
Collapse this transcript
Creating layers
00:00One more way to organize your scenes is by using layers. So I am going to go
00:05ahead and open a file and that's called Kitchen.mb and that's the one that I
00:12have open here.
00:14And in this, we have what I call the Layers. I can get to my Layers menu by
00:18going over to my Channels box and make sure that this or this icon is selected.
00:25This actually shows your layers with the Channels box and this just shows the Layers.
00:30I am going to go and show it with the Channels box, which is kind of a default
00:33way of looking at it, and if you want you can resize this up by just grabbing
00:37this little bar and just dragging it up.
00:39Now if you notice, I have got some layers set up in this scene. Now layers are
00:45great way to organize your workflow in Maya. So for example, one common thing
00:51to do is to put all of your lights on a separate layer, or all of your cameras,
00:56and all of your geometry, or if you have character animation you can put all of
01:00the stuff related to one specific character on its own layer.
01:04Some of the great things that you could do with layers is that you can actually
01:07turn things on and off. So for example, here I have got all the Appliances on
01:11in their own layer. So all I have to do is just hit this little V and I can
01:16hide them. The same with the Cabinets in the scene. So every type of object can
01:21have its own layer.
01:23So if I wanted to create a layer, all you have to do is go into Layers and just
01:28go Create Empty Layer and that creates a new layer and if I double click on
01:35that, I can give this a Name. So let's say, we wanted to put all the furniture
01:40in a layer. I can just type that name, Furniture, and I hit Save. And so now
01:47it's got that new name. Now all I have to do is select the chairs, Shift-Select
01:52chairs and the table, and then you just right click over the layer and just say
01:57Add Selected Objects.
01:59Now once I have done that those objects are in that layer. So I can turn that
02:03layer on and off. Now there are some other things that you can do with this
02:06layer. One is that you can template things. So if I hit this button here, I can
02:13actually create a template. So that means I can see it in Outline form but I
02:19can't select it.
02:22I also have some additional buttons that allow me to arrange the layers. So for
02:25example, if I want to I can actually move these layers down and up and this is
02:29just more of an organizational standpoint. And this button here allows me to
02:34create new layers as well. So I can either create new layers here from the
02:38Layers menu or I also have an icon here.
02:42Now if I want I can also right click over any of these layers and I can go down
02:47here to Membership and it will actually bring up a Relationship Editor which is
02:53basically just something that shows me, what objects are in what layers? So if
02:58I select Cabinets, you can see I have got Cabinets01, 02, 03, and 04. If I go
03:03Furniture you can see I have got the two Chairs and the Table and if I want to
03:08I can actually take objects in or out of those layers as well.
03:13Now in addition to just Display layers, I also have what I call Render and
03:18Animation layers. Now Render layers allow you to render a scene out upon at a
03:23time and the Animation layers allow you to layer animation so that certain
03:29types of animation happen before others.
03:31Now in addition to this Layers menu, we also can Delete Selected Layers or we
03:36can Delete Unused Layers. Now if you delete a layer, what happens is that the
03:40objects themselves basically just go out into a No layer state.
03:44Now we also have some Options here which allows us to Add any New Objects to a
03:49Current Layer. So if you are modeling, you can set a current layer. So for
03:54example layer1, I can go make that layer current and since that's the active
04:01layer, any object that I create, so for example if I create a sphere or
04:06something like that, that sphere will now be a part of this new layer.
04:10Of course, I have to have that selected. So when I create a new object here,
04:17when that's selected, then that becomes part of that layer. Of course, this is
04:21a toggle here so I have to have that checked.
04:26So those are some of the basics of Layers and it's a really good way to
04:29organize your scenes as your scenes start to get more complicated.
Collapse this transcript
Working with selection masks
00:00The next thing I want to talk about are Selection Masks. These are ways to
00:04actually mask what is and isn't selected in a scene. Now in this really scene
00:12with the wagon, we really only have two types of objects. We have the tire,
00:16which is a NURBS based object, and the wheel, which is a polygonal type object.
00:22Now most of these objects are polygons but the actual tires are actually NURBS
00:27based objects.
00:29Now in a scene you may want to be able to select one type of object over
00:33another. We can do that using Selection Masks. We can set those up here by just
00:41clicking on this option here and then your masks show up as toggles along this
00:49line. If I want to I can turn on and off any of these types of objects. So if I
00:54turn everything off, I can't select anything in the scene.
00:59Now if I want to I could go here to Surfaces, right click on it and just click
01:03NURBS Surfaces and that means the only thing that gets selected in this scene
01:08are the NURBS Surfaces. In this case, that's the tires and of course I could do
01:13that for the Poly Surfaces and turn off NURBS Surfaces. Again, this is right
01:19clicking over this. So in that case, I can actually rubber band select just the
01:24polygonal objects and ignore the NURBS objects.
01:28Now this is a lot more comprehensive than just geometry. You could also do
01:34stuff for Curves, Skeletons, Handles, and IK Handles. For example, if I took
01:44one of these and I grouped it using Ctrl+G and then made a selection handle
01:51here, I go into the Attributes Editor for that group and turn on the Display
01:56Handle. If I turn off that, I won't be able to select that handle.
02:01So now I have got this particular handle is turned on. Now I turn it off here
02:07and I can't select it. Okay, so you can see how this works for all sorts of
02:11different objects. So we have got Handles, Curves, Skeleton Joints, Lattices,
02:17Clusters, all sorts of Dynamics, and Particles, and Systems and stuff like that
02:23and also Lights, Cameras, and Textures.
02:25So this makes it much easier to work in your scene. So let's say, you are doing
02:29a lot of work with cameras. You could just turn all objects off and only turn
02:36on Cameras. So that way, when you Rubber band select you are only going to
02:40select the cameras in the scene.
02:42And again, the best thing to do is once you have set those if you want to reset
02:46it just go all objects on or all objects off. Now another nice thing you could
02:51do is you could actually save this state to the shelf. So for example, if I
02:56have all objects off except for NURBS Surfaces, I could actually save that to
03:02Shelf and now you have got a Mask there. And all I have to do now is -- if I
03:08want to select just NURBS Surfaces, I will just click that and it automatically
03:15sets my mask. Kind of nice.
03:18So now I have a custom tool on my Toolbar here that allows me to turn on just
03:25NURBS Surfaces. Now I can make another one here. I can just turn all objects
03:29off and just right click here for Poly Surfaces. And then I could just go save
03:35again to Shelf. So now I have one that allows me select only the poly surfaces.
03:40Then another one which allows me to select the NURBS Surfaces.
03:44That's some of the basics of Selection Masks for objects, now there is also
03:50another one for Components, which are the things that comprise objects. And if
03:55you want to you can also turn on and off objects by the type of components,
03:59such as Face, or Control Vertex, or Edge, or whatever. And we will get into
04:05those as we get into the modeling chapters.
Collapse this transcript
3. Polygonal Modeling
Polygonal primitives
00:00Now let's talk about modeling and creating objects from scratch. We are going
00:05to first start with polygonal modeling and you can find all of those tools
00:11here, as we go down to Polygons and that will bring up the Polygon tool set.
00:16There is also a shelf with a lot of those tools here and actually I tend to use
00:21the shelf, so I maybe going to these but a lot of these tools are up along here
00:26and I will try and show you where everything is at.
00:28Now with polygonal modeling the way it works is you generally start with a
00:33polygonal primitive. Now that can be either a sphere or cube or cylinder and
00:39then you reshape that object into whatever it is you are trying to build.
00:45So the first thing we need to do is go over some of these Polygonal Primitives
00:49and show you how they work. Now, if you have the Polygon shelf active you will
00:54see they are all right here. You can also get to them through the Create menu.
00:59We can go to Create > Polygonal Primitives and here they are. In fact, I am
01:03going to go ahead and tear this off so that we have it right here.
01:07So let's just go down the list and I am just going to go through the basics of
01:11all of these Polygonal Primitives so we are all on the same page. Now the first
01:15one is the Sphere and if we want to you can just click here and create the sphere.
01:21Now in order to create a sphere all you have to do is just left click and drag
01:26wherever it is you want to create that object. Now I am in Wireframe mode, all
01:31I have to do is hit the number 5 to go into Shaded mode so you can see that.
01:35I am going to go into the Channel Box and I am just going to highlight just the
01:39Channel Box here. I am just going to hit this icon and when you create this you
01:42actually create a node, which shows up in the Channel Box as well as the
01:46Attribute Editor, called polySphere and this gives you some of the options that
01:51you can use to create that sphere.
01:52One of them is the Radius of the sphere, or basically how big the sphere is
01:57and the other one is Subdivisions. How much resolution is that sphere. You have
02:04ones for along the Axis as well as Height and if you want to, one of the things
02:08I like to do is highlight both of these and you can scale them both at once
02:13just by right-clicking and dragging left to right. So you highlight these.
02:17Now you can also do this in the Attribute Editor. Let's go over there and let
02:21me show you how to do that. Here we have polySphere1 and again we have our
02:26Subdivisions here and our Radius as well. Now you also have some additional
02:31options here in the Attribute Editor and one is how to create UVs, which is
02:36essentially how a texture will be applied to this sphere.
02:42Okay, now I am going to go back to the Channel Box and let's go ahead and look
02:46at some of these other primitives. The next one is the Cube. All you have to do
02:51is click Cube. Now you can also get to it here and all you do is left-click and
02:56you drag out the base of the cube and then you pull up the height.
03:03Now this has actually something you need to be aware of if you are building
03:07this in a front or a side viewport. Let's go ahead and delete this. Let's say I
03:11am in the front viewport and I want to draw a box. Well, then I create that but
03:18I can't pull the height. I actually have to go into another viewport in order
03:22to pull the height. The only way that I can create it in one viewport is in
03:27some sort of perspective viewport. So just be aware of that for this particular primitive.
03:33Now again, we have options here such as Width, Height, Depth. Width, Height and
03:42Depth are kind of relative to how you draw it. So if you draw it in the top
03:47viewport first, the Width and Height are going to be little bit different than
03:52if you draw in a side viewport because the first plane that you draw is
03:57actually your Width and Height and then what you drag out is going to be your
04:01Depth and then in addition to that we have Subdivisions. We can actually create
04:05Subdivisions along Height, Width and Depth as well.
04:09Now one of the things I also want to show you is that each of these options
04:14also has a little toolbox here. I am going to go ahead and delete this cube
04:19here and let's go ahead and recreate this. So when we create the cube using the
04:25Tools Options box, we can preset the number of divisions for example, before we
04:30even draw it. So that's kind of nice.
04:34But the one thing about this is that once you have set this, they stick around.
04:38The next cube I draw will also have that same number of divisions. So if I want to
04:44I can actually just bring those back to one which is the default. So what
04:49you can do for any of these is you can actually reset the default options just
04:53by going into this Tools menu. So let's go ahead and delete these. So let's go
04:58on to some of these other options.
05:01The next one is a Cylinder. Again, it's kind of like the cube where you have to
05:05draw out the base and then drag the height. And for each of these we have a
05:10Radius, we have the actual Height. Now the Height is actually around the
05:15center. So you see how it actually scales up and down around the center and
05:20then number of Subdivisions radially along the top and then also Subdivisions
05:26for the top and bottom, which are called Caps.
05:32Cone, again it's very similar to a cylinder and again it's got Radius and
05:38Height and so on. This is pretty self-explanatory.
05:42The next one is actually the Plane and that's pretty easy to draw. You just
05:47again left-click and drag and with a plane all you really have is Width, Height
05:51and again the number of Subdivisions. In fact, let me more above the grid
05:57so you can see it, and then we also have a Torus, which is kind of like a doughnut.
06:07So let me show you how that works again. What you do is you drag out the main
06:13Radius of the Torus or how big around is the doughnut and then you have to drag
06:19again for the thickness. So this is how thick my doughnut is. Is it a ring or
06:25is it crispy cream or whatever. So and again with this, you can actually change
06:30your Radius and your Section Radius which is actually the technical name.
06:35Another nice thing is you actually have a Twist option here. So you can
06:38actually twist down little bit and you can also change your Subdivisions. Okay,
06:45let's go through some of these other ones. This one is called Prism. In fact,
06:51let's go ahead-- I am not going to go into the Attribute Editor for this one, so
06:54I am just going to go Ctrl+A and go here to polyPrism1.
06:59Let's go ahead and play with this a little bit. So we have the length of the
07:02sides, the Number of Sides. This is almost like an n-gon and then you can
07:09also have number of Subdivisions in the Height and the Caps. So this is almost
07:13like you can make a -- for example, this is the Pentagon or the Chrysler logo
07:18and this is a hexagon or an octagon and so it's very easy way to make a
07:23regular-sided object.
07:26Well, we have got a few more here. We have got the Pyramid and that's exactly
07:32like it's advertised and this is the Great Pyramid of Cheops and we can also
07:37create a different number of sides. We can actually create a tetra- or a
07:42penta-pyramid and also give number of subdivisions as well.
07:49I like this one a lot. This is a tube. They call it a Pipe. So basically you
07:53set the Radius, set the Height and then set the Thickness. Okay, so it's a
08:00three step process. Let's go through that one more time for the Pipe. Radius,
08:06Height, Thickness. Three separate left clicks to get that done and then again
08:12we can go into either the Attribute Editor or the Channel Box to change any of
08:17these parameters.
08:18If you draw it and it's not exactly the way you want it, you can always go back
08:22and change it. So that's kind of a nice thing. And then a couple more. One is
08:28called the Helix. That's like a little spring there and then you can also drag
08:35for number of coils and then you can also drag the Section Radius. This is kind
08:41of a nice way to make springs.
08:43Now sometimes this would be a really hard object. Here let's make a little bit
08:47more of a simpler one for this. Now this would be a very hard object to model.
08:56So it's nice to have kind of a parametric version of this. One of the nice
09:00things is that you can actually animate the height.
09:03So for example, if you had a spring in a car, you can actually just animate the
09:09height of that to actually get the bounciness of that spring. So that's kind of
09:12a nice little feature of that and then we have a few more. We have a Soccer
09:16Ball and this is great for creating geodesic domes, that sort of thing, and we
09:24have what are called the Platonic Solids and if we go here we have solid type
09:30effect and we need to go to the Attribute Editor for this one.
09:34So we got a Platonic Solid. We have a pull-down menu here. Dodecahedron,
09:38Icosahedron, Octahedron, and Tetrahedron and those are the four hedron
09:47brothers. So those are the basics of the Polygonal Primitives. Now what we will
09:52be doing is we will be taking these primitives and actually reshaping them into
09:58more organic types of objects using some of the polygonal modeling tools.
10:04So once you are familiar with these basis primitives, we can expand that to
10:07create more complex objects.
Collapse this transcript
Polygonal components
00:00So now let's go ahead and start modeling some of these primitives into actual
00:06objects. The first thing you need to understand when doing polygonal modeling
00:10is you need to understand what makes up a polygonal model. So let's go ahead
00:14and start with a Cube.
00:16So I am just going to go right here, click on Cube, drag it out and I am going
00:22to shade it by hitting 5 on the keyboard. Now if you notice we have this
00:27object, it's a three-dimensional object. So each dimension has its own
00:32component. Now components are those things that make up the object, the things
00:36that allow you to edit the polygonal object.
00:40So if I want to get to those components, all I have to do is bring up my
00:44Marking menu. Right-click over it, I have got three main components here. I
00:50have got a lot of other stuff here but the one I really want to look at here
00:53are Faces, Edges and Vertices.
00:58Let's start with Vertices. If we go to Vertex, notice how these little points
01:02come up here and those are where all of these lines intersect. In fact, a
01:08Vertex is a point and a point is basically one dimension. So I can take those
01:13if I want to edit this. All I have to do is select one of those and just hit
01:18Move or hit the W key and I can reshape by moving those vertices.
01:25So Vertex is basically one point. If I right-click above this and go Edge, we
01:33can select the edges. Now the Edges are the lines that connect individual
01:39vertices. So if I select the Edge, I can certainly edit this object by moving
01:45the edges. So essentially an edge is a two-dimensional construct. It goes from
01:51point to point and it creates a line.
01:55If I right-click over this again, I can go to Face and what faces are are
02:01essentially the planes that are connected by edges. So if I go, I can actually
02:07move these faces around using my Move tool. So what we have got here is we have
02:16got Vertices, Edges and Faces and by manipulating these we can actually any of
02:24these Polygonal Primitives to create a model.
02:28Now one tool that's actually really cool is the Multi-select tool. So now I
02:35have got Face, which allows me to select only faces. Edge, which allows me to
02:42select only edges and Vertex, which allows me to select just the vertices. But
02:49I also have what's called a Multi tool or Multi mode; it's not really a tool.
02:55It allows you to select Faces and Vertices and Edges.
03:00Now this can be really handy when you are doing certain types of modeling
03:03operations. Now typically I tend to stick to either Vertices or Edges or Faces
03:08but there are times when you want to be able to switch between those and then
03:13if you right-click here and go to Object Mode, you actually select the object itself.
03:19Now I have been using the Marking menu, another way to get into this is to
03:23click on this button or hit F8 and that brings you into Component Mode, which
03:30allows you to select and modify whatever it is you want. Now in this option,
03:36you can actually use the selection mass to turn on and off individual component.
03:40For example, we go All Components Off. Then I really can't select anything. But
03:47I can go here and for example and right- click and go Poly Edges, make sure that
03:52says Poly Edges and I can select Edges or here I can select Vertices or here I
04:01can select Faces and I can turn them all on or off if I want.
04:05So I actually have a little bit more control here but I have to also go up and
04:10make the selection mask myself. Typically, I say All Components On if you want
04:15and if you do that you get all of that. I will do them all off and however you
04:20want, but I find it's a lot faster just to use this Marking menu and go in and
04:27just get to your objects this way.
04:31Now I am going to go ahead and delete this. So those are the basics of how to
04:37select and modify polygonal components.
Collapse this transcript
Using Soft Select and Paint Select
00:00Let's go a little bit deeper into Polygonal Editing. I am going to go ahead and
00:04start by creating a sphere, let's just go ahead and create a default sphere and
00:09shade that and then if I want to I can edit this just by right-clicking and
00:15selecting Vertex.
00:17Now if I wanted to actually reshape this, I could just take those vertices and
00:23move them around. Now one of the things you will notice very quickly when you
00:27start moving a large groups of vertices is that you get kind of hard edges
00:31around the points where you move those. If you want, you can actually modify
00:37this a little bit more organically by using Soft Selection. So how you do that
00:43is you basically double-click on any one of these tools, any one of the Move,
00:47Rotate or Scale tools.
00:49So let's go ahead and play with the Move tool. If I double-click on that, you
00:54will see I get my Move Tool Settings. If I scroll down you will see a little
00:59section here called Soft Selection, this is really handy. If you turn on Soft
01:06Select, you can actually dial in the Radius over which this is affected. So
01:14everything, every vertex that I have selected, in fact, I can un-select and
01:18reselect these, now has the falloff. So everything I have selected will move
01:25100% and then over the Radius of, in this case, 4.76 it will fade off to zero.
01:34That's way to look at this is just to say okay, let's just go ahead and play with this.
01:38You can see now instead of moving just those vertices, I get a nice falloff
01:44which gives me a really nice way to model organically. So I can actually
01:49reshape this and make this look a lot more organic. Now this works not just for
01:54the Move tool but also for the Rotate and the Scale tool. Now you have to make
02:00sure that it's turned on and if you have turned it off for one tool, it will
02:04default to all the other tools. When you go to Rotate, you don't have to
02:10actually turn it on again. It will inherit the settings from whatever you had
02:14from the last tool.
02:15Now some of the nice things you can do with this is you can actually do
02:20different types of curve presets so that it will falloff in different ways,
02:24linearly, parametrically, you can make it so that it actually creates like a
02:29little bump here, like that. So you can make all sorts of curves. In fact, you
02:36can actually dial in your old curve by using this Curve Editor, all you have to
02:40do is just left-click on anyone of these and you could make your own curve. So
02:44if you left-click here, you can actually create your own falloff curve. If you
02:48want to get rid of this, all I have to do is hit that little X and that will
02:51get rid of anyone of those.
02:53And then if you want to, you could actually give it your own color. If for some
02:56reason you are afraid of the color red, you can certainly change that color to
03:01blue or whatever. So you could actually make whatever color falloff you want.
03:06You can go from blue to green or green to blue rather than red to yellow and
03:12that's just to display thing.
03:14You can also go what's called Reflection. Now what Reflection does is it
03:18actually finds the vertices on the opposite side of the model allows you to
03:22edit those as well. This probably works better on a fresh model. In fact, I am
03:26going to go ahead, right-click, go to Object Mode, delete it. Let's go ahead
03:29and start with a new sphere and then let's go ahead and turn on Soft Select and
03:35make sure that Reflection is turned on, right-click, go to Vertex and select
03:40some vertices.
03:41Now notice how we have got this Reflection turned on. If I am going to model
03:45something organically and I want to make sure that it's symmetrical, all I have
03:49to do is turn on that Reflection and that will reflect around, whatever axis I
03:55select. In this case, it's the X axis, so anything on positive X, again, x is
04:02red. So on positive X it will move negative on the opposite side. Now this is
04:07for things that are created along the X axis.
04:11Now this is reflective along the pivot point of the object. So if I go and
04:16select the actual object itself, you will see that that's where it's reflecting
04:20off the pivot point of that object. If I move the pivot of the object, the
04:24reflection point will change as well. So as you can see, this is a very handy
04:30tool for organic and soft modeling.
04:35Now another way to select polygonal objects or really any sort of component is
04:41by using Paint Select. So I am going to go ahead and create a polygonal sphere
04:45here and shade it. And let's just go into Face Mode here and normally if I want
04:52to select something, I can just Shift Select or Rubber-band Select or Lasso
04:59Select. But we also have what's called a Paint Select tool. So all I have to do
05:04is select this, in fact, if I double- click on it, you have got some options
05:07here and I can just start painting my selection.
05:13Now I have basically a brush that allows me to paint that selection. If I want
05:18to size the brush, I can do it one of two ways. I can go into the Tool Options
05:23and just give it a Radius of what I want or the more interactive way is to hold
05:29down the B key, B for brush and then just left-click and drag.
05:34So this also works really well with the tablet and this is also an introduction
05:41to the Artist and Painting interface within Maya, which you can use for a lot
05:45of other things.
Collapse this transcript
Subdivision surface workflow using subdiv proxy
00:00Now one of the more popular workflows when you are working with polygonal
00:04objects is to use what are called Subdivisions Surfaces. Now we have got a
00:07little bit of a taste of this, just by the way we can view polygonal objects in
00:11the viewport. So, for example, I am working with this head and if I just hit
00:16the 1, 2, or 3 keys, we can actually see how this surface subdivides.
00:21So 1 shows you the actual polygonal model of this character's head. 2 shows you
00:28the subdivision surface with the polygonal cage above the head. So actually
00:34this is the model here, the model is actually the cage and we can just affect
00:42that, and it affects the surface underneath or we can hit the 3 button and that
00:48just shows us the mesh by itself. So, for example, if I selected the vertices
00:53of his nose, I could obviously reshape this and if I selected the vertices of
00:59the head, notice how when I select this vertex it actually goes off of the head.
01:04So if I hit the number 2, you can see that that's because the actual vertex
01:08that I am manipulating is on the cage, which is actually a little bit off of
01:13that head. So, for example with all of these vertices, you can see how those
01:17work as well. So all of these display stuff is all fun and dandy but the real
01:23key for this is that you want to be able to animate this Low Res version
01:29because that makes it a lot simpler to manipulate and render and it's going to
01:33be lot faster if you work with the Low Poly version in Maya.
01:38But you want to render a Higher Res version. So when you actually get to the
01:43point when you are rendering the scene, you want the renderer to see this one.
01:47So in Maya there are actually two different workflows for using subdivision
01:53surfaces. So let's go over the first one. Now this is probably the more
01:56standard one, the one that a lot of people who are familiar with Maya have used
02:01for a long time and that's called Subdiv Proxy.
02:04So how this works is on the Polygons menu, we have what's called a Proxy and we
02:12have Subdiv Proxy and Remove Subdiv Proxy, all of that but the one that's most
02:17important is this one called Subdiv Proxy. Now what I can do is I could just
02:22hit this or there is actually a hot key here, Ctrl+~ and when I do that, what
02:28it does is actually creates two objects. In fact, if I go into my Outliner
02:33here, you can see here I have got my head, which is my original model, and then
02:38I have got a copy of that which is the smoothed version.
02:43Now if I render this, you see it actually renders both. So what I have to do,
02:48in this case, is actually go through and either hide this, so I can actually
02:53just go Display > Hide that particular object, and then it will render smooth.
03:00Or I can set stuff up in layers, there are all sorts of ways to hide this
03:04before you render or what you can do is you can also go into the Attributes
03:07Editor for this particular object and you can go into your Render stats it just
03:13turn off all the rendering queues for that and so you can actually still see it
03:17in your viewport, you don't' have to hide it but when you render, it just shows
03:21up as invisible.
03:22Now the more important thing about this is that the head and the proxy of the
03:28head are connected using this modifier here called polishSmoothProxy. Now I can
03:34see it here in the Channel Box or if I go into my Attribute Editor, I can find
03:39a little note here that says polishSmoothProxy as well. And what this does is
03:43this allows me to set the number of division level, so how much is it smoothed?
03:48So do I smooth it once, twice and now you got to be careful, you don't want to
03:53really dial this up too much because every time you go up a level, you
03:59quadruple the number of polygons.
04:01So, for example, if I go to 0, that's one big polygon, if I go to 1, it divides
04:08it into 4 and then it divides that 4 by 4 and you get 16, where I originally
04:14had one and then you go up one more, you get 64. So you could see how you can
04:19very easily get a lot of polygons and something like this will be almost
04:24impossible to manipulate in real time if you are doing something like facial
04:27animation but when you go to render, it looks really smooth.
04:33So the key for this number of division levels is to set a number that basically
04:37renders smooth. So I am looking here at this edge and I can see that that looks
04:42pretty smooth. If I go down to say level 1, you will see I still have a little
04:47bit of jagginess. So you can just basically go by my rule of thumb, which is if
04:51it looks good, it is good. So I just turn this up until it looks good. So
04:56that's generally how I work with this sort of stuff.
04:59Now there are additional tools that Maya has for managing these. So I just
05:04wanted to show you how Subdiv Proxy works for those times when you do want to
05:08do organic modeling for subdivision surfaces.
Collapse this transcript
Subdivision surface workflow using mental ray
00:00Now the second method for dealing Subdivision Surfaces involves the Mental Ray
00:06Renderer. It's actually pretty simple the way that this work, so let me go
00:10ahead and select this head again and again we are going to go with our
00:14subdivision of 1, 2 which shows the cage and the object, and 3 which just shows
00:21the object itself.
00:22Now if I render this, I am going to hit this button here, which is the Render
00:27Globals button, and I want to make sure I am in Maya Software Renderer. Okay,
00:30because I am going to show you how it works with that renderer. So I am going
00:35to just leave this up in this position, so I can see it. So if we render this I
00:40can actually hit this little button here to do rendering, just a quick render.
00:45And I render it, the smoothing doesn't come up.
00:49Well that's because the Maya Software Renderer doesn't automatically smooth the
00:54model but if we go over to Mental Ray, which is the second renderer in Maya and
01:02I select that make sure that that's the active renderer and then I just hit
01:06Render again, you will see it automatically picks that up. So with that you
01:10have an automatic workflow for subdivisions surfaces that you really don't even
01:15have to pay attention to. All you have to do is make sure that you smooth that
01:19in the viewport.
01:21So if I actually hit the number 1 and un-smooth this and render it in Mental
01:25Ray, you will notice that it actually renders un-smooth. Okay and if I hit 2,
01:33which shows the cage, it will remove the cage and still render the smooth
01:37version. The really cool thing about Mental Ray is that it will calculate the
01:41subdivision based upon the camera position. So the closer it is the more it
01:46will smooth it. So you actually have kind of an adaptive smoothing system, so
01:51you don't even have to worry about dialing up your subdivision levels or
01:54dialing them down.
01:55Now let me show you a little bit more about how this subdivisions work within
02:01Maya. So let's go ahead and select the head, hit 1 and then let's go to the
02:07Attribute Editor right here or you can hit Ctrl+A and then let's go down to --
02:14let's go ahead and select our Head NeutralShape and let's go to Smooth Mesh.
02:19Then when I turned on Smooth Mesh notice, when I hit the 2, it actually checks
02:24that button which says Smooth Mesh Preview and it actually is just changing
02:29these options.
02:30So these options are actually set on a per object basis, so I can show my Cage,
02:37my Smooth Mesh or both or I can just show my Smooth Mesh. Now if I go down 1
02:44more level here from Smooth Mesh to Subdivision Levels, I can actually change
02:49the number of subdivision levels it displays. So, for example, I go Cage and
02:54Smooth Mesh, I could actually display those subdivision levels and I can dial
02:59those up and down for how it displays in the viewport and also how it renders.
03:04Then we also have some extra controls here which shows how it smoothes in terms
03:08of continuity. So in other words, the angle of smoothing and as well do you
03:12want to smooth the textures and that sort of stuff on the object. You know, for
03:17example, in between his hair and his skin, there is actually a border where two
03:23textures overlap and how do you want to smooth, that sort of stuff.
03:27So those were some of the basics for using Subdivision Surfaces with Mental
03:31Ray. I would highly recommend this workflow for anybody who is using
03:36Subdivision Surfaces, it does involve using Mental Ray as your renderer but
03:41that's actually not a bad thing because it is a much more robust rendering system.
Collapse this transcript
Using the Extrude tool
00:00So now let's go through some of the modeling tools within Maya. Most of the
00:05modeling tools are contained here in the Polygons menu set. And we have Mesh,
00:11which controls anything that affects an entire object. And then we have Edit
00:16Mesh tools and those affect components such as Faces, Vertices, and Edges.
00:22We are going to play with first one of these Edit Mesh tools, which is Extrude.
00:27So let's go ahead and do that. We are going to start with a box. I am just
00:30going to go here to my Polygon shelf, create a box or I can create Polygon
00:36Primitives > Cube. I call it box but actually, technically the name is a cube.
00:42And then I am going to create that cube and shade it.
00:45Now if under my Channels Box you can see in my Input I have got my polyCube is
00:52set and I can go ahead and ramp up the number of divisions if I want. Now,
00:57extrusion works on Faces, Edges, and Vertices. So let's go ahead and play with
01:02Faces first because that's probably the most common way to extrude. I can right
01:06click above my model, select Face and just select one face. And then I can just
01:13go ahead and do an Extrude.
01:15Now when I do that up comes this little gizmo. Now this gizmo has arrows which
01:20allows me to move it up and down. So if I want to make a hole, I just move it
01:23down and if I want to create a protrusion, I just move the arrow up. Now also
01:29notice here in my Channel Box I have a polyExtrudeFace node, which actually
01:35changes. Notice how this Local Translate changes as I move this.
01:40And I can also scale and you can also notice how these affect that as well. So,
01:45we can scale these, we can move them, we can rotate them. And in addition, we
01:51also have options for, if I move down here, number of divisions. So I can, for
01:56example, ramp up these divisions as well.
02:00Now in addition to Move and Scale, I also have Rotate so I can actually rotate
02:05that extrusion here as well. What I am doing here is I am just middle clicking
02:10and dragging left and right to change those values. Now in addition to
02:14extruding Faces, we can also extrude Edges and Vertices. So let me show you how
02:20to do that as well.
02:21I am going to go ahead and select this face and I am just going to delete it so
02:24I have an open edge. And then I am just going to go right click over this and I
02:28can either go to Multi or Edge. I am going to go to Edge here and just select
02:32this edge. So then I am just going to extrude that. Now I can do that in one of
02:36two places. I can just go back to here or I can do one of my favorite little
02:40tricks, which is to just hit the Spacebar and go to Recent Commands and just
02:43pull up the Extrude command from there.
02:45Now once I do that I can extrude the edge. Now when you extrude an edge,
02:50obviously you are just extruding a flat face. But you still have all of the
02:55same controls. And I can actually go down here and again create divisions if I
03:00want to. Because this actually can be a real handy thing if you want to
03:06create a plane or if let's say, you have a hole or something like that and you
03:09want to bridge that, you can just extrude the edge over the hole or something like that.
03:13Now the third way you can extrude is you can extrude Vertices. So I am going to
03:16right click above this, go to Vertex and I just pick a random vertex here.
03:20And then let's just go ahead and Extrude. And when you extrude a vertex,
03:28notice how what it does is it actually creates an almost like a point type of
03:32object. Now this can be kind of cool if you want to make like spikes on something.
03:36Probably here is a really cool and simple trick here is just take a sphere,
03:41select all the Vertices and extrude them, and you are going to have a pointy sea urchin
03:47type of thing, which is basically just extruding every individual vertex.
Collapse this transcript
Keeping faces together
00:01When you are using Extrude or any other tool that creates new geometry, you
00:05have an option in Maya whether you want to keep faces together or not. Now this
00:10can really affect the way that your modeling works particularly when you are
00:14doing subdivision surface type modeling.
00:17We are going to go ahead and build a hand and I will show you how this works.
00:20So let's go ahead and draw out a box. And I am going to go ahead and shade
00:26that. And then I am going to go to my INPUTS here in my Channels box and I am
00:30just going to go ahead and middle click and drag to set the Width and the Depth
00:36to about 4, because what I want is one, two, three, four fingers, and then a
00:40thumb at the bottom of this. Think of this as the palm of the hand.
00:45So let's go ahead and do an Extrude and create for example the thumb. Before I
00:49do that, am actually going to go ahead and smooth this. So I am going to hit
00:53the number 2, so we can see how the cage affects our subdivision surface here
00:59because we are kind of doing subdivision surface modeling. So when I do an
01:03Extrude for the thumb, you can see how that affects the mesh. Now, I do an
01:11Extrude like that and then I want to go ahead and go over here to Divisions and
01:16just add one or two divisions to create that thumb.
01:19Now, for the front of this, the first instinct is to just go ahead and extrude
01:27the faces along the front because I have got one, two, three, four; I can
01:30create four fingers just like I created one thumb. But, what Maya does is by
01:36default actually keeps spaces together when you extrude them. So let's just go
01:40ahead and do that. I am going to hit my Spacebar here and just go to Recent
01:44Commands and just go back to that Extrude that we did.
01:48When I extrude these, what it does is it extrudes these as a block and it just
01:53extends my palm. Essentially, it extends this box and it doesn't give me
02:00individual fingers. Well, that's not really what I want. So I am going to hit
02:03Ctrl+Z and undo that a few times. What we have in Maya is we have an option
02:11here. This option is to keep faces together. Now, by default, that's checked
02:17because typically, when we do an extrusion, we want to keep those faces
02:22together, but in this case, we don't. So let's go ahead and uncheck that.
02:26When we do that, what it does is it actually makes individual polygons. Well
02:33here, let me show you how this works. We are just going to go ahead and hit
02:35Spacebar, go back to Extrude, and now when I Extrude, it actually extrudes
02:42these as individual objects. In fact, let's go ahead and just take one of these
02:47and just move it. You can see that now what it does is it actually creates
02:52individual faces rather than making them all one block here. If I want to, I
02:58can go back to my object, go into my Extrude Face and just add some
03:04subdivisions to create the fingers.
03:06So those are the basics of creating a hand. Now, this keep faces together, it's
03:10a toggle. So for example, if I left it off and I wanted to do some other type
03:16of extrusion. In fact, if I want to, I can Paint select all of these faces and
03:23do an Extrude. What it does is it makes them individual and that's not really
03:30what I want for this case. So if I click this over to Keep Faces Together and
03:37then do the Extrude, it extrudes them all as one block. That's the big
03:44difference between that.
03:45So just be sure you know that this option exists and that you have it checked
03:50appropriately for the type of operation you want to do. One of the things that
03:54always trips me up is that I check it off when I am doing one thing and I
03:58forget to turn it back on when I do another thing, and I accidentally create
04:03additional polygons because I haven't kept my faces together. So now that you
04:09understand the basics of that tool, let's go ahead and move on.
Collapse this transcript
Working with edge loops
00:00Now, let's talk about Edge Loops. Edge Loops is very important concept in
00:05polygonal modeling because it really allows you to control the detail as well
00:09as the curvature of a subdivision surface.
00:13Now, I am working with two coffee cups here. Now, let's go ahead and just work
00:17with the regular cup here, I am going to go ahead and move the coffee cup of to
00:20the side, we are going to use one without the handle and just zoom in.
00:23Now, if you notice this is essentially a cylinder that's been extruded to
00:28create the cup shape. But the edges of this object, in fact I am going to
00:33right-click here and go into Edge Mode, you have series of vertical and
00:38horizontal edges, it's almost like latitude and longitude on a globe.
00:45If you notice this edge goes all the way around, so it's called an Edge Loop.
00:49By controlling these loops, we can actually control where the detail is on our
00:54model as well as how the model smoothes.
00:56Now, we can work with Edge Loops in Maya simply by using the arrow keys. If I
01:03press the right arrow, it selects the entire loop. So all I have to do is click
01:09on one edge, hit the right arrow and it selects that entire loop. Now, if I
01:14want to I can just move that loop to reposition that detail.
01:19If I select the left arrow, I can step through different types of loops. So I
01:26can just go, that one goes up, or if I press the right arrow once I have a loop
01:30selected I can also move counterclockwise, just step through all those loops.
01:35Now, this also works for the vertical loops. So if I select for example, that
01:38edge, hit the right arrow it will select everything up until the pole of that
01:46cylinder and then I can just hit right or left and go around and select
01:50individual loops, this is a very handy way of selecting things.
01:54Now, if you hit the up or down arrow, let's go ahead and select the horizontal
01:57loop and hit the up or down arrow, it will go ahead and select what's called I
02:01believe it's called the ring which is all the loops parallel to that loop and
02:05then again I can hit right -- once I hit up or down, I can hit up or down to
02:10step through all of those as well.
02:13And the same works for the vertical edges. So for example, if I take that one
02:18there and I hit the up arrow notice how it selects that and then up and down
02:22will go ahead and step me through all of these.
02:26So for example, if I wanted to create a bulge here I could just scale those
02:30edges and bulge that out. So those are kind of some handy select tools. But the
02:36real power of Edge Loops comes in how it controls smoothing of the object. So I
02:42am just going to go ahead and select this object and I am going to hit either
02:46the 2 or the 3 button on the keyboard to show how that smoothes.
02:50Now, let's go ahead and hit the 2 button and notice that smoothing happens.
02:56Let's just go down in the bottom here, the smoothing happens along the edge. So
03:02it starts smoothing where the edge starts and it ends smoothing where the next
03:07edge start. So for example, this corner it's moved between this face and this face.
03:12I am going to turn off my Grid here, so you can see this little bit better. So
03:17this face and this face are what control the smoothing and the size of this
03:21face is determined by where this Edge Loop is. So if I can select one of these
03:27edges right-click select Edge, select one of these edges and then just the hit
03:33the right arrow key, I can actually move this Edge Loop up and down and what
03:38that does is it shortens that corresponding polygon and makes that corner
03:44either tighter or rounder.
03:46So where the edge exists determines how that corner is smoothed. Okay, so
03:55that's very important for polygonal modeling, in fact let's just take a look at
03:58this in Normal Mode here, so I can just move this edge up and down but when I
04:03actually go to smooth it, moving that edge makes it either a sharper or a more
04:10narrow corner.
04:13As you can see the edge ellipse control where the detail is on the model, as
04:17well as how it smoothes. So let's go ahead and move on from here.
Collapse this transcript
Inserting and offseting edge loops
00:00So let's go little bit further with Edge Loops. We are still playing with that
00:04coffee cup file and this time I want to play with the other, the one with the
00:08handle. So I am going to move this one out of the way and move this one in
00:12towards the center here, let's zoom in so we can see this.
00:14Now, we were talking about Edge Loops and how they control smoothness. So let's
00:18go ahead and just select this coffee cup and hit either 2 or 3 to subdivide
00:24that so we can see what that looks like. Now, one of the things I am noticing
00:27with this is that that handle is kind of blobby; it doesn't really look like a
00:31nice handle.
00:32Now, in order to get that to smooth better though, let's take a look at this
00:36model. We actually need additional Edge Loops in order to control that
00:42smoothness because I really can't move this loop here. Let's go ahead and take
00:45this edge here. So for example, if I take that edge and I move it in, I am
00:51actually affecting the shape of the coffee cup. I need to actually add in Edge
00:55Loops in order to control that smoothness.
00:59We can do that with a number of Edge Loop tools that are included within Maya
01:04and those are Insert and Offset Edge Loop. So let's go ahead and just do Insert
01:10Edge Loop and see how that works. If we go Insert Edge Loop, what happens is
01:14your cursor changes to this little diamond and all I have to do is click on
01:19Edge Loop and I can insert a loop, right there.
01:23So now when I go ahead and smooth this, you can see how that smoothing actually
01:27gives it a tighter curve. So you can see it's tighter here than it is there.
01:31If I want to, I can insert another Edge Loop just again left-click. Now what you
01:36are doing is we are left-clicking on the edge that's going to be perpendicular
01:41to my new Edge Loop. In this case, I am left-clicking on a vertical edge and
01:46then I can just move that Edge Loop wherever I want and notice how it changes
01:49the curvature of that.
01:51I can do the same for here, I am going to click on this horizontal one and I
01:55could bring one in a little bit more. By inserting Edge Loops, I can actually
02:00insert detail, which then affects how the object is going to be smoothed.
02:05Now, I have an additional tool here and that's called Offset Edge Loop and
02:11that's actually a little bit different and what it does is it actually selects
02:14a horizontal loop and it just creates an offset on either side of that. So for
02:19example, if I select this one, it creates one or two loops. In fact, let's go
02:23ahead and do that to the basic model here.
02:27So let's go ahead and go Insert Edge Loop. I'll insert one here and now when I
02:33use the Offset Edge Loop tool, I click on this one and it just gives me a pair
02:40of Edge Loops that bracket that initial one. So that's really just a way
02:43to add more details, so you can actually control the curvature of this again.
02:48And again these control how an object smoothes.
02:52Now, you can also just add detail to create places to model. Let's go head
02:57over to this other cup and let's say we wanted to add in enough detail to make
03:05a handle. All I have to do here is go Insert Edge Loop and I could insert
03:13enough for a handle or I can do Offset Edge Loop, click on the horizontal one and
03:19again I am just going to add enough detail.
03:21And so that gives me a little bit of extra detail here, so now I can go off to
03:27the faces and Shift-Select those and if I want to I can Extrude those to start
03:35making the handle of a new coffee cup.
03:38So as you can see Edge Loops have a lot of power and some of these Insert and
03:44Offset Edge Loop tools can help you to refine your model in very specific ways,
03:49so that you can add detail where you need it.
Collapse this transcript
Using the Slide Edge tool
00:00One more tool for manipulating edges is the Slide Edge tool. Now, what this
00:07does is it's a little bit different than Move. And that the Slide Edge tool
00:11actually tries to maintain the consistency of the model.
00:16So, for example, I have this Head model and if I want to I could actually just
00:22select Edge and just move the edge but when I move the edge I may or may not
00:28move it on the surface. If I wanted to, for example, reposition this detail,
00:34it's very hard for me to just move this without creating for example like this
00:38little crease here. So watch, when I reposition this it's very easy to create
00:43creases and to make the surface non continuous.
00:48But the Slide Edge tool allows you to actually slide the edge along the surface
00:54and it tries to maintain that continuity, so it's a different way of moving
00:58edges around. So I can select an edge or multiple edges and slide them, so I
01:04just go Edit Mesh > Slide Edge Tool and just middle click. It says Drag with
01:11MMB. MMB means middle mouse button, so drag with the middle mouse button and
01:15then when I slide those notice how it maintains that continuity.
01:19So, notice how it maintains that continuity and I don't get nearly as much
01:27creasing, now obviously the surface will change a little bit, but it's trying
01:31to maintain that curvature, so this is just another way to manipulate edges
01:38within Maya.
Collapse this transcript
Cutting faces and splitting polygons
00:00Another way to add detail to an object is to cut or split the faces of an
00:06object. Let me show you how that works.
00:08I am just going to draw a simple Cube, so we can just see how this tool works
00:13and I am going to shade it. So in our Edit Mesh menu we have two options: one
00:18is called Cut Faces, the other one is called Split Polygon.
00:22Let me show you how Split Polygon works first. All you have to do is select the
00:27tool and then your cursor changes to this little delta shape and then all you
00:34have to do is just click on an Edge and it will split the polygon, you can just
00:40hit Enter and now I split that polygon in half, so if I go I actually have two faces here.
00:46Again, one thing this can't do is it can't create what's called the five-sided
00:51or you can't create an N-gon, which is a more than four-sided face, which can
00:57induce problems when you start smoothing the object. But this will split the
01:02polygon. So let me show you how this works again.
01:04Just go Edit Mesh > Split Polygon; now you don't have to split straight across
01:09you can certainly split corner to corner and you can split multiple times, all
01:14you have to do again is just click on these edges and then just hit Enter when
01:19you are done. So, for example, I've created a diamond there before one I can
01:22select that Face and I can use that as a face, so for example, extrude if I need to.
01:28Now, the other tool in fact I am just going to go ahead and select this and
01:35delete it and just draw a new box, so we have a fresh slate here.
01:38Now, the other tool I want to show you is called the Cut Faces tool, now this
01:43works kind of the similar way except it kind of gives you almost like a knife
01:48and so all I have to do is click on this and drag and whatever this is dragged
01:54it will cut the faces right along that line. Now I am in a Perspective View so
01:59it's going to cut it from a Perspective Template. It's almost like I am tossing
02:04a wedge through that polygon at the direction that I am looking at it. So it
02:10just cuts it along that edge.
02:13So a lot of times when you use this Cut Polygon tool it's better to do it an
02:17Orthographic view-port. So let's go into for example the top viewport and again
02:23use it, so you just go ahead and you cut polygon and this way I can, for
02:26example, cut it, right down the middle because you can see it snaps to 0
02:32degrees there. And when I do that you can see how it actually cut it, since I
02:37cut it from the top, down, cuts that way. Or if I want to -- in fact let's go
02:43ahead and leave this view up, you can see how I can cut it from this side,
02:46you'll see how -- again, I can cut that from this side.
02:52So those are two ways to create additional detail in your model.
Collapse this transcript
Poking and wedging faces
00:00Another two tools for adding detail to a model are Poke and Wedge Face and let
00:06me show you how those work. I am going to go ahead and create another box and I
00:13am going to shade it, by hitting 5, and I am going to go over here to polyCube
00:18and I am going to select all of these, middle click and drag until I have three
00:24subdivisions for Height, Width and Depth.
00:27Now, I am just going to go into Face mode and I can just select any face or any
00:33number of faces and let's go ahead and use Poke Face. It's really very
00:38self-explanatory, all I have to do is just select the Face, go Poke Face and
00:43watch what happens. What it does is it cuts the face diagonally both ways and
00:52then adds another vertex, so you can actually basically create a peak there.
00:57Now, if you do this for a triangular face, go Poke Face again, again it will
01:03just bisect those three angles, okay, so you don't have to do this on a
01:09four-sided face. It's really any side you have, it will go ahead and find the
01:13center point of that and then draw a line to each vertex. So basically it takes
01:18each vertex on the face, this case one, two, three, four, connects them all and
01:24gives a center line for three-sided face. It will go one, two, three and give
01:30you the center. So that's Poke Face.
01:34Now, the next one is called Wedge Faces, this is actually a handy little tools
01:37and so I am going to go ahead and in this case I have to select two things, so
01:42this is a great use for the multi- select options. So I am going to right-click
01:47over this go Multi-select, select the Face, Shift+Select and Edge, so I want a
01:53Face and an Edge selected.
01:57Then I go into Edit Mesh and I go Wedge Face, and watch what it does. It takes
02:04that face and it rotates it around and creates I consider like the corner of an
02:09air-conditioning duct or something like that.
02:12But if I want to I can go over into my Channel Box here and open this up and
02:18see that I can actually give it an angle and a number of divisions. And I can
02:23also do that in my Attribute Editor. So I would go into polyWedgeFace. I can
02:29give it an Angle and a number of Divisions as well. So this is the angle. So
02:36you can actually make this, 360 degrees, whatever you want and give it any
02:41number of divisions.
02:42So those are pretty simple, as you can see there you have a lot of interesting
02:47uses if you need to add some very specific types of geometry. So let's go ahead
02:51and move on just some more tools.
Collapse this transcript
Using the Polygon Bevel tool
00:00Now let's take a look at the polyBevel tool and what Bevel does is pretty much
00:06as described. It bevels edges. In other words, it whittles them away. So let's
00:10go in Edit Mesh and we have a tool here called Bevel. But we have to bevel
00:15either an edge, a face, or a vertex.
00:18Let's start with the face. I am actually going to click off to this,
00:21right-click over the cube and select that top face. Let's go Edit Mesh > Bevel
00:27and just do a default bevel and what it does is it basically cuts that corner
00:33by 45 degrees, if it's a 90 degree corner. It cuts the corner in half, so if it
00:37was a 30 degree angle, it will cut at 15, so on and so forth.
00:42But I can go back too. If I go to Object Mode, select my object I can actually
00:45go back to my Bevel Control and you can see I have all sorts of options here.
00:50One is the Offset. How much is it beveled?
00:55The other one is the Roundness of this. Well, that doesn't make any sense
00:59unless I have more segments. So I can just take the Number of Segments, and
01:03again I am middle-clicking and right and left dragging and I am going to add
01:05more segments.
01:07Then if I want, I can take the roundness up or down. And then you can also have
01:12some additional options here. Now these options are also available in the
01:17Attribute Editor, and they are also available in the Bevel Options.
01:21You can certainly give it the Number of Segments right there and also the
01:25Width. Now I like doing this afterwards; that's kind of the way that I work. I
01:29like working with it in the Channel box because I have more control over how it looks.
01:34Now you don't have to bevel just faces, you can also bevel edges or vertices.
01:39So let's go ahead and take some edges. Let's go ahead and take this edge here
01:43and bevel that, Edit Mesh > Bevel. Now what it does is it bevels that edge and
01:50again, I can give it an Offset. I can give it the Number of Segments and give
01:56it some Roundness.
01:56Let's go ahead and undo that, turn-off the grid here, and I am just going to
02:01ahead and go to the bottom here, Edit Mesh > Bevel that bottom. And if you do
02:10that, select all of those edges, you get basically the same effect as if you
02:14had beveled the face surrounding those edges. So it's pretty equivalent for
02:19edges and faces.
02:21Therefore if I want, I can also bevel vertices. In order to do that, let's just
02:27go ahead and I am just going to create a new box and I am going to give it a
02:32little bit of sub-divisions.
02:34So let's go ahead and select the Vertex here on the corner and if I bevel that
02:43and see what happens. It's not nearly as interesting when you bevel vertices
02:48but you can see. You can probably use that for some sort of modeling thing but
02:52they actually adds a lot of detail, a lot of triangles there. So you can
02:55actually add more segments. So you can see how beveling vertices works as well.
03:00Typically I do faces and edges, but you can certainly do vertices as well.
Collapse this transcript
Using the Polygon Chamfer tool
00:00Let's take a look at the Chamfer Vertex tool. It's really very simple in the
00:04way that it works. Let's go ahead and just create a simple box and shade it.
00:09And I am going to go ahead and just add some Subdivisions here.
00:12Now Chamfer is a lot like the Bevel tool, but it's for vertices. So let's
00:19select a vertex, right-click over here with out Marking menu, and select the
00:23Vertex, and just go Edit > Chamfer Vertex, and it basically just cuts the
00:29corner there. If I want to I can also Chamfer Vertex on a face, and notice how
00:35it works a little bit differently.
00:37Now what Chamfer does is it takes every edge that comes into that vertex, and
00:43it just extends new edges out along there. So you can see how these works for
00:49this becomes that, and this becomes that.
00:53Now if I right-click here, go in the Object Mode, you can see each of these
00:57chamfers also has a width value and also a number of divisions if you want it.
01:04So that's just the basics of that tool. It's a very simple tool.
Collapse this transcript
Using the Polygon Bridge tool
00:00Now let's take a look at the Bridge tool. What this does is it allows you to
00:06bridge or create a connection between polygons or edges in a polygonal model.
00:14So let me show you with this Coffee Cup file, and let's start off with the cup
00:19with the handle and let's just go ahead and rebuild that handle.
00:23So what I can do is just go into Face Mode, select the faces of this vertical
00:28part of the handle. And hit Delete. And then, I can right-click over this and
00:33go to Edge and select the Open Edges. Now when I deleted those faces, notice
00:39how I have an open hole here, and an open hole here.
00:43I can use Bridge to connect those holes but what I have to do is select the
00:48edges bounding that opening first. So these 1, 2, 3, 4, 5, 6 edges here, and I
00:55also need to select 1, 2, 3, 4, 5, 6 edges here. Now Bridge is pretty smart,
01:04you don't have to select these edges in any specific order. All you have to is
01:08make sure they are selected and then just hit Bridge.
01:10And when you do that, it actually connects the two. It creates a bridge between
01:15those two open edges. If I right-click and go in the Object Mode, you can see I
01:19have got polyBridgeEdge and I can go ahead and change the number of Divisions
01:25or whatever.
01:26Now Bridge also works from polygon to polygon. So you don't need an open edge,
01:30you can just select a polygon face. So let's go ahead and put a handle on this
01:35coffee cup. In fact let's just go ahead and rework this a little bit.
01:39I am going to go ahead, and move this edge loop up just a little bit. Select
01:42this edge loop, hit the right arrow and move it down, so we have a little bit
01:46more of a space, which make a handle. And then, I am just going to right-click
01:50here, and go select this face and this face, and then we are going to extrude
01:56them. And then, maybe just extrude them one more time.
02:01Now let's go ahead and make this into a handle. All I have to do is select this
02:08face and this face under here, and then, once I do that, I can again do Bridge.
02:18And that just bridges those automatically. So I don't even need the open edges there.
02:22So what's really cool is that you can bridge any two or any group of faces to
02:29any group of faces. So for example, I can just select this one here, and this
02:33one here, and just go Edit Mesh > Bridge, and I can create a Bridge between
02:37those two faces as well. Of course, that doesn't make much sense, but you can
02:41certainly do it if you want.
Collapse this transcript
Working with polygon booleans
00:00Another popular way of modeling is using Booleans. Now Maya does support
00:05Booleans and let me show you how that works.
00:08What Booleans can do is they can use one object to cut holes or append to
00:14another. So I am going to go ahead and create a simple box here, and I am going
00:18to create a cylinder. And now, I am going to use this cylinder to cut a hole in this box.
00:30So, I am going to place the cylinder. In fact, let's go ahead and go into X-Ray
00:34Mode so I can see how this works. So I am going to go ahead and take that
00:38cylinder. I am going to go Wireframe on Shaded as well.
00:43So we can really see how this works. So I am going to take this cylinder and
00:47position itself as over the box like this. Then, I am going to select the box
00:53and Shift-Select the cylinder.
00:55Now here is the little hand, the last thing selected in Maya is always
00:59highlighted in green. So in this case is where you have to select multiple
01:03things, always know that the last thing that you have selected is green.
01:08Okay, and once we have done that, we can go Mesh > Booleans, and we have three
01:14options here. In fact I am going to tear this off. Union, Difference, and
01:20Intersection; so, let's just go through all of these.
01:23If you do Union, I just go ahead and turn-off X-Ray here. What it does is it
01:29creates them both as one object. It basically fuses them together as one
01:34object. If I undo that, so now I have got this separate again. So that was Union.
01:41And now we can do Difference. So we select the box, Shift-Select the cylinder
01:46again and go Difference, and what that does is it cuts a hole in the box.
01:53Okay, now I am going to go ahead undo that again, and let's just do
01:59Intersection. What Intersection does is it only leaves those parts that
02:05intersect. So it's essentially just the top of that cylinder because that's the
02:12only part of those that really overlap.
02:15In fact if I show that in X-Ray you can see this would be Intersection. And in
02:20difference the last one cuts a hole in the first one. And Union, both of them
02:26are combined. So those are some of the basics of Booleans in Maya.
02:31Now one thing, I do want to advise you about is that Booleans as a form of
02:37modeling really only works for objects that are static.
02:41If you are going to animate the shape of an object, let's say it's a character
02:46or something like that, you really don't want to be using Booleans because what
02:49Booleans does is it can create rough edges that really don't smooth well.
02:54In fact let me just go ahead and do a Difference here and create that, and then
02:59just go ahead and shade this. And if I smooth this, you can see how it smoothes
03:05really weird. And that's because this isn't giving you a clean edge on which to smooth.
03:12So Booleans are really great for mechanical objects, objects that really are
03:17going to deform the smooth or change shape. So just be aware of that if you
03:22decide to use Booleans.
Collapse this transcript
Combining objects
00:00Now we wan to a little bit about combining and separating objects. Now
00:05typically, when we have been working with objects, we work with them
00:09separately. So for example, I have this head model up here. This is actually
00:13Head.mb and if we look at it in our Outliner, you will see it's actually a
00:19bunch of different objects. I have the head itself, which I can move, and I
00:23also have the eyes and the gums and the teeth and they are all separate objects.
00:29Now this may be good if I want to animate it this way. But a lot of times you
00:34want everything to be a part of the same model. Lets say you model the teeth
00:38and the gums, you know separately and then you want to bring it all together as
00:42one mesh, you can do that by using a feature called Combine and let me show you
00:47how that works.
00:48All you have to do is select the objects and these all have to be polygonal
00:52objects that you want to combine and then just go Mesh > Combine. Now watch
00:58what happens. Is when I do this, if you look at it in the outliner, all of
01:03these go blank and all the geometry goes into this one note called Poly Surface.
01:09Basically what happens is they all become part of the same polygonal object.
01:16And even though they are not physically connected, they are still part of the
01:19same object. So for example, if I wanted to, I could select the faces of this
01:24eyeball and if I wanted to, I could grow that selection using -- in fact, let's
01:28show this in Wire Frame here.
01:31I could just grow that selection using the greater than sign and just go ahead
01:36and grow that. Now let's go ahead and shade this. Once I have that selected,
01:40you could see it's actually still a separate object. But its just separate
01:44faces within this surface.
01:47Therefore, if I want to, I could actually separate out these objects one at a
01:51time or I could separate the whole thing all together. If I want to separate
01:56them out one at a time, all I have to do is just pick a face on any of these
02:00objects and go separate. And when I do that, it actually creates a separate
02:07surface for, in this case, the eyeball. So now the eyeball again is just a
02:12separate object.
02:13If I want to separate the whole thing, all I have to do is just select either
02:18the model or every face within the model and just go Mesh > Separate and then
02:27that just puts it back to the way it was. Obviously the pivots change and the
02:31names of the objects change. But it's pretty much all separate again.
02:36So that's a way of combining and separating objects within polygonal surfaces.
Collapse this transcript
Merging vertices and edges
00:00 Now let's look at the Merge tools within Maya. I have a file here that's open.
00:05 It's called hand.mb. And what it is it's a hand and the wrist that it's
00:12 attached to. So this is a subset of a character modeling issue that you will
00:17 probably encounter, which is taking different body parts and connecting them
00:21 together. So often times you will the hand separately from the character and
00:25 you will want to attach it or you will steal the hand off of another character,
00:29 so you don't have to model it twice. But there still exists a problem of
00:33 connecting them together. And we do that by using the Merge tools.
00:37 Now in order for Merge to work, these two objects have to be part of the same
00:42 polygonal object. So we connect them together by using Combine. So all I have
00:47 to do is Shift-Select or rubber band select both of them and then just go
00:51 Mesh > Combine. Now they are part of the same mesh. Now in order to
00:57 connect these two though, we still have a hole. I mean need to connect this
01:01 side to that side seamlessly. So it all connects together.
01:05 Now we can do this using one of three different tools. Under Edit Mesh, we have
01:11 Merge, Merge Vertex and Merge Edge. Now, I am going to go through Merge first.
01:19 Now Merge typically works on vertices. So let's go ahead and right click and go
01:23 into Vertex Editing mode. And what we have to do is we have to get this vertex
01:29 close to that vertex. It's best if we get them exactly coincident, which means
01:34 one on top of the other so what I can do is I can just hit my Move tool and
01:41 move that in and hope for the best.
01:44 But probably the better way to do this is to use snapping. So what I can do is
01:48 go up here and click on Snap to Vertex, which is this little magnet with a dot
01:54 underneath it. And then I can just snap these vertices together. So you can
01:58 just snap, snap. I am not going to do all of these because I am going to show
02:02 you some of these other tools here. So I am going to snap, snap, snap. I will
02:05 snap three of these together. So now, the vertex on this side is exactly on top
02:11 of the vertex on the hand side.
02:14 Now I am going to turn off snapping and then just select each of these three
02:21 points, which are basically two vertices on each side. And then I am going to
02:27 go Edit Mesh > Merge. But let me go ahead and show you the options here. So I
02:31 am going to go over here and just bring up the options. And there is actually
02:36 only one option here and that's Threshold. And that means that if the two
02:40 vertices are within 0.01 in terms of distance together, then they will merge
02:49 together and since we snapped these, they're actually at zero. So let's just go ahead
02:54 and go Merge.
02:55 Now when I merge those together, what happens is they are stuck together. Now,
03:02 two become one and I have that part of the surface merged together. Now,
03:08 there are some other tools within the Maya that you can use to merge as well.
03:11 And these are probably little bit easier to use.
03:14 So I am going to back intro Vertex mode and we are going to use the Merge
03:18 Vertex tool right here. All you have to do is just click on that tool and
03:23 notice how your cursor changes and also when I move over Vertex,
03:27 it highlights in red. So all I have to do is left click on that and drag and I
03:33 drag it to the vertex I want to merge it to. And then Snap. Bingo! It's merged.
03:39 So this a lot easier than snapping and merging. There we go.
03:44 Now before I completely close this up, let me show you the other tool. So I go
03:50 ahead and go Edit Mesh > Merge Edge Tool, one, two, Enter. And again let's go
03:58 ahead and just stitch up the rest of this guy here. So just go Merge Edge Tool
04:02 and there he is. So now this is completely stitched up and I have the
04:10 completely together model. And now when I go to smooth it, it all smoothes perfectly.
04:20 Okay, so those are some of the methods for combining open edges and vertices
04:25 together within Maya.
04:28
Collapse this transcript
Using the Crease tool
00:00For those of you who are doing subdivision surface modeling, the Crease tool
00:05can actually be of real help in adding sharp edges to a model. Now I have this
00:14particular character up and when we smooth him, let's go ahead and hit the
00:19three button. I will select this head and hit three. You will notice that it
00:23smoothes pretty much everything. Now if you look for example at his lip, you
00:28know we have got a very smooth lip.
00:30Now sometimes you want a little bit more of a crease. You don't want things to
00:35smooth out. Now we can affect that by using the Crease tool. Now how we do that
00:41is we select the Edge. In fact, we can just go ahead and go to Edge mode.
00:45Select that Edge. And I am going to hit the right arrow to select the whole
00:48loop of edges. And then we go into Edit Mesh > Crease Tool. And all I have to
00:56do now is my cursor changes and it says drag middle mouse button to Edit Crease value.
01:03So I middle mouse click and notice I can decrease it or increase, but notice
01:08how that edge on the lips get shaper. So you can actually sharpen an edge so
01:16that rounding that automatically gets put in when we do subdivision surfaces
01:21can get taken away. So you can actually make sharp edges.
01:25Now this is good in character modeling. It's also good in a lot of other areas.
01:28So for example here where his nostrils hit his cheek, a lot of times there is a
01:34crease. And this is getting a little too smoothed out on this particular model.
01:38So again I can select those edges, middle mouse click and crease them up a little
01:44bit. So you have a little bit more realism without having to add additional
01:47detail to get that crease.
01:50Now again, this is when this renders. Let's go ahead and change this to Mental
01:55Rays. So when this renders in Mental Ray, you can see how we get a really nice
01:59crease and a little bit of sharpness to define that lip. So those are some of the
02:04basics of the Crease tool in Maya.
Collapse this transcript
Working with object history
00:00 The last thing I want to talk about is object history. Now this is important
00:04 for all areas of Maya because what Maya does is it creates a history of
00:09 everything you do and attaches it to the object. Now this is really important
00:14 for modeling, but it affects pretty much every area of Maya. So let's go ahead
00:19 and create some history. So we can play with it.
00:22 So I am just going to go ahead and create a sphere and let's just do some
00:25 modeling tasks here. I am going to go into Face mode. I am going to shade this.
00:30 Go into Face mode. Select the top part of this sphere. Let's just do an extrude
00:43 and maybe a scale, maybe move that down a little bit. OK. Then may be I can add
00:54 in some edge loops or something like that. Go, Insert Edge Loops. Then notice
01:04 as I am doing this, it's creating all of this history. So I started with a
01:08 sphere. I extruded it. Then I moved some stuff around and I tweaked it. And
01:14 then I added one, two edge loops.
01:17 Now all of this history is held on to this model. So if I go into my HB editor,
01:25 I can see all of these nodes and all of the things that I have done to create
01:30 this object. So I can go into my original sphere, change the radius. I can go
01:36 into my extrude. Change the number divisions. Now notice how when I am changing
01:41 the number of divisions, it affects what goes above that. Because what I have
01:46 done is I have tweaked and I have added edge loops. So what happens is that
01:49 when I add some divisions, the edge loops get affected. So you have to be a
01:54 little careful about how you work with this history.
01:59 But I also have a list of everything that's done to the object. Now this
02:04 history also shows up in our hypergraph. Now we will play with this a little
02:09 bit. We go into Hypergraph Connections and we could see everything that we have
02:13 done to this object. These show up as node. In fact, if I zoom in here, you
02:17 would see I have got a sphere. I extruded the sphere. I tweaked the sphere. I
02:21 did insert edge loops. And then at the very end, we shaded. OK.
02:28 Now if you do a lot of modeling, you are going to get a ton of history. And
02:34 sometimes it's not a good thing because if you have a lot history, what happens
02:38 is that if you keep this history around, Maya recalculates it every time you
02:45 load the object. So if I click on this object this says, okay, I am going to
02:48 take a sphere. I am going to extrude it. I am going to tweak it. I am going to
02:51 add to edge loops. And every time you select that object, it goes through and
02:55 it essentially rebuilds it. Sometimes it gets a little much. And if you have a
03:00 lot of history, it really slows down the system.
03:04 So what you can do is under Edit, you can delete the history. Now there is a
03:09 couple of ways of deleting history. One is just to delete the history on the
03:14 object. So if I do that, all the history goes away and now it's just a mesh
03:20 that's a shape. I am going to go ahead and undo that by hitting Ctrl+Z. If we
03:24 want, we can also delete what's called Non Deformer History. Now this is really
03:29 applicable to character animation because a lot of times with character
03:33 animation, you have Deformers applied. So for example, the skin of a character
03:37 will deform. You can delete everything, but those things that are Deformers.
03:41 Now if you have a really big scene, we can also do delete all by type and we
03:46 can delete all the history on every object in the scene if you want or all the
03:51 Non Deformer. Or you can also delete all sorts of other stuff. You can delete
03:56 all lights in the scene, all the cameras and so on.
04:00 That's some of the basics of history. So I guess the big point here is to just
04:04 keep track of this. If it starts getting really long, then go ahead and delete
04:09 it. And one of the things I do is that once I finalized a model and I know it's
04:13 complete, I will go ahead and save out a version with history and then I will
04:17 go ahead and delete history and save a new version. So I kind of have a clean
04:21 copy for when go ahead in text editor or do something else.
04:25 So those are the basics of history and let's go ahead and move on from here.
04:31
Collapse this transcript
4. NURBS Modeling
Introducing NURBS modeling
00:00The second type of modeling in Maya is called NURBS. And NURBS stands for Non
00:05Uniform Rational B-Spline. And that's just a fancy word for patches. And what a
00:12patch is, it's just a curved surface. And the file I have opened is called
00:17DecoCar00. And this car is built pretty much entirely out of NURB surfaces or
00:23NURBS patches. Now let me show you how these work.
00:26A NURBS patch is essentially a whole flexible object. It's almost like a
00:32subdivision surface. But it's actually composed of four sided patches, which
00:37are bounded by curves. And so by modeling with NURBS patches, you van create
00:44very curved and very smooth surfaces.
00:48Now NURBS originally came from the automobile industry and they use it lot for
00:52designing car bodies and stuff like that. And that filtered into Maya through a
00:58company called Alias, which had created a lot of the original technology used in Maya.
01:03So all of the NURBS tools are located under the Surfaces Directory and NURBS
01:09are basically composed of curves. So we have an Edit Curves tool here and we
01:14also have Surfaces, which allow you to create surfaces. And then we have
01:19another menu set here, called Edit NURBS, which allows you to actually edit
01:24NURB surfaces as well.
01:26So we are going to go ahead and be going to through all of these tools in the
01:30next two chapters.
Collapse this transcript
NURBS primitives
00:00One latest start modeling in NURBS is to just use NURBS Primitives. Now we have
00:05a number of primitives here under the Surfaces tab or under Create NURBS
00:10Primitives. In fact, let me go ahead and tear that off. So a lot of these are
00:15contained on this shelf as well. So, NURBS primitives pretty much cover this
00:20standard range of primitives that we would normally expect. One is the sphere.
00:26Now notice how the NURBS sphere is a little bit different than the polygonal
00:31sphere. In fact, let's go ahead and draw a polygonal sphere right next to it so
00:35we can kind of see the difference. And the big difference is that the NURBS
00:41surface is smoother with less detail. In a polygonal surface, each face has an
00:48edge and the edge is a straight line. So you can see that's a straight line
00:53from there to there and from there to there.
00:55Now with a NURB surface, the edges of the patches are curves. They are not
01:02straight lines. So we have an infinitely curved surface. So we can actually
01:07calculate the curvature wherever we are and surfaces are now a perfectly smooth
01:12result, which one of the really good benefits of NURBS objects.
01:18Now with a NURBS sphere, we have a number of different parameters. Now these
01:24are actually different than what you would have for polygonal sphere. Of
01:27course, we still have the radius, which is the same for both. But with a NURBS
01:32sphere, we also have sections, which are your Radial subdivisions, and we also
01:38have spans, which are your Vertical subdivisions.
01:43But in addition to that, we have what's called a Sweep. We have a Start and an
01:48End Sweep. In NURBS, let's take a look at that from this side here. And notice
01:54how one of these latitude lines is actually a double line and that's where the
02:00NURBS surface seems together. And the thing with NURBS surfaces is that each of
02:06these primitives is composed of rectangular patches.
02:12So one sphere is essentially one rectangular patch that's looped around and
02:17kind of bunched up at the poles, almost like if you took a big piece of
02:21wrapping paper and wanted to wrap a basketball, you would wrap it around and
02:25then squint up the poles. That's basically what happens with a NURBS surface.
02:31So this is all one surface that's just been deformed into a sphere.
02:36Now that's the same for lot of these other Primitives. So let's go ahead and
02:41look at some at some of these other ones. I am going to skip over to Cube for
02:43right now. Let's just go to the Cylinder. The Cylinder -- in fact, let's take a
02:50look at these parameters here. Again, we have Radius. We have a Start and an
02:55End Sweep and again look. This is a patch. Now the thing about NURBS surfaces
03:01is that every NURBS patch is a four sided surface. So for something like a
03:07cylinder, it's actually made up of three separate NURBS patches. So let's go to
03:14the outliner and take a look at this.
03:16We have our NURBS cylinder. But that's actually a group that contains the
03:20cylinder, the bottom cap and the top cap. Now each of these caps are actually
03:26separate patches. So if I do this, I get an Exploded view of what comprises
03:33this cylinder. I have the cylinder itself and then both of the caps. And you
03:38can see how the cylinder is actually composed of a rectangular patch that's
03:43just wrapped around. It's almost like the label on a Sweep Camera or something like that.
03:48So this is one thing you have to be aware of when you are dealing with NURBS
03:52surfaces, especially with primitives, is that when you create these primitives,
03:56your action can be creating multiple pieces PF geometry. So if I don't want for
04:01example, the caps on the cylinder, I can just select them and delete them and
04:05then all I have is the original cylinder.
04:10So now that brings me back to the one that we skipped over which the cube.
04:15Let's go ahead and create a NURBS cube. And when I do that and you realize very
04:21quickly, in fact let's take a look at this. This is actually a group containing
04:25six separate patches. So in a Polygonal cube it's all pretty much stuck
04:31together. But a NURBS cube is just four separate flat patches that are just
04:38grouped together. In fact, we can add detail to each of these patches
04:43separately if we want or we can add them to the whole group.
04:47So let's take a look at some of the rest of these primitives here. We have a
04:53cone and again a cone is very similar to a cylinder, except it doesn't have a
04:57top cap. So it's a cylinder that's kind of bunched up at the top with a bottom
05:02cap here, right there. So you can select those and delete them. And then we
05:08have the plane.
05:09Now actually, the plane is the most pure in terms of what are NURBS surfaces,
05:13because a plane is a basic NURBS patch. In fact, I can give you a little bit of
05:18detail here. And so this is essentially what all NURB surfaces are composed of.
05:23It's just a four sided patch.
05:27And the last surface is called a Torus. Now a Torus is composed of one patch.
05:33In fact, let's go ahead and select that. We can actually unwrap this. Now we
05:36have a sweep that goes radially. So you can see that this is actually a
05:40cylinder that's been spun around into a doughnut. And if we want to, we can
05:46also un-sweep it in the minor direction. So you can see that this is actually
05:51one, two, three, four sided patch that swopped into a cylinder and then swopped
05:57again into a doughnut. And then again, we can certainly change the height ratio
06:03and parameters of that doughnut.
06:06Now, there are two additional things in this NURBS Primitives menu. And one is
06:12called the circle. That's pretty simple. Now that's actually just been actual
06:16curve. It's not a surface. And then we also have a square. Now a square is very
06:22similar to how it creates a cube. We actually have one, two, three, four
06:28straight lines that create the square. So that's kind of almost like a bogus
06:33square because it's really just four lines. It's not actually all connected. So
06:38you got to be aware of that when you create those.
Collapse this transcript
Using the NURBS curve tools
00:00Now another way to create NURBS surfaces is by starting with Curves. So Maya
00:06has a number of curved tools that allow you to draw and create curves that you
00:12can later use to construct surfaces. So let's go over some of these Curve
00:16tools. We have under the create menu, a couple of them. CV Curve, EP Curve,
00:23pencil Curve, Arcs and then Text. We also have a Curve Shelf, which has a lot
00:31of these tools. Now we have already seen the Circle tool, which basically just
00:36draws a circle. And we have seen the Square tool as well.
00:42Now probably the most common tool for creating NURBS curve is called the CV
00:49Curve tool. This is probably the most popular. Now with NURBS Curves, I
00:53typically like to draw them in an Orthographic viewport like a front or a Side
00:59viewport. So let's go ahead over to a Front viewport here. And the reason we
01:03draw curves in an Orthographic viewport is because generally you want to draw
01:08them along a flat plane.
01:10So we can go create CV Curve tool and that brings up this little cross hair at
01:19cursor. And then all we have to do is left click to lay down our curve. So if I
01:25left click, it lays down what's called a CV or a Control Vertex. And notice how
01:31the first vertex is a Square. And then we can lay down a second vertex, which
01:38is a U. Now this gives us the direction of the curve. But we are not seeing the
01:43curve yet. All we are seeing are the points. In fact if I lay down a third
01:48point, I still don't see the curve.
01:50For a NURBS curve to be visible, in fact for a NURBS curve to even be defined,
01:55you will need at least four CVs. So when I lay down my fourth CV, you will see
02:01the curve. And then I can continue to draw. So you need a minimum of four CVs
02:07to create a curve. And then once I have laid down my curve, all I have to do is
02:12hit enter and that ends my mode and here I have my CV Curve. So let's go ahead
02:18and do that one more time. CV Curve tool, one, two, three, four, and then you
02:26can continue to draw.
02:29Now there is another way of creating a curve. And that's using the EP Curve
02:34tool. Now let's show you how that works. Select that tool and again you get the
02:42cross haired cursor. Select your first one, second one, and by the time you hit
02:48your third one, you will start to see the curve. But it actually draws that
02:51curve between the first two points automatically. So you can just draw.
02:55Now notice how the curve goes through the points. This is actually very
03:01different from the CV curve tool. So this actually draws the curve through the
03:06control points. When you do the CV curve tool, the curve is always off of the
03:12points. Notice how the points always lie outside of the curve. So with the EP
03:18Curve tool, it's just an input method. They both create this exact same type of
03:25curve once you go to edit it.
03:27Now there are additional tools here. We have the Pencil Curve tool. And this is
03:32just a free hand drawing tool. And then, if you want to, you can go back and
03:39edit this. Now the one thing about this type of curve is that it creates a lot
03:44of data. So this is not a really curve that you can edit all that easily. And
03:50typically, you want to use the other types of curves because you can actually
03:53define them more so simply and not have to have so many points to edit. But
03:58that's there.
03:59And then we also have what are called Arc tools. So we have a three point and a
04:03two point Circular Arc. Let's go ahead and start with the two point arc. So
04:08basically, we lay down one, two points. And then all you have to do is, you can
04:15go up to a semicircle with this and then you go Angle and Radius as well. And
04:22then just hit enter and that defines that curve. And then we also have what's
04:27called the Three Point Circular Arc. So you go one, two, and then the third
04:34point. So this is for the curves that are more than 180 degrees.
04:40So those are the basics of creating curves within Maya.
Collapse this transcript
Creating text curves
00:00Another way to create curves is by creating text. Now text actually can create
00:06than just a curve. Let's go ahead and do create text and see how this works. So
00:12when I create text, it just brings up some rough text.
00:16Now if I want to actually input the text, I have to go over here to the Tool
00:22Options box here and click on that and that gives me the Text that I want to
00:28type in. I can also select the Font right here, Bold, Italic, whatever, Font
00:40Size. Then, I can also output this as curves, which is one way to create a
00:47curve. You can also output this as Polygonal Objects. You can also output it as
00:52a Polygonal Object with a Bevel, or as what's called a Trimmed Surface. I am
00:57just going to output this as Curves right now.
01:03What this does is it creates outlines or curves that you can use for modeling
01:10or whatever. And if we go into the outliner, we can take a look at how these
01:14work. Each of these is grouped and then every letter and every shape within the
01:22letter has its own curve. So for example an A would have one, two curves and so
01:28would the D.
01:29Now if you do want to create solid text, I am going to select these and delete
01:33them. You can create them as a trim surface, which basically creates them as a
01:41flat NURBS surface like that. So that's basically just a patch that's been
01:49trimmed away. You can also create Text as a Polygon. Now once you do that, you
01:58get all sorts of operations here. Do you want to bring them out as Triangles,
02:03Quads? All sorts of options here. I usually use Quads and Standard Fit and just
02:09go create. That creates that as a Polygonal object. Or we can do Text as what's
02:18called a Bevel.
02:20Now what a bevel does is we can actually give it a width and the depth and then
02:24also an extrude distance. In addition to that, you also have -- let's go ahead
02:29and bring this down. We also have, do you want the bevel to be straight out,
02:33straight in, concave, and so on? You have all sorts of different bevel styles.
02:38So you have got a lot of options here. And if you create that, then you can see
02:45I have actually got nice extruded text, which is actually probably what a lot
02:49of the motion graphics people want to zoom out some depth to their text. So
02:53that's how you do that.
02:55So those are some of the basics of text. Now that's a way to create objects or
02:59curves. Now sometimes, I use text to actually create a curve that's a rough
03:04shape of what I want and then I just go ahead and remodel that into the shape
03:09that I so desire. So let's go ahead and move on to some other stuff.
Collapse this transcript
Manipulating NURBS curves
00:01So now let's take a look at how to reshape and manipulate NURBS curves. I'm
00:05going to go into my Front viewport and just draw a curve. I'm going to use my
00:11CV Curve tool and just sketch out a number of points here and then just hit Enter.
00:20Now if I want to edit this curve, I have a marking menu that's available. All
00:25if have to do is right-click above this curve and I've got a number of options
00:29here. The most important one is Control Vertex. If I select that, all of the
00:35CVs show up for the curve and all I have to do is just select one of those and
00:41I can move them wherever I want. Now I can move them also in 3D if I want as well.
00:49Now notice that all of these CVs are dots except for the first two that I drew.
00:56The very first CV of the object is always a hollow box and that tells me that
01:02this is CV number one. The second CV is always shaped like a U, and that tells
01:09me that this is the direction of the curve. So it goes CV 1, 2, 3, 4.
01:16Now for most modeling tasks we really don't need to concern ourselves with the
01:20way that the curve is drawn. But for something like an animation path, you
01:24actually do need to understand the direction of the curve, because if you're
01:28animating something along the path, it needs to start here, go along the path
01:32and then here, rather than the other way around.
01:36Now in addition to these CVs, we also have things called Curve Points. What a
01:43Curve Point is, is just a point on the curve where we do another operation and
01:49we'll get to that in little bit, but just know that Curve Point exists. We also
01:54have what are called halls, and what a hall is it's almost like an edge loop
02:00for a curve.
02:01Now halls are probably more important in editing NURBS surfaces than they are
02:06in curve, but we do have that option as well. Then we also have what's called
02:10an end point. That allows us to edit the curve like an EP Curve tool. So if I
02:21edit it with end points, that means I'm editing it almost like I draw it when I
02:26use the EP Curve tool. Then I can go back to Object Mode.
02:33Now in addition to this, we also have under Edit Curves, we have what's called
02:38the Curve Editing tool. What that does is it allows us to edit the curve at any
02:48point. So I've got a couple of operations here. I've got this box, and if I
02:53move the box, this center box is on the curve, I actually can reshape the curve.
03:00If I move this little box here, this little blue box above it, I can actually
03:05slide that. So this box here is where we're actually doing the action and we
03:09can slide this box wherever we want and then either reshape the curve or if I
03:16click onto this handle, I can also affect the direction of the curve, as well
03:20as the sharpness of the curve. So this is almost like a Bezier Handle.
03:28So I can actually make a really tight curve, a really broad curve, I can make
03:33it pointing this way, this way and then I can move it and then move that point
03:39of action as well. So that's a really handy way to edit these curves. When
03:45you're done with that you can always just hit Enter.
03:48So that's how you edit curves in Maya.
Collapse this transcript
Refining NURBS curves
00:00So now that we understand the basis of creating and editing curves, let's go
00:05ahead and do some more operations to curves within Maya. I'm going to go back
00:11into my front viewport and I'm going to draw a CV curve.
00:17Now one of the more common things that people want to do when drawing a curve
00:24is to draw a closed curve. Now typically, the first thing people want to do is,
00:29just draw that CV over the first vertex and hopefully it just creates a close
00:34curve. But that's not the way that Maya works. You actually have to explicitly
00:39open and close the curve.
00:41So I'm going to hit Enter and end Creation mode, and then I'm going to go into
00:45my Edit Curves menu. Here we have an option called Open Close Curves. When I
00:52select that, what it does is it actually closes that curve. In fact, let me
00:57undo it here. When I redo that, Open Close Curves, that's what it does.
01:03This is actually a toggle. So if I have a closed curve and I do Open Close
01:08Curves, it opens it up again. This is where curve direction becomes important
01:13because if I look at my Control Vertices, I have this vertex as my first
01:18vertex. This is always where it will open the curve when I open a closed curve,
01:24between this vertex and that will. It will never open it here or here. So
01:31that's one of the most important ways of creating that first vertex.
01:36Now another thing we can do with curves is we can break them in two. We can do
01:40that using the Detach Curves tool. Now in order to break a curve in two, it
01:47needs to know where that curve is going to be broken. And that's done by using
01:52a Curve Point.
01:54So I can right-click over here, bring up my marking menu and go to Curve Point.
01:59Then I just left-click and drag this little red dot and wherever I drag it,
02:05that's where it will perform the action. In this case, the action is Detach Curves.
02:11If I click on that, and next thing I know, I've got two curves, in fact, I've
02:17got one curve here and another curve here. Now if I want to I can reattach
02:23these, all I have to do is select them, go Edit Curves and attach and then
02:28we'll go ahead and attach those two curves.
02:30Now in this case, it leaves the old curves behind. Now one of the nice things
02:35is that, it does retain history so if I go through and I edit the original
02:41curves, the Attach Curve will follow along. This could be kind of handy.
02:47Now if you don't want that to happen, all you have to do is just Delete by Type
02:52> History on the brand new curve, and then that will no longer be affected. So
02:58I'm going to go ahead and delete these. I'll just go back to this curve.
03:10Now another tool that you can do is called Insert Knot. Now that allows you to
03:15add detail within a curve, so let's say we've got this curve here and I want to
03:20add some detail in here because I want to sculpt out maybe another bump or
03:25something like that.
03:26So in another to do that, again we have to use what is called Curve Point. So I
03:30just move my Curve Point to where I want to add in my detail and then I go
03:37Insert Knot. What that does is that inserts a new CV right at that Curve Point.
Collapse this transcript
Using cut curves and fillets
00:00Another way to cut and manipulate curves is by using one curve to cut another.
00:06So in this case I'm just going to take two circles that are overlapping. I'm
00:16going to select both of them and go Edit Curves > Cut Curve.
00:21Now what this does is it takes each circle and it cuts it where the two
00:28overlap. Now we can use this to create new curves. So, for example, if I take
00:34that kind of teardrop in the middle, I can actually attach those two curves and
00:40create a unified curve.
00:44I can also use these to do things such as fillets. So if I go Edit Curves >
00:50Curve Fillet, what it does is it actually creates a semicircular curve that
00:57bridges these two. Again, I can use that curve to cut the other curves if I
01:03want. Then I can have all of these together and make them into unified curve if I want.
01:14So as you can see there is a lot of different ways to use these Cut tools to
01:22build new curves out of existing curves.
Collapse this transcript
Offsetting and extending curves
00:00The Offset Curve tool allows you to create a copy of an existing curve. So
00:06let's go ahead and go into our Front viewport and just create some text. I am
00:10going to go here and click on this little box and let's just create the text M
00:16and I am going to create that as curves. So you just go ahead and hit Apply.
00:23So now I have the letter M as a curve. If I want to, I can use the Offset Curve
00:33tool to actually make a copy of this or to make an outline. Now if go over to
00:42my Channel Box you can see I have a distance value here. And I can extend that
00:52or make it either big or small and create an outline there.
00:58Now this works for any curve, it doesn't work for just text. So I can actually
01:03create just a standard CV curve, hit Enter, Edit Curves > Offset > Offset Curve
01:14and then again you can give it a distance, positive or negative. Now in
01:20addition to offsetting curves, you can also extend them so go Edit Curve >
01:27Extend > Extend Curve and what this will do is it will extend the end of the
01:33curve by a specific distance.
01:35So basically it finds that tangent and it just continues to extend, in fact,
01:42you don't have to extend at the end, you can also extend at the beginning.
01:46Let's go to the Attribute Editor here and say we don't want to start the End,
01:51we could start it to Start or both and again this is where that initial vertex
01:57comes in handy.
01:58So, for example, if I look at this one here the first vertex was here, the last
02:03vertex was here. So when I extend this curve, it's going to go from either the
02:10Start, the End or both. And then, of course, I can certainly give it a distance
02:17and also I have an additional option here for whether you want to go Linear,
02:21Circular or Extrapolate the curvature that was already there.
Collapse this transcript
Manipulating NURBS surfaces
00:00Let's take a look at some basic NURBS Surfaces and how to reshape and
00:04manipulate those surfaces. I am going to go over here to the Surfaces Shelf and
00:09select the NURBS Sphere. Just drag that out and shade it. Now if I right click
00:17over this, I would get a marking menu with all of the different components for
00:21that object. NURBS Surfaces have control vertices, which are lot like the
00:27vertices in a polygonal object in that you can move them around to reshape the
00:33surface. They also have what are called Hulls. Now a Hull is more like an Edge
00:39Loop. Now notice how when I click on a Hull, it selects all of the control
00:44vertices for that Hull. So see how it is going to get this cage around it and
00:52by clicking on any one of these wires, I select the Hull and then I can just
00:57move all of those vertices. So those are two ways of reshaping a NURBS Surface.
01:02But we also have some additional components here. One is called an Isoparm.
01:08Now, an Isoparm is a lot like the curve point on a NURBS curve. It's a point of
01:16actions so what I can do is I can select an Isoparm on a NURBS Surface and then
01:22at that point I can actually perform an action. We also have what are called
01:29Surface Points which again are very similar to Curve Points. They're again
01:36points of action on the surface. And the last one is Surface Patch and that
01:44just allows you to select each individual patch on the NURBS Surface but for
01:50most editing, we tend to work with control vertices and Hulls because that's
01:56the best way to reshape these surfaces. Now let me show you one more thing
02:02about a NURBS Surface. I am going to go ahead in Object Mode and just delete
02:06this and I am going to draw a NURBS patch. And I am just going to drag it above
02:13the grid here and then I am going to right click and go Control Vertex. Now
02:19what I want to show you is that just like a NURBS curve, a NURBS patch also has
02:27a direction. If we zoom in here, you will see that we have a square vertex,
02:32which is very similar to the square vertex on a NURBS curve. And then off to
02:37the right, I have-- if you can see this. I am going to go here, let's go into
02:42Wireframe mode. So off to the right here, I have got this U and what that U is
02:48the U direction. So I have a curve going in this direction defining that
02:53surface, but I also have a curve going in the opposite direction to define that
03:00other edge and that's actually called the V direction. So while a curve really
03:05basically has one direction a NURBS Surface actually has two directions. So it
03:10has a U and a V direction. Now these become very important when you go to apply
03:16texture maps to the surface as well as do other sorts of actions. And again
03:23once I have got this, I can certainly reshape the curve and reshape the surface.
Collapse this transcript
Using NURBS Revolve
00:00Now, we are going to start creating surfaces from NURBS Curves. Now, most of
00:05the tools where creating surfaces are in the Surfaces menu and these allow you
00:10to turn NURBS Curves into different types of surfaces. Note we have Revolve,
00:15Loft, Planar, and so on.
00:17Now, the first tool we are going to use is Revolve. So let's go ahead and do
00:22that. So first of all let's just do the classic exercise for Revolve which is
00:27to make a wine glass, I am just going to show you how this tool works.
00:30I am going to go into my Front viewport and zoom out a little bit, in fact I am
00:36going to turn on Grid Snaps so I have a little bit more accuracy here, and I am
00:41going to draw a CV Curve, so I am going to start at the origin at 0, 0 snap to
00:47that and then I am just going to snap out the outline of a wine or a champagne
00:55goblet, something like that. And then once I have that selected, I can zoom out
01:05and I can revolve this into the actual object. So all I have to do is do
01:10Surfaces, Revolve.
01:12Now, there is a problem with Revolve in that, it actually works around a
01:16specific axis. So in this case I revolve around the wrong axis. So I am going
01:22to go ahead and undo that and let's make sure we have everything set properly.
01:27So I am going to go Revolve and I'll go ahead and click this box here and that
01:31brings up my Tool Options, and so here I have my Axis, now this is going to be
01:39Preset to whatever you had it set for before, and in this case I want to set it
01:44to the vertical axis which is Y, and then I also have some additional options
01:49here for the type of object that I can create.
01:52But the most important thing for right now is the Axis. So let's make sure
01:57that, the axis is Y and let me just hit Revolve and there we go, there is our
02:02Goblet or Chalice or whatever you want.
02:04Now, once I have done this I can certainly go back and modify the options. I
02:09can either go into my Channel Box, or into my Attribute Editor, find my revolve
02:15and I can adjust the parameter, so for example I can adjust my Sweep and I can
02:20adjust the number of Sections, or whatever else I want.
02:23Now, let me show you another way of doing Revolve, in fact let's use this in a
02:29more practical application. I am going to go ahead and Open a Scene, Revolve.mb
02:36and this is our little car that I showed you. As I am going to show you how to
02:44make one of these tires. Now the tires are made out of NURBS and it actually
02:49made out of this outline, which has been revolved. So if I do a revolve right
02:56now, let in fact -- let's go ahead and take a look at this, let me turn off Snap here.
03:01Now, if I take a look at this and actually just do a Revolve, you are going to
03:07see it's not really going where I want, because it actually revolves around the
03:13center, or around the Pivot point of the object and that's not really what I
03:17want. So I am going to Undo this and what I have to do in order to get this
03:21tool revolves properly is I need to center this Pivot, or actually put this
03:24Pivot in the place where the center is right where the center of the tire needs to be.
03:29So I can go Modify > Center Pivot and that's centers it to the geographical
03:35center of that curve, but I actually need to move it up a little bit higher, so
03:38I am going to hit Insert or Home and move that up about there may be, and then
03:45just end that mode by hitting Insert again.
03:49So now that I have that all I have to do is hit Revolve, but again I need to
03:54make sure I am revolving around the right axis. In this case you can see it's
03:59the red arrow where I want to revolve and of course red is X, so I just make
04:04sure that's X and I hit Revolve and there is my little tire.
04:08Now, notice that this creates a second surface. So I have this tire, in fact
04:14let me show the Grid here, the actually origin of this is at 0,0 so any time
04:20you revolve a surface and create a new surface, so which is created with the
04:25Pivot point at 0,0. So in other words, if I want to move this, I move it from
04:31there and that means if I want to spin the tire, it's going to spin around that
04:36axis and that's not really what I want. So I simply have to do Center Pivot and
04:41then that works, and then I can just go ahead and position that tire.
04:45Now, the other thing is that this is depended upon where this outline is, so if
04:51I start moving this outline because I have History turned on, I can still
04:56affect the shape and characteristics of this tire. If I take this curve and it
05:02actually edit the Control Vertexes I can still edit exactly how the tire looks.
05:08So if I want to get rid of that, simply select the actual NURB Surface, Edit >
05:14Delete > History.
05:16Now, sometimes you don't want to delete History on these things because you can
05:19actually edit the curves or animate the curves to create shape animation in
05:25your NURBS object but in this case I really want this tire to be pretty solid,
05:29so we don't need that's sort of History.
Collapse this transcript
Using NURBS Loft
00:01The next tool I want to cover is Loft. And what Loft does is that it actually
00:06takes multiple curves and it connects them together to make a surface. Let's go
00:12into my side viewport, and I am going to create a CV Curve. It really doesn't
00:20have to be any specific shape I am just going to make of kind of like a little
00:23undulating shape here.
00:25And once I have that curve I can go ahead and duplicate it. Now I don't know if
00:32I have covered this before but duplication is just Ctrl+D or you can go Edit >
00:37Duplicate. And when I do that it just creates a copy of that curve. In fact, we
00:42can see it here in the Outliner. So if I do Ctrl+D, I can create a copy of the
00:48curve. So now I have three curves. In fact, if I want to I can go, and I can
00:52actually edit those curves, and reshape them if I want. I will just go ahead
00:58here, right click, Control Vertex, and I am just going to make these, vary up
01:02these curves just a little bit so we have something to work with.
01:07Now that I have these curves I can loft them together to make a surface. Now
01:14there don't have to be three curves, it can be as many curves as you want to
01:19define that surface. So all I have to do is select the curves in order. So I
01:24can select them. Hit the Shift key, one, two, three.
01:29Now notice the last one I select is highlighted in green. So for example, if I
01:35Rubber band selected them, you could see that one is sleeted in green. And if I
01:40selected them in maybe a different order, they may get selected differently.
01:46Okay, so again you want to make sure that you select them in order because this
01:50is important for Loft. And then I can just go Loft. And what that does is it
01:56creates a surface that's bounded by those curves or defined by those curves. In
02:01fact, if I go back to any of these curves, I can certainly move those curves,
02:07and change the character of the surface. In fact, if I want to I can even edit
02:10those curves or do whatever I want.
02:15Now the reason you want to pick these in order is that it does remember that
02:20order for when you create the Loft. So if I did this one, then this one, then
02:26this one, and did a Loft, it's going to create a different Loft. It's going to
02:31go from here to here to here, rather than over the top; it's going to kind of
02:37go under and over. So you really do need to be careful about how you select
02:42those curves. Now Rubber band selecting them is usually okay, but I always tend
02:46to be extra cautious and just select them individually in the order that I want.
02:52Now if you want you do have a few options here with this. And one is called
03:00Section Spans, which really just gives you a little bit of interpolation here
03:05on this particular surface. Now let me show you a little bit more of a
03:09practical application for this and we are going to be playing with that car
03:13that we are working with again. So let's go ahead and open a scene. I am going
03:16to open a scene called of all things, Loft. And that's basically the fenders of this car.
03:26So all I have to do is just select the curves that make up the fender. So I am
03:33defining the fender by drawing curves that go over the wheels and that way I
03:39can very easily define how that shape is. It's much easier to draw these curves
03:45than it would be to actually take a flat NURBS plane and deform it into this
03:51shape particularly, because I can get these nice tight corners here. So all I
03:56have to do is select those and again just do Loft. And now I have a very nice
04:02set of fenders for my car.
Collapse this transcript
Using NURBS Extrude
00:01 The Extrude tool is another way to create a NURBS surface from curves. Now what
00:07 the Extrude tool does is it creates basically a tube or a hose using two
00:13 curves. One curve is called the path; the other is called the profile. So let's
00:19 go ahead and draw a path here.
00:20 I am just going to go ahead and create a CV Curve. I am just going to go ahead
00:24 and sketch out just kind of an S shape here. Then I need to create what's
00:29 called a profile. This is my path; this is going to be for example, the length
00:34 of my garden hose. Then I need to create something that shows the diameter of that.
00:39 The easiest thing to use is a circle so let's go ahead and do that. I am just
00:44 going to go into my front viewport and draw a circle. If I want to I can move
00:52 that close to the path but it's not critical that these two actually be
00:57 aligned. Let me show you how this works.
01:01 We start by selecting the profile, which in this case is a circle. Then we
01:05 select the path, then we go Surfaces > Extrude. But I am going to go ahead
01:11 and open these Options here because we have two options. One is do we want the
01:16 Result position at the profile, which means at the circle, or at the path? Let
01:23 me show you how that works.
01:24 If I do it at the Profile, then it takes that path, moves it to the circle and
01:30 extrudes it from there. Let's do this again. Circle, then the path, Surfaces >
01:36 Extrude, and let's go to Options here. If we go to the path and Extrude, then
01:42 it takes that and it tries to align it to the path. Now it may not align it
01:47 perfectly but we can also go into our Creation Options. We can go back to this
01:54 Option here, or we can actually go into our Attribute Editor here and we can
01:59 define how that works.
02:01 One of the things we can do is we can actually make it aligned to the Component
02:07 Pivot or the center of the Bounding Box of the Pivot. So sometimes you just
02:13 have to play with these options to get it right. Now once we have this we also
02:18 have some additional options. We could actually rotate that surface and we can
02:24 also scale it.
02:25 So if you want this to go to a point or something like that, you can also do
02:29 that. Now the nice thing about this is that this allows you to animate things
02:35 like hoses by just animating this path. So if I go into my Outliner and I
02:39 select that original curve, I can actually go in and modify it. So if I go into
02:47 Component mode here and select my curve, if I have History turned on, I can
02:53 actually animate that path and animate the curve as well, or just reshape it if I need to.
03:00 Now let's go ahead and look at this in a more practical application. Let's go
03:05 ahead and show it on that car that we are playing with. Let's go ahead and open
03:10 Extrude.mb and in this case I have the car. Now this isn't quite done but I
03:19 want to create the outline or the little rubber gasket around the window.
03:25 Now in this case, I have got something a little bit different. So instead of an
03:30 actual curve, I have what's called a trim edge, which is essentially a curve
03:36 that's locked to the surface of this car. I will show you how to do that in a
03:40 little bit but just know that this is a curve, this outline here.
03:44 So I select my outline and again, it's just a circle. Now this doesn't have to
03:49 be a circle. It can certainly be any open or closed curve. Then here I
03:53 right-click and instead of Curve I select Trim Edge, hold down the Shift key
04:00 and select that. Okay, now this is just a curve but it's called a different
04:05 thing, it's called the Trim Edge. Again, I just go Surfaces > Extrude and
04:13 that creates my window grommet. If I want to I can go back into my Attribute
04:19 Editor and I can adjust this as required.
04:25 Now the really cool thing is that because this is using what's called a Trim
04:29 Edge it's actually locked to the surface of this car. So if I go in and
04:36 actually re-adjust the vertexes of this car, the grommet goes with it, which is
04:43 nice. Okay, and I will show you how to create those trim curves in just a
04:47 little bit but just see how that works. That's pretty cool.
04:51 So those are the basics of Extrude and let's go ahead and move on from here.
04:57
Collapse this transcript
Using NURBS Planar
00:00Now let's take a look at the Planar tool. What this does is it takes a flat
00:05curve and it trims out a NURBS patch like a cookie cutter for NURBS patches.
00:12Let me show you how this works. We need to start by drawing by a curve. In
00:16fact, I am going to do this in my top viewport and I am just going to create a
00:21CV Curve. I think I am going to create it in kind of a heart shaped here.
00:26Now this curve needs to be closed so I am going to go ahead and Edit Curves >
00:37Open/Close Curves. And the other key item is that the curve needs to be flat
00:45along any plane, it could be vertical, horizontal, left, or right; it doesn't
00:50matter but it has to be flat along a plane. So I can look at that and I can see
00:57that it's flat. And once I have that flat curve all I have to do is just go
01:02Surfaces, Planar. And what that does is it actually projects a NURBS plane
01:11along the outside of this, and then trims out all of the excess.
01:17Okay, so let's take a look at how this works. If I actually turn on for
01:23example, Control Vertex of this new object you will see I actually have vertex
01:29that are way out to the side because what it does is that it fits the plane to
01:34the bounding box of this curve and then uses out to project. In fact, you will
01:38probably see this better if I do Hulls, you could see that's my plane.
01:43Once I have got this completed this plane is actually trimmed out. So I can
01:50modify the Control Vertex of this plane to actually deform it. But the key is
01:56that because I am projecting on a plane this curves still needs to be flat. If
02:01I do anything to make it not flat, I can certainly move this way. But if I move
02:08it up or down off of the plane, instantly I create an air condition and that
02:14planar goes away. So you have to be very careful with that. So once you create
02:18it go ahead and either hide or delete those curves.
02:21Now another thing you can do with Planar is cut multiple holes. I am just going
02:26to go ahead and do New Scene here, let's not save this. Let's just go in the
02:32front viewport and create some text. I just want to create a letter that has a
02:38hole in it so I am just going to create an O, the letter O. And so what we have
02:44is we have two curves; we have one, two curves, and if I select them both, and
02:50go Planar. In fact, let's go ahead and look at this in prospective. What it
02:58does is it uses the outside and the inside curves to define the hole. So if you
03:03have multiple curves selected, it will be smart about it and actually trim out
03:09the holes. And that's pretty cool.
03:11Now the one really neat thing about this is that you can actually use these
03:16curves again to create for example, a Loft. So if I select these outside
03:23curves, hit Ctrl+D and move them back, I actually can create duplicates of
03:30these curves. So if I select this edge curve here and this one, then I can also
03:36just use the Loft tool. It has actually started building something a little bit
03:41more 3D. So you can kind of see how that works. I have got the two curves
03:50creating a trim, and then this outside curve is working with its duplicate to
03:56create the sides, and then on the inside we have got the same thing happening here.
04:02So that's one of the reasons why you would use a Planar, is that if you want to
04:06kind of Extrude some text or create a shape similar to this.
Collapse this transcript
Editing and refining NURBS surfaces
00:00Now in addition to creating surfaces from curves, we can also refine existing
00:06NURBS surfaces using the Edit NURBS tools, which are all right here, and these
00:12work on existing surfaces.
00:14So let's go ahead and work with some of these. I am going to go ahead and
00:17create a NURBS Sphere and shade that. And the first tool I am going to use is
00:24the Detach Surfaces. Now this works very similar to the Detach Curves, right
00:30here we have the Detach Curves and we have Detach Surfaces. Now remember with
00:36the Detach Curves tool we had to set a point at which to detach that curve.
00:42We have to do the same thing with the NURBS surface. Now on the curve we used
00:47what's called the curve point but of course, we don't have that on a NURBS
00:50surface. But we do have a thing called an Isoparm. So I can right click over my
00:57sphere, select Isoparm and then left click to define that point. So this would
01:04be my cut point. When I let it go you see I have this yellow dotted line, which
01:10defines my Isoparm, and this is the point at which I am going to perform my
01:16action on this surface. So if I go Edit NURBS > Detach Surfaces... Bingo! There
01:24we go. I have got one, two separate surfaces. And you can see I can pop the top there.
01:30So this is a great way to refine and cut surfaces in half or do these sorts of
01:38task. Now just like with the Detach Curves we also have an Attach. So in
01:45addition to detaching surfaces, we can also reattach them. So all I have to do
01:51is select both surfaces and go Edit NURBS > Attach Surfaces. And once I do that
02:01I get a third surface which is linked to the original too. So I can certainly
02:06move that and move that, and I have my History of these two surfaces and I can
02:12certainly delete that if I want.
02:15So those are the basics of attaching and detaching surfaces. So let me show you
02:19a little bit about how to use this in the real world. We are going to go ahead
02:24and open a scene called Detach. And this is the car and what we are doing is we
02:32are going to use a detached sphere to make one of these hubcaps, one of these
02:36little baby moon hubcaps. So I am actually going to go into my side viewport
02:41and I am going to draw a NURBS Sphere right over that tire.
02:46Now when I draw it over the tire it actually comes in at 0, 0 so it's actually
02:53going to be kind of under the car here. So I am going to move it out to the
02:57side so I can see it. And then I am going to right click, go Isoparm and I need
03:03to find the point at which I want to cut off that hubcap. So again I am doing
03:09almost exact same operation I did before. I find that cut point, Edit NURBS >
03:16Detach Surfaces, select the back one, delete it and there is my hub cap, and I
03:21need to just go ahead and put that in the tire. So there is some practical
03:28applications for Detach Surfaces.
Collapse this transcript
Extracting NURBS curves from surfaces
00:00Now as we have seen, we have the ability to take curves and generate NURBS
00:05surfaces. But we also can go the opposite way. We can take a NURB surface, and
00:10extract, or duplicate the curves off of a surface. Now this can be really handy
00:16when you are building complex objects, and you need to connect different
00:21surfaces together. Let me show you how this works. I am just going to create
00:25basic NURBSSphere and I am going to shade it. In fact, I am going to go ahead
00:32and deform this is little bit so it's not a perfect sphere. So I am just going
00:36to go ahead and select these Control Vertices, and just kind of put a little
00:39dent in the side there.
00:41Then I am going to go to the Object Mode, or actually I am going to go to the
00:45Isoparm mode, and I am going to select an Isoparm around the edge of this
00:51sphere. Then all I have to do is go Edit Curves > Duplicate Surface Curves and
00:58what it will do, it will take the Isoparm that I have defined, and turn that
01:04into a curve that exactly matches the surface of this sphere. So this is
01:11actually a separate curve. Now the great thing about this is that this curve is
01:16actually matched to the surface, so if I modify the surface, the curve would
01:22follow along with it, if I have history selected, and I have history turned on.
01:27Now I can use this to actually create additional surfaces that attach to this
01:34sphere to create more complex objects. So let me show you how that works. In
01:40fact, I am just going to go ahead and select all of these objects and delete
01:44them, and I am just going to go ahead and create another sphere. Now this time
01:50I am going to right click over this sphere, select Isoparm, and go about a
01:55third of the way down, and then just go Edit NURBS > Detach Surfaces. I am
02:01going to cut this in half like I have done before, delete the top, and let's
02:06just take a look at this.
02:07Now this looks like a really nice little eggshell, but the problem is that, we
02:11really don't have any thickness along the edge. We can do that by using curves
02:17on duplicated curves. I have my outside surface, I actually want to create an
02:23inside surface, I can do that by duplicating this surface once, so I just go
02:27Ctrl+D to duplicate, and then just scale that down. So now I have two surfaces.
02:36I have the original surface, and the inside surface. I am going to go ahead and
02:42move this until its right about at the same height, but I still have this gap
02:48that I need to fill.
02:52So I have got kind of a hole here that needs to be filled. Now I can fill that
02:57by using Duplicate Surface Curves and a loft. Let me show you, how that works.
03:02I right click over the outside surface, go Isoparm, and I set that to the very
03:07top edge. Edit Curves > Duplicate Surface Curves. In fact, let's go ahead and
03:13open the out-liner, so we can see what's being created here. I have got
03:16NURBSSphere1, NURBSSphere2, and the duplicatedCurve. Now I am going to create a
03:22second duplicatedCurve on this inside edge, and again it's the exact same
03:27procedure. Isoparm, go up to the top edge, Duplicate Surface Curves. Now
03:34remember these curves are still attached via history to these surfaces. So if I
03:41redefine the surface, if I change it, if I edit some controversies, they still
03:47stick. Okay, but I also have two curves, and if I have two curves that means I
03:53can create a surface from those curves. So in this case I am going to create a
03:59loft, so I select both curves, and then I go Loft, and now I have an edge for
04:07my little object. Now if I move any of these, this duplicated surface curves
04:14moves with them, and so the whole thing kind of just hangs together, it's kind of neat.
04:19If I want to, I can select Control Vertices, and deform it, and I still have
04:24that edge. So you can see now how by duplicating surface curves, you can make
04:29more complex objects by creating multiple surfaces.
Collapse this transcript
Opening and closing surfaces
00:00Another way to effect NURBS surfaces is to open and close them. Now just like
00:05we can open and close curves, we can also open and close surfaces. So let me
00:13show you how that works. Let's just take the most basic NURBS surface, which is
00:17a nurbesPlane, and I am going to give it a little bit of detail and just go
00:22ahead and move it up above the grid here, so we can see what's going on.
00:27Now if I want to, I can just go ahead and take some of these Control Vertices
00:32along one edge, in fact, I am going to be very specific about this. In fact,
00:36let's go ahead into Wireframe mode. You can see here this square one is the
00:41first vertex of the patch. We have two directions, we have a U direction, which
00:47goes along here, and we have a V direction, which goes along here. Now what I
00:53can do is I can close it along either direction, so I can close it this way or
01:00this way. So let's go ahead and do the first direction, and I am going to just
01:05take some of these vertices along this U side, and move those straight up.
01:12Go back to Object Mode, and let's shade this, so we can see what's happening.
01:18Then we go Edit NURBS > Open/Close Surfaces. Now I am going to go over to the
01:23Options here and show you what we have. Now we can open or close it along
01:28either direction, U or V. Now let's make sure that we are doing this in the
01:32right direction. We move the U vertices up, which means that this edge here is
01:38the V direction, and this is kind of how we want to close it. So let's go ahead
01:42and do that. Make sure this is on Preserve, and do Open/Close, and when I do
01:49that it preserves the shape, and then draws a whole new patch that closes off
01:56this surface. In fact, if I go into Control Vertices here, you will see it
02:01didn't add any new vertices. So I can actually take these, and move them up,
02:06and what I have now is a nice loop, I have kind of like a little conveyor belt
02:10or whatever you want to call it.
02:12Now I can go back to this surface, and again, it's just like open and close
02:18with curves. So if I Open it again, it's just gets rid of that option. So
02:24again, I can go into my Control Vertices, and let's go ahead and move these
02:27ones back down, and let's just do this the other directions. So I am going to
02:31take these V vertices, and I am going to go ahead and move them around, and get
02:38those ready, go Object mode, Edit NURBS > Open/Close Surfaces, now this time we
02:44are going to do it along the U direction, and go Open/Close, and there we go.
02:53And again, I can undo that or whatever.
02:56Now if we want, we can also do this along both directions. So let's go ahead to
03:03Both, and what this does is it actually creates, you can kind of see, it almost
03:08creates kind of like a folded surface, and sometimes this isn't a very
03:12practical surface to have, but you can create it, and so there it is. So those
03:19are the basics of opening and closing surfaces. Now these can be really handy
03:24when you are creating things such as train tracks or treads or any sort of
03:29belts or loop. You can very easily create a surface that's closed using these tools.
Collapse this transcript
5. Advanced Modeling
Creating curves on a surface
00:00Now let's look at some advanced modeling tools. One of the first ones I want to
00:04show you is curves on a surface. Now what this does is it allows you to take a
00:09NURBS object and draw a curve on it. So that way you have a curve that's
00:15actually locked to the surface.
00:16Now we have seen how you can actually extract curves from a surface but those
00:21are curves that are actually locked to Isoparms, the latitude and longitude
00:26lines of a surface. But with drawing a curve on surface you can really draw it
00:30in any direction. So let me show you how to do that. We are going to create a
00:35NURBS Sphere and I'll make it a little big so we can see it. And then just
00:40shape that.
00:43Now I am going to keep this selected and then I am going to hit this Magnet
00:47button here. And what this does is it makes the surface live so any curves we
00:52draw stick to the surface. So note how that changes color a little bit. And
00:59then we can go Create > CV Curve. Once I do that anything I draw sticks to that
01:07surface. You can see how that sticks to my surface. Once I have this on the
01:16surface I can click Live again to make the surface normal, and then just select
01:25the Control Vertex of that surface and I can manipulate them. Now notice how
01:30these are stuck to that surface.
01:34Now the curve can be moved around if I want it to. You can also use a lot of
01:39the curve tools. You can for example, Open and Close the Curve, or you can do
01:44things such as Offset. For example, if I want to offset this I have to select
01:49Offset Curve on Surface but the functionality is pretty much the same. So now I
01:54have one, two curves; one is offset. And again, no matter how I deform this
02:00surface those curves stay stuck.
02:03Now let me show you a little bit about how this works technically. I am going
02:07to go delete this. I am going to do this one more time. Now how it works is
02:12that remember that a NURBS patch is essentially a two dimensional flat plane or
02:19actually more like a sheet of rubber. And you can think of it almost as a piece
02:23of paper. And what we are doing is when we make that surface live we are
02:28drawing on that paper. So when I create a CV Curve, and now that curve is
02:36actually stuck to the borders. Now no matter what I do to that surface or what
02:42I do to the paper, the curve is basically stuck to it. And just remember that
02:47any NURBS object such as a sphere is essentially a four sided NURBS patch
02:52that's just been deformed.
Collapse this transcript
Projecting curves on surfaces
00:00 Another way to create curves on a surface is to project them. Now we have seen
00:05 how to draw curves directly on a surface, but you can also take existing curves
00:10 and project them on to a surface. Let me show you how that works. I am going to
00:16 start with a NURBS sphere and I am just going to go ahead and shade that and
00:21 then I need a curve.
00:23 In this case let's just go ahead and create some text. So I am just going to go
00:27 ahead and go Create > Text and then it just give us the letter O. Let's go
00:33 ahead and create that. Now I can't see it because it creates it at 0, 0, but
00:38 if I select it here in my front viewport and move it, I can see it here.
00:45 Now I am going to go ahead and turn off the Grid on this view here.
00:51 Now in order to project it what has to happen is the system needs to project it
00:56 in a perpendicular direction or basically what it does is it projects in the
01:00 direction of whatever viewport you select. So if I want to project this at a
01:05 right angle I do need to do this from the front viewport. So let's go ahead
01:12 into the front viewport, select my curves, select my surface go Edit NURBS >
01:19 Project Curve On Surface and what that does as you can see in the perspective
01:24 window is it takes that O and it projects it right on to the surface.
01:30 Now if I want to I could actually select the original one and I can move that
01:34 around if I want, because I have History turned on. Of course if I delete
01:41 history that will go away. Now the great thing about having curves on surfaces
01:45 that you can use them to create additional surfaces that attach two surfaces
01:50 together. For example with this O, if I selected this curve and Shift selected
01:57 to that curve, so I have these two curves selected, I could actually build a
02:00 surface such as a Loft and I can do it again for that curve and that curve.
02:08 Now if I want to I can even select the curves in the front and then just do a
02:17 Planar to create kind of little O on that sphere. Now if you notice the Planar
02:25 is essentially exactly what we have been doing here. It's a curve that's on a
02:29 surface projected under the plane and then those areas outside of the O have
02:36 been just cut away or trimmed away.
02:39 So that's how you project a curve on a surface, and let's go ahead and do some
02:43 more stuff with the curves on the surface in the next lesson.
02:48
Collapse this transcript
Trimming NURBS surfaces
00:00Now let's talk about trimming the surfaces. I am going to use to an actual
00:04example here from this art deco car. In fact, we need to set our projects let's
00:09go ahead and go Project > Set and let's set this to O5_Advanced. Hit OK. And
00:15then the file itself is called Car_ Trim.mb and you will find it in that project.
00:22So here we have that art deco car, but this is actually more primitive version
00:27of it. It doesn't have any windows yet, and we can create those windows by
00:31using what's called trim surfaces. So what we can do is we can actually project
00:35a curve on this surface and use that as a tool to trim away the windows. So I
00:40am going to use this. It's basically just an oval. I took a circle and squashed
00:45it and I am going to project it on to this car.
00:48So I need to do that from in this case the front viewport. So let's go into the
00:52front viewport select the curve select the body of the car. Go Edit NURBS >
00:58Project Curve on Surface and what that does is like we have seen before it
01:03projects that curve on to this surface.
01:06Now what I can do is I can use this as a way to create the windows of the car
01:13by trimming away all of the area within those Windows. In fact I am going to do
01:17a little trick here. I am actually going to duplicate this. I am going to hit
01:21Ctrl+D and duplicate the body. When I actually duplicate a NURBS surface that
01:27has curves, all the surface. The curves actually go with it. So I am just going
01:30to hold this up here for right now and we are going to bring this a little bit
01:34later. So I am going to zoom in and let's just work with this surface.
01:38So in this case I want to trim away the holes for the window. So we go Edit
01:44NURBS and we use what's called the Trim tool. Now there is a nice handy help
01:48down here on the bottom here, here and it says Click Button 1 on the surface to
01:52select the region to keep. So I am just going to go ahead and left click and it
01:56creates a little dot there and I am going to keep that one or if I want to I
02:00can actually select multiple regions to keep.
02:03In this case I just want to keep the body. So I am just going to hit Enter and
02:08what that does is it actually trims away those parts of the surface that are
02:15inside those projected curves. This is actually just a rendering trick, because
02:22the surface itself actually is still there. In fact, if I go into Control
02:26Vertex mode you will see I still have the CVs for the entire body of the car
02:31like for example right here.
02:34So what this does is it just does a rendering trick and that it doesn't render
02:39that area within the trimmed surface. So basically it's just saying don't
02:45render those pixels.
02:47Now if you notice we have a little bit of an error here. You can see I have got
02:50a little bit of this kind of straight line here and that's just because of the
02:55way the Maya is calculating this surface in the viewport. If I actually did a
02:59render of this, you would actually see that it's perfectly smooth. So don't get
03:05freaked out when you see little art affects like that. They don't show up in rendering.
03:11Now the reason I copied the body of the car or was that we can also use those
03:15exact same Trim Curve to make the windows themselves and all I have to do with
03:20that is just trim it again. So I go into Trim tool and in this case I am going
03:25to click on window, window. So I have actually two surfaces on keeping, I hit
03:32Enter and I don't keep the body.
03:34Now I select that, and you will even see if I go into for example Hulls you
03:39could actually see that the surface is really is there and all that's being
03:43kept is just those parts for the window. So let's go back in Object Mode and I
03:48am going to do a little trick here. I am actually going to my Rendering tab I
03:51am going to click on a Blinn surface and then just add some transparency for
03:58that just to make it look little bit like a window. Then I am going to select
04:01this surface and move it into place and there we have windows that fit
04:08perfectly. In fact, I can just render that you can see how that fits.
04:13So as you can see I can use those curves to create both the opening for the
04:16windows and the windows themselves and you can see the benefits of how to use
04:22the Trim tool.
Collapse this transcript
Using the NURBS Fillet tool
00:00Now we are going to look at another way to connect surfaces together in NURBS
00:04and that's called the Fillet Blend tool. Now I am using a file to here called
00:09obviously enough FilletBlend and it's in our O5_projects. And what this is, is
00:15it just a real simple set up. I have got a sphere and a cylinder and the
00:20cylinder the end curve of that cylinder was extracted and projected on to that sphere.
00:30So essentially what I have is I have is I have a curve on surface here and
00:35that's matching my cylinder. Now these you don't have to match, but this I
00:40actually will make a nice object here. So let me show you how this works.
00:45Now what I want to do is bridge these two with the Surface set is seamless to
00:50both. I can do that using the Fillet Blend tool. So all I go is go Edit NURBS >
00:55Surface Fillet > Fillet Blend. Now this tool works a little bit differently
01:00then a lot of tools and that actually prompts you through. If you go down the
01:04bottom right, you will see the prompts here. It says Select curves from the
01:08left edge. Now I have to select the curves that are on that edge. Select that
01:15and hit Enter. Then I select my Curve On Surface and hit Enter again and bingo!
01:24There you go.
01:25Now what this has done is this created a bridging surface a Fillet Blend
01:31Surface. In fact, we can take a look at this actual surface. It's actually a
01:35third surface. So we have our sphere our cylinder and then our derived surface,
01:41which is the Fillet Blend. Then I go into my Attribute Editor. I can see my
01:47Fillet Blend Surface node right here and you have some controls here about
01:51where it starts and where it ends and that sort of thing, whether or not it
01:55Anchors, and if it comes up backwards or it's like kind of twisted in half. You
01:59can reverse one side or the other and you have some control here as to how it
02:04creates that surface.
02:07Now the really cool thing is that the surface is dynamic and so no matter what
02:12you do that surface is always going to stay attach. Now this is because I have
02:17History on this surface here that connects us circular curve on surface to the cylinder.
02:26Now another thing you can do is you can actually use this to create flexible
02:30joints. So let me show you how to do that with this cylinder. I am going to
02:34select this cylinder and duplicate it. So I am going to go Ctrl+D to duplicate
02:39and I am just going to move that out beyond the cylinder there. In fact, I am
02:47going to change the pivot points, so I am going hit Insert or Home and then
02:51just move that pivot point here and you will see why we do this later and then
02:55just Insert.
02:55Now the most important thing is that I want to create a blend surface between
02:59these two openings. So all I have to do again is just go Fillet Blend tool and
03:05then I select this Enter, this, Enter. Now it has created a bridging surface
03:13that actually looks like I have one solid cylinder, but it's actually two
03:19cylinders and so I can actually move this and create kind of like this elbow
03:23joint that's always connected and always flexible. So you can see a lot of
03:27possibilities for how you could use this in animation.
03:32Now the one key with this is that when you select these surfaces you have to be
03:37very careful about what you select. Let me do this one more time and then I am
03:42actually going it do it wrong on purpose, so you can see a common errors that
03:46actually a lot of people do. One is that you actually instead of selecting the
03:50forward edge you select the perpendicular edge and that will create all sort of
04:00weird stuff. So you got to make sure that you select exactly the right edge.
04:04Now another thing you can do is you can actually select multiple edges. So I
04:08can for example select this edge and one of these edges as well as one of those
04:16and I would still get an error. So be careful about that. You have to be very
04:20careful about what you select when you use this tool, but if you get it right
04:24you can do a lot of really, really cool things.
Collapse this transcript
Stitching NURBS surfaces
00:00So now we are going to talk about another way to attach surfaces together and
00:05this is called stitching. Now this is actually very similar to stitching a
00:09garment together. Remember that a NURB surface is really just a flat patch. In
00:14fact we have a file up here called Stitch.mb so just so you know.
00:19But remember that a NURB surface is just a flat patch and in order to make a
00:25more complex surface you need to be able to connect those edges together and
00:29essentially stitch them together. You could almost think of like how you would
00:33stitch together a shirt where you would take flat pieces of cloth and then
00:38stitch together to make more of a 3D type of garment.
00:41So there are three types of stitch options here in Maya. We have Stitch Surface
00:48Points, Stitch Edges, and Global Stitch. So we are going to start with Stitch
00:54Surface Points. Now I have layer 3 in this file highlighted and that just
01:01simply has two planes and what we can do is we can just stitch together the
01:04surface a point at a time.
01:07So what I need to do is select both of these and put them in the Control Vertex
01:11mode. So I right click over the first one, go Control Vertex. Right click over
01:15the second one, go Control Vertex. And now they are both in Control Vertex
01:21component mode. Now all I have to do is just select two of those points and
01:27then I can go Edit NURBS > Stitch > Stitch Surface Points and notice how that
01:33sticks those two together. So those two points are stitched. If I move this
01:40surface, they are both stuck together which is kind of nice.
01:44So let's go ahead and do another one. Control Vertex, make sure we are both on
01:49the same page for these and then select these two and then just go Stitch
01:54Surface Points. Now I have got these two connected. So now I have got almost
01:59like an edge that's connected as well. So that's the first way of doing it. Now
02:04you can see how that -- if you are doing it a point at a time, it can get kind
02:07of tedious. Actually this is kind of more for like a touch up kind of
02:10operation. Probably the more global way to stitch things together is by
02:15stitching edges together.
02:17Now I have just a couple of planes here and we can actually stitch together the
02:22edges of the plane. This is in layer 2. So all I have to do is go Edit NURBS >
02:31Stitch > Stitch Edges. Now notice my cursor changes and I select the first edge
02:36and then the second edge and it stitches them together. Now I get a little
02:41zipper here, which allows me to control where the stitching starts on that
02:45second edge.
02:47Now how this works? I am going to hit W and go into Move mode. Now what this
02:52does is, it actually stitches those edges together. Now what this does is, it
02:57takes the second selected edge and just moves it to match the edge of the first
03:02object. Remember I selected this one first and then the one facing us, so that
03:07way I move this one and that edge is always stuck to this one. So we can do the
03:13same thing over here.
03:17So all I have to do is go Stitch Edges, first edge, second edge and they are
03:25stitched together and I can just keep doing that. Stitch Edges, 1, 2, and 1, 2,
03:36and that stitches them all together. Now we go in the Object mode here and move
03:42those around. You can see I have got all of these stuck together, which is kind
03:48of nice. So now you have got a continuous edge. So you don't have a box that
03:53breaks apart.
03:55Now the last way to do this, I am going to go ahead and highlight layer 1, is
03:59by using what's called Global Stitch. Now this is probably easiest way to do
04:03this. Now I have got actually I have an object that's fairly similar to what we
04:07were playing with before. I have got a sphere, two spheres with the tops cut
04:13off and then a loft surface that goes between them.
04:17If I want to I can connect these. Now I had these connected before by
04:21extracting the curves from the surface to create the loft, but another way to
04:25do this is with a stitch so I don't have to place these exactly perfectly. I
04:31can just get them roughly aligned and just select all three and then I can just
04:37go Edit NURBS > Stitch > Global Stitch.
04:42Now what that does is it just stitches together everything that's close. In
04:46fact, let me give you a look at the options for Global Stitch. It's very
04:51similar to Merge, which is it gives a maximum separation. So anything within
04:58that separation gets stitched together. You also have some options here whether
05:02you want to stitch corners, edges, types of smoothness and so on. But the
05:07really cool thing is that it's all stitched together and it all becomes
05:11basically almost the same as one surface. So you can take that top surface,
05:15move it and you have a really nice connected surface.
05:20Now this is great for things where you have non-square type of objects like I
05:25have seen a lot of things like human faces or animals modeled out of flat NURBS
05:30patches and then just stitched together. So these are some of the options you
05:34have for stitching objects together.
Collapse this transcript
Sculpting on NURBS and polygonal surfaces
00:00 Another more advanced way of editing surfaces is by sculpting them. Maya has a
00:06 very powerful Sculpt tool for both polygonal and NURB surfaces. So let me show
00:12 you how this works.
00:13 I am going to go ahead and create a NURBS sphere, shade it. In fact I am going
00:20 to turn off my Grid here. Now I am going to go over to my Channel Box where I
00:24 have my sphere and I am going to ramp up the detail a lot. I really wanted a
00:29 lot of detail here, so I can have some stuff to paint on or to sculpt with.
00:34 Then all I have to do is go to Edit NURBS > Sculpt Geometry tool, and I want to
00:39 make sure that I click this little box which brings up my paint interface.
00:43 Now this interface probably looks a little familiar to you, because it's what
00:47 we used to do paint select, but this also has a number of additional tools.
00:53 This interface is used a lot in Maya for all sorts of things that require
00:57 painting, but sculpting is probably one of the more powerful one.
01:01 So let me show you how this works. You have a brush and you can size this brush
01:07 here. We can make it really big or really small and again holding down the B
01:12 key and dragging will change that value as well. We also have Radius and an
01:20 Opacity, which is kind of a strength value. We also have a profile, do we want
01:25 this to be heavy at the center then fade off or whatever. We can make this any
01:30 shape we want as well.
01:32 Now in addition to this we have our sculpted parameters, which is do we push
01:38 the mesh, do we pull the mesh. So for example, if I want to push the mesh I can
01:43 certainly do that and make a dent. I can pull the mesh and pull it out. I can
01:49 also smooth the mesh, which just tempers it a little bit. I can also reorganize
01:58 the detail. Now what this does is it just kind of makes things a little bit
02:01 more rational in terms of just where the detail is going. And we also have
02:05 what's called an Eraser, which basically just puts this object back to the way
02:09 it was. In fact, if I just erase everything, I can go back to my normal sphere.
02:15 All these tools work off of what's called a reference vector. Now typically
02:20 this is the normal of the surface. Now if you don't know what a normal of the
02:24 surface is it's really just the point on the surface that's always
02:27 perpendicular to where you are. So for example, if I am on this side of the
02:31 surface, the normals are going to point to the right. If I am at the top then
02:35 the normals are going to point up. So it's always pointing away from the
02:39 surface at a right angle.
02:41 I can also change this. For example, if I wanted to go around the X, Y or Z
02:46 axis, for example if I am sculpting on the Z axis, you will see when I am doing
02:51 it at this angle, it's pushing. But if I am at a 90 degree angle it's actually
02:56 just going to push it back to the side. So it's always pushing in that
02:59 direction. Typically, I keep this on Normal, because that's probably the most
03:04 rational way to do this.
03:06 Now I also have a feature here for how much is this displacing. So if I put it
03:11 up high I can pull out a lot of surface at once or if I make it low then it's
03:19 just gently tweaking it. Then I also have what's called a Flood, and what the
03:26 Flood does is it just takes that value, whatever this value is, and it adds it.
03:32 So essentially what it does is it makes my sphere a little bit bigger. For
03:35 example if I flooded it with negative, it would actually make it little bit
03:38 smaller. Or if I Flood Erased it, it would just automatically go to zero.
03:44 In addition to this I also have what's called stroke parameters. Probably the
03:49 most popular one is to use Reflection. What this does, you can see it right
03:55 here, is it reflects around in axis so I can actually sculpt symmetrically. Now
04:01 I can reflect around an X, Y or Z. Now in this case I am going to do X, here,
04:10 let's go ahead up here and I am going to pull the surface. So you can see how I
04:16 can create something that's very symmetrical. For example, if I was modeling a
04:21 character or something like that.
04:23 In addition to this we have Stylus Pressure. So you can actually tie this to
04:27 the pressure of a stylus, which will give you a lot more fine control over how
04:32 this tool works. Now typically, what I do is I don't really sculpt things from
04:37 scratch using this tool, but what I do is I get my geometry roughly to where I
04:42 want and then I use the sculpt tool to kind of fine tune and tweak it. Now we
04:48 have been working on a NURB surface but let me just show you very quickly how
04:51 to do this with a polygonal surface.
04:53 Now I am going to go ahead and delete this and then I am going to go to
04:56 Polygons and create a polygonal sphere. Then let's go ahead again and just ramp
05:05 up that detail. Then when I am in the Polygons menu, you see I have mesh,
05:11 sculpt geometry tool. It's the exact same tool. In fact, all of the parameters
05:15 are remembered from the last time I used it. So you can see I can do exact same
05:19 thing to a polygonal surface as well.
05:23
Collapse this transcript
Modeling with nonlinear deformers
00:00Another way to model in Maya is to actually use some animation tools. Now, Maya
00:05has a number of deformers that it can use to change the surface. Now typically
00:10these are used for animation but you can also use them as modeling tool. So let
00:14me show you how to use them.
00:16Start by creating a cylinder, I am going to make this fairly tall, so we have
00:21some room to work with. Then, I am going to click over here and I am just going
00:25to give it some more sub divisions in height. Now, let's open up the deformers.
00:30So I am going to the Animation menu set, Create Deformers and there is one here
00:35called Non-linear. In fact, I am going to tear off this menu. We have a couple,
00:41Bend, Flare, Sine and so on. Just move that over here. Let's just go through
00:46these, these are actually very self-explanatory.
00:48So all you have to do is select your object or faces or components within an
00:54object. Okay, it doesn't have to work on the entire object; this makes it a
00:57good modeling tool because you can actually put these deformers on parts of a
01:01model. Let's just use it for the whole model, so you can see how it works.
01:05The first one is Bend and if you put that on there, you can see here an input
01:09comes up here which says Bend. It's very simple; in fact you can even see it
01:13here in the Attribute Editor as well. We have a curvature and then also a high
01:20and a low bound. So for example, you can say where does that curve start? Is it
01:24just at the top or is it all over?
01:27In fact, let me go ahead and undo out here. So another way you can work with
01:32these, let's go ahead and reapply this bend, it's by using what are called
01:36Manipulators. Now, over here on the left, you have this little icon here and
01:40this brings up a manipulator, which allows you to actually manipulate how this
01:45works. So all I have to do is grab one of these handles, for example, this
01:49affects the curvature and these two affect that upper and lower bounce. So I am
01:56going to go ahead and undo out of that just to get back to normal.
02:01Now, we also have other ones, we have Flare. Now, I have got my manipulators
02:05turned on and you can see now what Flare does is it basically flares the
02:09object. And you can also give it a curvature again. Let's see the parameters
02:13here. We have Curve; we have Start and End Flare and again High and Low Bound.
02:20So these are some of those options.
02:24The next one is called Sine and that pretty much creates a sine wave. Squash,
02:32squash is great because it does squash and stretch. So it keeps the volume of
02:36the object and then just squashes or stretches it.
02:40Next one is Twist, which is actually pretty simple. In fact, let's go ahead and
02:45turn on Wireframe on Shaded, so we can see that and essentially what it does is
02:50it twists the object left or right. Now, you don't really see it on the
02:54cylinder, but in other object, you would definitely be able to see that.
02:59The last one is called Wave. We have Amplitude and Drop-off minimum, maximum
03:11position and so on. In fact, if I want to, I can go to these manipulators here
03:15and change this. What this is doing is it actually creating a wave from left
03:19to right. So we actually don't see it here on this cylinder as much because of
03:23the way that the wave is going.
03:25But, those are the basics of the Non- linear Deformers. Now, you can certainly
03:29use these as animation tools, but I find them very valuable as modeling tools as well.
Collapse this transcript
Modeling with lattices
00:00The next deformer I want to show you is called a Lattice. Now, what a lattice
00:05does is it allows you to globally change and reshape an object. You can also
00:12use this in animation, but I find it to be a very powerful modeling tool as
00:16well. But because it's a deformer, we will find it in the Animation menu set
00:21and under Create Deformers, then go down to Lattice and I am going to select
00:26the Tool Options here.
00:28Now, in this case, I am going to add some divisions here. I am just going to
00:32make it 5, 5, and 5, so that I have enough detail to edit my model and then I
00:38am just going to go Create. Now, I have selected my model and it puts a lattice
00:42around that model. Now, if I go to the outliner, you will see that I actually
00:47have a separate object called a Lattice and that lattice actually is a separate
00:52object that can be moved and rotated and whatever.
00:55Now by moving this, I am actually moving the lattice, not the head. But, the
01:00lattice because it's a separate object, it also has its own Marquee menu and
01:04its own types of components. A lattice really only has one component and that's
01:09the points on the lattice. So if I select those, then I can use them to reshape
01:16whatever I want.
01:17So for example, if I want to make his head a little bit smaller, I could do
01:23that by taking down these corners, I could make him a low brow, I could make
01:27him a high brow. He looks like a troll there. We could also take his nose, move
01:33it out, push it in, give him a little bit more of a chin here. All of this is
01:41just by moving these vertices and you can move, rotate, and scale. It's just
01:44like modeling a cube or something like that but of course these have lattice
01:48points that are inside where a cube would just be the shell.
01:52As you can see, we can actually do a lot of stuff with a lattice. Now, the
01:56other thing you can do with this is you can actually add a lattice. In fact, if
02:00I want to, I can just go ahead Edit > Delete by Type > History and that gets
02:05rid of my lattice.
02:07Now, if I wanted to do some more modifications, I can actually place this
02:11lattice on just a portion of the character. So if I right-click over this,
02:17select for example vertices, select just the nose, I can create a lattice that
02:23is just around the nose or just around what I have selected. I seem to have
02:27selected a little bit more than just the nose. But you get the idea and then I
02:32just go to lattice point and now, I can really fine-tune and tweak the nose of
02:37the character.
02:37I am sure you can see a lot of the benefits for doing things this way because
02:46what you can do is you can push a lot of detail around, especially if you have
02:50a high resolution model, it might be better to use a lattice than to actually
02:56try and model the surface itself.
Collapse this transcript
Converting NURBS to polygons
00:00Now, I want to show you how to move between NURBS and polygons. Now, we have
00:05been doing a lot of NURBS modeling but you can actually take a NURBS surface
00:10and convert it to polygon. This gives you some of the benefits of the smooth
00:15surface modeling of NURBS. But, you can also go down to polygons for your final
00:22output. Now, you can't go polygons to NURBS because polygons are actually a
00:26lower order surface.
00:28But I have this deco car and let's go ahead and convert some of these surfaces
00:33to NURBS. Let's go ahead and play with this fender effect. I am just going to
00:35lift this fender up, so we can see it.
00:37Then, I am going to go Modify > Convert > NURBS to Polygons and let's go ahead
00:44and see some of the options here. Now I am just going to go with the defaults
00:49in Maya, which is Standard Fit and Quads, and just go Tessellate. When that
00:54happens, what it does is it actually creates a second surface here called NURBS
01:00to Poly, and that tries to fit it exactly to that surface.
01:05Now, the thing you will notice is that it's not a regular polygonal surface. As
01:10the surface gets more curved, it adds more polygons. This is good because what
01:16it does is it gives you the minimum number of polygons needed to create that
01:20surface, but it's not a surface that can be deformed. So if this is something
01:26just going to be a rigid object, it might be okay, but if you are going to
01:30animate it or do something like that, you may want a more regular polygonal
01:34surface with more regular edged loops.
01:37So I am going to go ahead and delete this first conversion here and I am going
01:40to go ahead and select my lofted surface again. Now, I am going to go Modify >
01:45Convert > NURBS to Polygons and this time we are going to change the way that
01:50it converts. In fact, there is a number of different ways to convert.
01:53First of all, the output can be either triangles or quads. So let's take a look
01:58at what triangles does. Triangles basically makes your surface into a
02:03triangular surface, which some people like particularly for some certain types
02:06of game engines and that sort of thing.
02:09Let's go ahead and do this again and I am going to keep it at quads. We also
02:17have a Tessellation method. One is called General; the other one is called
02:21Count. Now, count just says, I want this to be no more than 200 polygons or
02:27whatever number you dial in. If I apply that, you can see that this actually
02:33reduces that to no more than 291 polygons and it keeps it that way. If I make
02:38this a much larger number, you are going to get a more detailed mesh, okay.
02:44Now, for general, this is actually the one that I tend to use the most and this
02:50actually gives you how do you want this to create polygons per U and V
02:57direction, remember U and V direction, in the surface. So basically, what I do
03:02is I do a per span. So basically, in this case, we are doing 3 per span. What
03:08that does is it gives me 3 polygons per span of this surface. So that's a great
03:14way to dial in a nice surface that has edge loops that you can actually work
03:19with. I like that per span that it's the one that works the best for me for a
03:22lot of things that I do.
03:24But in addition to that, we can also do what's called Control Points. What that
03:31does is again it just converts exactly what we have here to polygons as well.
03:36So it's a very simple one. Now, with the general one, we also have what's
03:41called the Secondary Tessellation Controls, which allow you to give additional
03:46tessellation here. So let's go ahead and do an Apply on that and that actually
03:50gives you a lot more detail. Also notice how it actually is adding detail when
03:57the surface gets more curved. So again, you are not getting a regular
04:00tessellation here when we are using this Chord Height.
04:04Now, the last thing I want to show you, I am just going to go ahead and move
04:07this back down, is that this does work on things like trim surfaces. So I have
04:13this window. I can also create NURBS to Poly on this window. So I am just going
04:17to go ahead and do a standard fit on this and just do tessellate and now I have
04:23those windows are actually built in polygons. So there we have it. Okay, so
04:31those are some of the tools for moving between the different geometry types.
Collapse this transcript
Modeling templates with image planes and NURBS planes
00:00So now, we are going to start building this little robot here and this is the
00:05completed version and over the next couple of chapters, we are going to add
00:09parts to this robot as we go through the modeling exercises.
00:13Now, in order to model something in Maya, it's always a great idea to have
00:19reference. So let's say you are modeling a human, you might want photographic
00:24reference, or a car or something like that, or if it's something that you have
00:29designed, you may want hand drawn or Illustrator drawn reference.
00:33For this robot, I actually just did a simple pencil sketch. In fact, I am just
00:37going to go ahead and open this and show you the sketch that I did. File > View
00:42Image and then we go into our Project > Source Images, and I have one here
00:47called Robot_00. Let's just take a look at that.
00:51So what I did was I drew an orthographic view of this robot. So I drew an exact
00:57front view and an exact side view. Now, if you are doing photography, you
01:02basically need to do the same thing which is take an exact front version of
01:06your subject and exact side version, maybe even a top version, and you want to
01:11take those with a very long length so you have as minimal amount of perspective.
01:16So what I did, was I brought this into Photoshop and I just made sure
01:19everything lined up and then, I am just going to show you two more. I broke
01:23those in two. I broke it up into a front and a side view. So I have two
01:31separate images, one for front, one for side and I just want to make sure that
01:35they are aligned and pretty much the same size.
01:38So I am going to go ahead and close this. So in order to model against
01:42reference, we need to bring those images into Maya. There is actually two ways
01:47of doing it. I am going to show you the first way. I am just going to go File >
01:51New Scene, and the first way of doing it is to actually create what are called
01:56Image Planes in the viewports that we want. In this case, I have a front and a
02:01side view of the robot. So I am going to start with the front view. I am just
02:04going to go expand this view-port and then on the View menu, I am just going to
02:09go down to Image Plane and then I am going to import that image. So go to Image
02:14Plane, Import Image.
02:16I go to my source images directory, which is where I have these particular ones
02:19stored, and I select Robot_Front00 and there it is. If I go out to my
02:28view-ports, you can see I have actually got this image already in Maya. Now, I
02:35can do the same for the side-view. View > Image Plane > Import Image and in
02:42this case, it's Robot_ Side00 and there is my image.
02:47Now, the real key here is you need to make sure that these images are the same
02:51size. So there is a same height in terms of number of pixels. So that way, they
02:56pretty much line up when you come into Maya. Now, this is one way of doing
03:00this. I actually like doing it a different way, so let me show you that as well.
03:05I am going to get rid of these by going into my Hypergraph Connections. So what
03:11I am going to do is I am actually going to go into my Camera Views here and I
03:16am just going to go View > Select Camera, and it brings it up and I can just
03:21select that image plane and delete it if I want to. The same for here, View >
03:27Select Camera, and that brings up the camera and then I just re-graph that by
03:31hitting this button here, select the image plane and delete it.
03:35Now, what I like to do is I like to actually build these against real planes
03:39because it gives me a lot more flexibility in the way that I model. So let me
03:43show you how to do that. I am still going to go into the front view and now I
03:47am just going to go and create a NURBS plane. So I am going to go Surfaces, hit
03:52Plane, or I can go Create NURBS Primitives > Plane, and then I am just going to
03:59sketch out a NURBS plane which is roughly the size of that image I created.
04:04Now, the reason I am using a NURBS plane is because I am actually going to
04:07model most of this in polygons. So if I put the image on a NURBS plane, I can
04:11set my selection masks, so that I don't accidentally select my NURBS object. It
04:17just makes it easier to have them as different types of geometry because then
04:20you can make it, so you don't select one or the other.
04:23Now, once I have this, I still need to put -- in fact let's go ahead and shade
04:27this. I am going to go into my Perspective View and shade it. Now, here is the
04:31little trick. We are going to do a little bit of rendering stuff, but I just
04:34want to show you how to quickly add a texture to this. I am going to go to my
04:38Rendering tab and I can do this one of two ways. I can go to my Rendering tab
04:42and add what's called a lambert, which is a non-shiny material, or I can
04:47right-click over here, assign new material, scroll up to Lambert.
04:52Now, the reason I am choosing lambert is because it doesn't reflect. It's
04:54non-shiny. So once I do that, it brings up my Attribute Editor for that
05:00material. Then, I have to just basically put that image into the color channel.
05:04So I am going to go ahead into color, hit that little checkerboard there and
05:08this brings up Create Render Node. And we are going to go through this a lot
05:11more when we actually go through rendering, but I am just going to show you
05:14this very quickly.
05:15So I want to make sure that this is clicked as normal and then I am just going
05:18to go ahead and Load File > Image Name and then Robot_Front. Little bit of a
05:23procedure, but once you get it, then you can just turn on hardware texturing
05:28and that robot image will be there. So I can just scale this and make it about
05:33the right size.
05:34Now, I can do the same for the other robot. In fact, I can just take this one,
05:38duplicate it. So you can just go Edit > Duplicate or hit Ctrl+D and then rotate
05:44it. In fact, if I use my Channel Box, I could actually just rotate it exactly
05:4890 degrees. So I can rotate around Y 90 degrees.
05:53So now, I have got two planes at 90 degrees to each other. Then, I select this
05:56second plane and again apply a lambert texture. In fact, I am just going to do
06:00it here from the Rendering Shelf. In the Color Channel, Normal, File, and then
06:05select the file name and this is going to be Robot_Side00.
06:08Now, this is a little bit more of a procedure, but you get a lot more
06:13flexibility with this. Watch what you can do, you can actually take these
06:17planes and you can scale them, you can move them around, so that they are
06:21exactly aligned. It's harder to do with image planes. So I find this a much
06:26better way to create my refs for modeling.
06:31Also, the other nice thing is that you actually can see this on both sides. In
06:35fact, one of the things I am going to do is, I am going to go ahead and turn on
06:37the Grid here and make sure that his feet are flat on the ground right there.
06:42So now that I have this, I can go ahead and start modeling. But, before I do
06:46that, I am actually going to start working with my layers a little bit.
06:49So I am just going to go ahead and select both of these and then, I am just
06:53going to go Create New Layer and right- click, add selected objects. In fact, I
06:58am going to go ahead and double-click on this and just call this Templates.
07:03So now, I can turn these on and off very quickly when I am modeling. If I want
07:07to see my templates, I can turn them on, if I don't, I can turn them off, very
07:11simple. So those are the basics of how to set up your reference for modeling.
07:16So let's go ahead and start modeling.
Collapse this transcript
Modeling a robot pt. 1: The body
00:00So now that we have our templates set up, let's go ahead and start modeling and
00:05this is my robot.
00:06Now with this template, the first thing I want to do is set it so I don't
00:10accidentally select it. I can do this in one of two ways, the first is I can
00:15set a selection mask and just right click here and turn off NURBS Surfaces.
00:20That way I don't accidentally select it. But eventually I will be adding a few
00:26little NURBS Surfaces on this model so that's not going to work for my whole process.
00:30So I am going to actually go and turn that back on. I am right clicking here.
00:33But actually I have to set up on a layer. So if I want to, I can click on this
00:38button here and if I click on R, that means it's just reference and I can't
00:43select it but I can see it. So now I can model over this and not worry about
00:49accidentally selecting my template and moving it.
00:51Now let's go ahead and take a look at this from the front view. I am going to
00:56turn on shading and I am going to turn on hardware texturing and let's go ahead
01:01and zoom in a little bit. Now one thing I am noticing is that this is actually
01:05not centered, here is the central line of my scene and that's really off to the
01:10side of the nose of this character.
01:13So I am actually going to turn off R here, select my NURBS Surfaces and move
01:19them so that they are pretty much centered. I want to build my robot around the
01:24center line of the scene because that will make you a lot easier to build.
01:28So once I do that, I can deselect and then just go ahead and switch that back
01:33to R. Now that we have this, we can actually start building the robot. Now I am
01:38going to start with his body and that's basically going to be a box or cube and
01:45I am going to build most of him out of polygons. Some of this is going to be
01:49NURBS but most of it will be polygons.
01:51So all I have to do is go to polygons and select cube. But the key here is that
01:57I really want to see what I am drawing. So I am going to do one more step,
02:00before I do that, I am going to turn on X-Ray for this and then just select my
02:05cube, drag it until it's the size of the body of the robot.
02:11Now I still need to drag to set the height. So I am going to hit my Spacebar,
02:16go into my perspective view and then drag this out. I don't really know exactly
02:21how deep this is because I am actually dragging this out in a perspective view
02:26and also this starts at zero and his back is actually behind zero.
02:31So I am just estimating it and then I am going to go ahead and position it. In
02:36fact the best way to position this is in the side view and we are still going
02:40to turn on Smooth Shade, Hardware Texturing and then I am going to turn on
02:45X-Ray and let's go ahead and position that.
02:47Now he is a little bit thin, so I can go into my polyCube here and I am just
02:52going to center this in the drawing and then I am just going to go ahead and
02:56adjust my height until that's about the right size. Okay, now we still have a
03:02little bit more to go on this body because we do have these curved and beveled edges.
03:08The easiest way to do that is to simply bevel the edges. So I am going to right
03:14click above the box, select the edge and then I am just going to select all the
03:19edges in my model. In fact, I am going to turn on X-Ray here as well so we can
03:23match it to the model.
03:25And then just go into my Polygons menu, Edit Mesh > Bevel. Now that bevel is
03:30set at 45 degrees but I have got my controls right here. So first thing I am
03:35going to do is add a few segments, maybe three, maybe four. And then I am going
03:39to select my Offset and again I am middle clicking and dragging, so that I get
03:44around this, it's about the same as what I have in the drawing. So I am just
03:48going to estimate that but that looks pretty good.
03:50Now we can do the same for the character's head. So I am going back into my
03:55front view, I am going to draw another cube right there. It's just slightly
04:01below the body so that it interpenetrates just a hair. I am just going to the
04:07side view here, drag this forward and I am estimating. This is almost the exact
04:11same procedure. Hey! Look, I was pretty close.
04:15Now with this I actually want to bevel just the top and front edges but I don't
04:21want to bevel the bottom. I don't want to bevel that edge that's against the
04:25top of the body. So I am simply going to right click above here, select just
04:30the ones above here, Mesh > Bevel. And then again, I am just going to add three
04:37Segments and affect the Offset here so that it's about right.
04:42So let's go ahead and turn on Normal Shading here. So now I have the body and the head.
Collapse this transcript
Modeling a robot pt. 2: Arms, legs, and feet
00:00 So now that we have the body blocked out, let's go ahead and do the arms and
00:04 legs. Now I stated this out in a file called Robot_01.mb. So if you want to
00:11 follow along you can. Now I added one little thing to that file and that's just
00:16 two NURBS Curves and those actually allow me to make the legs. So we are going
00:22 to start with the legs and the feet and then move on to the arms.
00:25 So if I want to I can just select both of these curves and go Surfaces, Loft
00:33 and that creates -- in fact, let's go ahead and shade this. Let's go into
00:37 Hardware Texturing there. That creates one of my legs. Now if I want to I can
00:41 actually select that surface and just create another leg from that first leg.
00:46 So I can create the mirror opposite of that leg and probably the easiest way to
00:50 do that is with Duplicate Special. Let me show you how this works.
00:53 If I go to Duplicate Special and click on this box here, I have all sorts of
00:58 options. Now the option I want to show you is that I can scale as I duplicate.
01:03 So if I want to I can scale a negative 1 in the X direction which is right down
01:08 here and when I do that it actually takes my leg, duplicates it and then adds a
01:14 negative 1 to the scaling which actually just mirrors it, which is exactly what
01:17 I want and that's how I make that second leg.
01:20 Now let's go ahead and make the foot. Now the foot is easy to make. It's very
01:25 similar to what we did with the body. We are just going to take a box and we
01:30 are going to bevel it. Drag it out so that it's the size of the foot and then
01:34 drag to set the height, there we go. In the side view, I can certainly see this
01:39 and move it and I can also again affect the height of this so that it's about
01:46 the right width. Now I can also just bevel that top edge, just by going Edge.
01:52 And then just probably in my Perspective viewport here, just select one, two,
01:57 three, four; Polygons, Mesh > Bevel. Hey! But of course, I need to make my
02:05 offset a little bit less and then just add a few segments to round that off. So
02:11 there is my foot.
02:12 And then all I have to do is just select the foot itself, duplicate with Ctrl+D
02:19 and then just move that over here. Now as I go, I probably should be naming
02:23 these, but I am just going to continue on right now, so that we can see just
02:27 the process but typically I would be, as I create these, I would name them
02:31 right and left foot and so on.
02:34 Now for the arms, we probably should start with the shoulder there which
02:38 actually is kind of a box shape on this side. But if we look at it from this
02:43 side, we see it's actually circular more of a cylinder shape. So we are just
02:49 going to take a default cylinder and I am going to drag that to make the rough
02:54 outline of that arm. And then I need to again drag this out, so I am going to
02:59 into Wireframe mode so I can see this.
03:01 Now when I drew it, it started at zero, which is inside the body of the robot.
03:06 So I just need to drag that out and again, I am just going to estimate the
03:09 width, I can always adjust that later. I will turn on my Shading here and I can
03:13 move this out to exactly the size I want. Now I can certainly change the size
03:18 here by changing the height, so it's about the right width.
03:21 Now the other thing is I just need to change the Subdivisions in terms of
03:25 Height. So one, two sub divisions, I have got a little bit of space here, a
03:31 little bit of space here and then the extrusion for the arm. So basically I
03:37 want to be able to extrude that arm out. So this gives me the amount of detail
03:41 I need to do that.
03:42 So I am just going to select these vertices and scale them. Now I have my
03:50 detail in the right place to create that arm and all I have to do is select
03:54 these faces underneath. In fact, let's go through here to match what I have
04:06 here. So I need these faces to be from here to about here. In fact, we can
04:12 probably take a look at that in the side view here. In fact, if we turn on
04:16 X-Ray we can kind of see how that works. So basically, I want this to match
04:21 this and this to match this. I need to take one of these away here, there we
04:25 go. So that's what I am going to extrude.
04:30 So let's go ahead and do that. So we are going to go Edit Mesh > Extrude. Make
04:35 sure we have Keep Faces Together on and then I am going to extrude this. Now
04:41 the problem is that it's just extruding out according to what the normals of
04:45 this are. So we need to kind of squish this back together, but I am just going
04:50 to extrude it at this point and then come back and fix it.
04:55 I can do that by selecting these vertices and the first thing I want to do is
04:58 flatten them out. I can do that by scaling, just scale them down so they are
05:03 flat and then scale them together. Now I have got the sort of detail that I want.
05:08 So sometimes when you extrude, it's not going to be exactly what you want but
05:11 you always can model it back in later. So now I am just going to hit E for
05:15 rotate and rotate this around and move it so it's pretty much in how I want it,
05:22 maybe even scale it just a little bit.
05:27 So there is my basic arm. Now if I want I can also bevel those edges again, so
05:33 let's just go in my edge here, select that one, hit the up arrow to get my Edge
05:37 loop, Edit Mesh > Bevel and then again just Offset. So I can bevel that edge
05:43 just a little bit, same for this one, Bevel and again fix my Offset. So now I
05:51 have got my top version of that, in fact, let's go ahead and see this in non X-Ray mode.
05:58 So that's my top part of my arm. Now I just need to do the same for the lower
06:04 part of the arm. I already have the basic structure that I need, so all I have
06:08 to do is just take this and duplicate it. So I am just going to go ahead and do
06:13 Ctrl+D, duplicate this part of the arm and use it to make the lower part. Now
06:19 this is a little bit bigger but what I can do is I can certainly scale this
06:22 down just a little bit. And then rotate it, so that I have my second arm and
06:28 then select these vertices and again move them over and maybe rotate them and
06:35 so on and so forth.
06:36 Now the only other issue that we have here. In fact, let's go in Object mode
06:40 here. Now I can certainly move this over, now the one thing is I do want to
06:44 create kind of like a little notch for this top arm to fit into the bottom arm
06:49 and I can do that by just selecting some faces.
06:53 So for example, these faces along here and I can do another Extrude, just
07:00 extrude those down. If I hit the blue one, I can extrude them down and then I
07:05 could scale them in just a little bit. So now I have kind of a notch for that
07:10 other one to fit into. Go back to Object mode and move that into place.
07:16 Now there is still a little bit of fitting to go here. In fact, I can just make
07:20 that a little bit wider, just like that and there we go. So now pretty much
07:23 fits. So now I have got the arms and I have got the legs. Now all I have to do
07:29 to create the other arm is select both of these and then just duplicate them
07:34 and move them over. So let's go ahead and do some more robot modeling in the
07:39 next lesson.
07:42
Collapse this transcript
Modeling a robot pt. 3: The face
00:00So now we have our Robot pretty much sketched out. I have got this saved
00:05Robot_02.mb, and then I just added in two additional cylinders for the hand.
00:12Now let's work on the face of the Robot. Let's take a look at what his face
00:15looks like, I am going to go into the front viewport and let's take a quick
00:19glance of that, and we have three things that we need to build. One is these
00:25eyes and the other one is this kind of nose brow shape, and then we also have
00:30this grill for the mouth. Well, the eyes are basically just spheres, so we can
00:34knock those out very quickly, all I have to do is just create a sphere, and
00:38that's it, just make sure it's the same size, and then just go ahead, and move
00:43that, so it's right at the front of that, of that body, and then just duplicate
00:51it, and there we have got my eyes.
00:54Now let's work on this mouth, which is kind of a grill shape. We can start by
00:58creating a box, and then we need to have enough detail in here to create each
01:03one of these little details, now these are divots or indentations in this
01:08grill. So we can start with a box, so I am going to draw a box that's pretty
01:12much the same width, go into my side viewport and drag out that box, so I have
01:17a little bit of depth, and then just move that up to the front of his face. Now
01:23with this box, I still need enough detail to be able to extrude in each one of
01:29these divots. So I need a series of edge loops on either side of these. Now I
01:34can do this in a number of ways. One is, I can do insert edge loops, but that's
01:38going to get little tedious, and I might not be as accurate as I want to be.
01:42Probably the easier way is to just use my Subdivisions. So for example, for my
01:46Subdivisions in Depth, if I put that at 3, I know I'll have enough detail for
01:51the top, the middle, and the bottom.
01:53Then I also need to change my Subdivisions Width to a number that allows me to
01:58create six of these. Now I know from experience that that number is actually
02:02going to be 13. So I have one, two, three, four, five, six places to create
02:10those divots. Now all I have to do is position my top and bottom vertices right
02:16here, and here, to border that, and again, this is just a little rough, this
02:23drawing isn't exactly accurate, and now that I have that, I can just do an Extrude.
02:29So I am going to go into my prospective viewport, in fact, I am going to turn
02:32off my templates here, so that way I can see this a little bit better, and then
02:38I am going to go into face mode, I am going to select this face, every
02:42alternate face, right like that, and then just do an extrude. I am going to
02:49extrude just a little bit, and then extrude again a little bit more, because
02:56what I really want to do is create an edge, remember how smoothing works. I am
03:00actually going to smooth this, so we are going to create a little bit of an
03:04edge. In fact, if you want you can see how this works just by hitting the
03:06number 3, and that gives us a good idea as to how this will smooth.
03:11And if I want, I can also position this, its looks like its a little high.
03:20There we go. Now the next one is going to be his little nose, his little brow,
03:26so I am going to turn on my Template again, and what I need here is these again
03:30are divots, but these are hemispherical divots, they are made out of spheres.
03:35So I am actually going to have to use a Boolean to create these, but first I
03:41need the rough shape, well, this is going to be done using a box, so I am just
03:44going to go ahead and create a simple box, and again, just the same procedure.
03:49I am going to drag this out, move this out to the front here, and I also need
03:56this T shape, so I can do that by just adding 2 Subdivisions in Width, scaling
04:04these in, and then selecting this face on the bottom and Extruding it out. I
04:11may probably have to do this in prospective view to select that little face
04:17there, and then just do Recent Command, Extrude, and Extrude that out, and turn
04:24on my Template, and its pretty close.
04:27Okay, so I need to create a number of spheres to cut out my Booleans. Because I
04:32have got the Template here, I've got the thing I am going to cut. Now I need
04:36the things that will actually cut this. So I am going to create some polygonal
04:41spheres. I am actually going to create one, and move that out. Now what I need
04:52to do is figure out how deep this needs to go in order to create that sort of
04:57hemispherical divot. So I kind of need to position this in front of it, so that
05:02it makes the divot, but the divot is just big enough. Now once I get one, I
05:08need to duplicate these. Now I can do that in the number of ways. I can just
05:12hit Ctrl+D, and move it. That might be the easiest way to do it. I could also
05:17use Duplicate Special, which would allow me to position them precisely, because
05:23what Duplicate Special does, it allows me to do a Number of copies within
05:29Translation per a copy. But this is small enough, so I can just copy all of
05:35these, and I should be pretty close here.
05:48So now that I have all of these cutters. We essentially got to cut out the
05:51little holes for this nose bridge. These are 11 of these. Now I don't have to
05:56do 11 Booleans, so the easiest thing to do is just select them all, select all
06:00the spheres, go Mesh > Combine, and that combines them into one sphere. In
06:04fact, I can do Modify > Center Pivot, and now I can basically move those in and
06:09out as one. So now I select my T shape, then I select my spheres, and I do Mesh
06:21> Booleans > Difference, and there we go, just cut the little holes there, and
06:28that looks pretty cool. Okay, so that's the basics of his face. So let's go
06:33ahead and move on to some other cool stuff.
Collapse this transcript
Modeling a robot pt. 4: The chest
00:01So now let's keep working on our robot. In this lesson we are going to build
00:05the front parts of this robot. So let me go ahead and turn on these templates
00:10and show you what we are going to work on. We are going to work on this little
00:14shield here and the dial. Now, I have done a few things with this robot. One is
00:21that I have organized stuff into layers. So, I have created a Templates layer,
00:26a Robot layer, which is all the geometry, and then a layer for Curves.
00:30Now, I have already pre-drawn some curves here and so we don't have to go
00:34through that process and we are going to use those curves to create this front
00:40shield. Okay, so we have got this shield here which has kind of a round button
00:46here with the center part and then another round button on the side and then
00:50the dial is pretty much self- explanatory. What I have done is I have just
00:54traced that outline as best I could with the curves.
00:58Now, let me show how I created this shield. I am actually going to turn off the
01:04Templates right now and let's just take a look at these Curves. This first
01:08curve here that is just for that button. So it's just the outline of that and
01:13then these curves create the ridged shield. Okay, so in order to do this most
01:21effectively I like to start with one curve and in this case I drew this curve
01:26here and if I go on to ControlVertices, you can see that this is actually made
01:31up of a number of CVs.
01:33I could have actually drawn this curve with probably just four CVs and it would
01:37be just fine. But the reason I drew it with multiple curves is so that I could
01:42do this sort of detail here. So I can take that one curve and just reshape it
01:48so if you can see it here from the top, let me turn on Hull here. So when you
01:55can see it from the top, you see I have got this sawtooth arrangement and that
01:59gives it kind of that rippling effect. So I have duplicated this curve here and
02:06here and then I also have one curve on each side of that base to kind of give
02:11it a nice flow.
02:13So in order to create this it's very simple. All I have to do is just go from
02:17top to bottom and just select all of these curves and we have done before
02:24Surfaces, Loft. And now you can kind of see this, so you can see how we get
02:30that nice ripple effect here. Now, for the side one for this little button, we
02:36are going to do a Revolve. In fact let's take a look at this with the template
02:40behind it. We are actually going to do Revolve to make that detail.
02:45So let's go back into our Perspective view and in order to do a Revolve, I do
02:52need to have that pivot centered at the center of the Revolve. So I am just
02:56going to hit the W key just to see where that pivot is set and it looks like
03:01its set in the right place.
03:02So let's go ahead and go Surfaces > Revolve, but before we do that we need to
03:07make sure we are revolving around the proper axis and in this case it's the
03:10blue axis, which is the Z-axis. So go ahead and do that Revolve. And there is
03:17that detail. Now, I still have to create a couple of more things. First of all
03:24I need to create the opposite button here. So I need to create this side. Well
03:30because I have created this surface from a Revolve, its center has actually had
03:35000. I can use that to work with Duplicate special to actually create an exact mirror.
03:42So all I have to do is go Duplicate Special, put -1 in the Scale. Watch what
03:49this does. There we go, so now I have got an exact opposite of that. Now all we
03:56need is a Fillet blend that connects these three surfaces. So let's go ahead
04:03and do that for one side and then the other. So I am going to go ahead and turn
04:08off my Templates and then I am going to select my lofted surface, right-click,
04:14Isoparm, select the Isoparm at the very end Duplicate Surface Curves.
04:20If I go into my Outline, and you will see it all the way down here I have this
04:25duplicated curve. Now, I can also select my revolve surface and then just go
04:32into the side viewport. I don't have to maximize that, I just have to make sure
04:35that that's the active viewport and then just and then just go Edit NURB >
04:40Project Curve on Surface and so now that curve is on the surface there. And I
04:47can use these now to create the Fillet Blend. So I go Edit NURBS > Surface
04:51Fillet > Fillet Blend, select the end Isoparm of the loft, hit Enter. Select
04:59this curve on surface, hit Enter.
05:03Now, this is actually flipped around, but I can change that by just keeping
05:07this Fillet Blend surface selected and going into my Attribute Editor. Now, I
05:13can basically reverse this, but actually I have to reverse two things. I have
05:17to turn off Auto Normal and then I have to flip and reverse one of these sides
05:23and then that just makes it perfect.
05:25So let's go ahead and do this for the other side as well. So let's go ahead and
05:31go Isoparm, select this, Duplicate Surface Curves, go into side view, make sure
05:45that's active. It has a little blue line around it when it's active, Project
05:50Curve on Surface and then go back in my perspective, Fillet Blend tool, select
05:58that, hit Enter, select that curve, hit Enter and this one actually didn't need
06:05to be reversed.
06:06So there we go. So there is the shield. Now, let's very quickly do the dial.
06:12Now the dial is built from two curves that were actually how I drew this. Let
06:17me just go very quickly through how I drew it, because I wanted this to be
06:21symmetrical so I actually drew half of the curve, flipped it and then merged
06:26the two curves together to make sure they are exactly symmetrical. But for this
06:31all we really need to know is that these curves exist. So let's go ahead and
06:34select both of these. Now, these have to be exactly on the same plane. You
06:41cannot have this at any angle here and then just go Surfaces, Planar that makes
06:49the original phase.
06:52And if I want, I can turn off selection for NURBS surfaces so I am not
06:57consistently this surface so I can select just the curves. So if I select both
07:03of these curves, duplicate them with Ctrl+D and move them back. In fact, I can
07:10turn on my Robot here so that I make sure that these are right on or just
07:15slightly behind the surface of that Robot and I can use that to make the size
07:23of this dial. So let's go ahead on the inside surface, so I will select the
07:28inside one on both of these and just do a Loft. Now, for the outside one I want
07:35a little bit of a bevel.
07:36So actually what I am going to do is I am going to take this and one and I am
07:41going to scale it up just a little bit like that, so that's actually a little
07:46bit outside of that dial. Duplicate it again and move it here. So that way I am
07:54getting kind of almost like a little bit of a bevel. In fact I can just
07:57duplicate it one more time and then scale that third one down just a little bit.
08:04So now all I have to do is select all four of these and then just go Loft. You
08:12see I have got a little bit of a bump there so I all have to do is select that
08:15curve and just adjust it so that I have got something that's pretty close,
08:21there we go, beautiful. Now, this dial, I am going to move this forward here so
08:26we can just see it and that would be just a Planar. So all we have to do is go
08:29Surfaces, Planar and then what I do is I always Center the pivot there. In fact
08:38I am going to go ahead and move the pivot so it right down there. I am going to
08:41hit Insert or Home, Insert again and just move the surface itself in there.
08:49So now when I turn on the Robot, move it down back a little bit. I have got my
08:54dial, I have got my shield and I am getting very close to where I need to be.
Collapse this transcript
Modeling a robot pt. 5: The final details
00:00Now, we are going to make the rest of the stuff on the Robot. I am
00:04working with a file called Robot_04.mb and I just rearranged that file a little bit
00:11and just put everything in the proper place. But we still have a Templates
00:14and a Robot layer. Now, I am going to work first on this side basically his ear.
00:22The drawing really isn't exactly the shape that I want, so I am just going
00:27to freehand this and I will show you a really cool way to make like a knobby shape,
00:32which is basically what his ear is supposed to be.
00:35So I am going to start with a cylinder and I am going to start in my side
00:41viewport and basically center that cylinder over his ear and then go ahead into
00:49a front viewport and drag that up. Then I need to position that, over where his
00:59head would be. In fact I should turn on the Robot layer here and then I am
01:06going to go into my Inputs here for my cylinder. First I am going to change the
01:10Height, so I will select the Height, right-click and drag and move that so that
01:15the Height is where I want it to be, somewhere around there.
01:24And then I am going to give it one Subdivision in Height and then one
01:31Subdivision for the Caps. Now the most important thing here is the number of
01:36subdivisions around the axis, which is this number here. I am going to be
01:40changing this. Now, the way I am going to draw this knob is I am going to do
01:46every third vertex. I am going to smoosh it in so that it makes kind of a knob
01:51shape. So that means I have to have this in multiples of three. So in this
01:56case I am going to make it 18 Subdivisions in the Axis and you will see why
02:01this is important right now when I start modeling this.
02:04I am going to right-click over this, select Vertex and then I am going to
02:08select the top one. I am going to skip two, one, two, Shift-Select the third one.
02:16Again, one two, three, every third axis here I am selecting. This is why I had
02:24it as 18, which is a multiple of 6. So that way I can get six of these
02:30selections. Now, when I hit R and scale this in, you can see how I can get a
02:37nice little knobby shape. So this is almost like a knurled type of knob. And
02:42when I scale these in, I am using the master scale here and what that does from
02:48the side, in fact let's take a look at this from the side, is it also scales it.
02:53So it's basically I am scaling it this way.
02:56So I do what those indentations along the top, but the bottom I don't want it
03:03to be so knurled. So I can either move those in or the better way to do it is
03:10just to select these Vertices here, in fact we could probably do this better in
03:14Wireframe, if I just rubber band select, I can very nearly grab those and
03:20just move those back. So now I have this kind of knurled knob shape. Now, I
03:35also want to make a kind of divot in the center of this. This is why I put more
03:40than one Subdivision on the Caps as well.
03:43So I am going to select Faces, in fact I am going to use Paint Select,
03:48right-click, make sure I am on Faces and I am just going to paint out those
03:52particular faces and then I am going to go to Extrude and I am going to Extrude
03:58those in a bit, then scale and then I am going to Extrude again and one more
04:16time scale it in a little bit more to kind of make more of a bump on the top.
04:25And then if I want I can select this middle vertex here right in the center and
04:30pull that out just a little bit so I can get kind of almost a curve here.
04:35Now, when I go to Object Mode you can see this will work pretty well. In fact
04:41if I hit the number 3 to subdivide it, you can see exactly how this will subdivide.
04:46That's kind of nice. Now if I want to, I can force the subdivision on this and
04:50just bake it in by doing a Mesh > Smooth. In fact let's go ahead and do that.
04:55Let's just do Mesh > Smooth and that automatically smoothes that. And then I
05:01just need to move that in and then in order to make the other one, all I have
05:06to do is duplicate it and then flip it around and I flip it around by scaling.
05:11In this case scaling over -1 and then just bringing it in. So there is his ears.
05:18Now, let's just make the top of his head and we will be done. So if we look at
05:22the Template, the top of his head is basically a dome with a ring or I like
05:27using a tube or a torus around that. So let's just go ahead and freehand this.
05:33I am going to actually go in this case into the top view. You can see here this
05:40is top of his head. In this case, I am actually going to create a torus. It's
05:49about the size of the top of his head and that would be like the rubber gasket
05:55that contains-- so we need to move that up.
06:05And then I need to center that as much as I can and then make a sphere. In fact,
06:14in this case I am going to actually going to make a NURBS Sphere that is about
06:21the same diameter and again just move that up. Now, for the sphere, actually I
06:29want to cut that sphere in half and kind of squash it. I can do one of two
06:33ways. I can either just clip it with the Isoparm like we have done before or I
06:37can just unfold it. I think probably the easiest way to do this is under NURBS
06:43Sphere, just sweep it 180 degrees. But that sweeps in the wrong direction. So,
06:49all I have to do is just rotate that 90 degrees and then just scale that down a
07:01little bit. There we go, perfect.
07:10Okay, so there is the basics of our Robot. Looks pretty cool, huh? So that's the
07:19basics of modeling the Robot. We are obviously going to texture and render the
07:23Robot in the subsequent lessons.
Collapse this transcript
6. Applying Textures
Understand the basics of materials
00:00 Now we are going to talk about Materials and Textures in Maya. And the best way
00:06 to look at Materials and Textures is as a code of paint on the model that you
00:11 have created. So for example, this deco car that we have created, in fact let's
00:16 go ahead to our Project, let's make sure we have that set. We are actually in
00:20 06 Textures and the file is called Deco Car.mb. Now, I have striped this off
00:28 all of its texture and this is basically how it would be when you first model
00:33 it, which is kind of just this gray tone. Now, if you think about it, if you
00:38 built this out of clay, it would also be kind of a similar grayish kind of
00:42 non-colored tone and we can add color by adding Materials and then we can add
00:48 Texture within those Materials.
00:51 So, first of all let's go through the basics of these materials. All of this
00:56 rendering stuff, Materials and Textures is in the Rendering menu set, which is
01:02 also a Rendering shelf here and I tend to use the Rendering shelf a lot. But,
01:09 in order to create a color on this, let's go ahead and just select the body. We
01:14 can apply what is called a Material. So we do Assign New Material and we can
01:20 give it any one of these materials. Now, some of these especially these ones in
01:24 the lower section are ones that are only available to Mental Ray. So if you are
01:31 using these textures, like for example, this one here is called Car Paint,
01:34 which will be perfect for this, but those are specifically for the Mental Ray
01:38 renderer. They won't render that well with the Maya software renderer.
01:42 So, let me go through some of the basics here. We have got a Blinn, Lambert,
01:47 Phong, Phong E and Anisotropic. Okay, those are the main shaders that we use
01:52 and those are the same as you would use in most 3D packages. Now, let me show
01:57 you the other ways of getting to these main shaders here. If we go to our
02:01 Rendering shelf, we have a bunch of little shader balls here and those are your
02:06 Anisotropic, Blinn, Lambert, Phong and Phong E. We can also select an object,
02:13 right click over it and go all the way down here and we have Assigned New
02:17 Material and can get right to menu here and go Anisotropic, Blinn and so on,
02:22 any one of these shaders.
02:24 Now the most common shader I like to use is called a Blinn. So, let me just
02:28 show you that. I am going to select my surface and then hit this button. Now
02:33 when I do that it brings up the parameters for the Blinn material. Now, this
02:38 material is applied to the object itself. So, if I click off of this and click
02:46 back on you will notice that these are all of the operations I used to create
02:51 this car body. If you go to scroll to the very end you will see we have a Blinn
02:56 shader here. So, these are all the different operations. This is basically my
03:00 object history and there is my Blinn Shader.
03:04 Now, the Shader allows you to assign a number of parameters. Now, the types of
03:09 parameters depends upon the Shader. A Blinn is a really good example. So, we
03:13 can see here we have got some of the main parameters here, which are Color. So,
03:17 all I have to do change color is just click right here and I have a Color
03:21 Picker and I can just choose whatever color I want. Now, the Color Picker can
03:27 go in Hue Saturation or RGB and the RGB can go 0 to 1 or 0 to 255 and that just
03:35 depends on if you want to match to Photoshop or some other program that uses a
03:39 different color model.
03:41 So you can basically select whatever color you want and hit Accept and that
03:45 color will go into this slot. We can also do stuff like Transparency. So, for
03:51 example these windows if you select them by default they have the default
03:57 texture on them, which is called Lambert 1. Now, Lambert 1 is always applied to
04:03 whatever object you create. So, I would not mess with this and you want to keep
04:07 it gray, so you know it is just a standard Lambert material. But, for something
04:12 like the window, we want to apply a new material. So, we want to apply
04:15 something like glass. Probably one of the better ones that look like glass is
04:19 called Phonge E.
04:20 So, let's go up here and apply Phonge E. Now what Phonge E does is again it
04:28 allows you to do color and in this case because it is a window we want to do
04:31 some transparency, so we can actually play with the Transparency of this. So,
04:35 you can see it's almost looking like a window already, but we also some
04:39 additional parameters. Now, these are the same for a lot of the Shaders. We
04:42 have what's called Ambient Color. Now, some of this will show in the viewport.
04:47 Some of this will only show here in the Material Sample. So, take a look here,
04:51 when I go Ambient Color, in fact here, let me turn this down.
04:55 What the Ambient color does is it's almost like a self illumination parameter.
04:58 We also have Incandescence. So, Ambient Color allows it to illuminate, but also
05:04 have highlights where Incandescence kind of blows out the highlights. We also
05:09 have Bump Mapping. We also have Diffuse, which is the shadowed side of the
05:14 object. In addition we have what's called Translucence, which is kind of almost
05:19 like a back glow with the depth and a focus. Now, the real difference between
05:23 all of the main shaders is in how it handles Specularity. So, let me go ahead
05:29 and turn this up and give it a little bit of transparency there, so we have got that.
05:33 So the big difference between these is how it handles what's called Specular
05:38 Shading, which is this highlight. So, if I want I can give it a Roughness, I
05:43 can give it a Highlight Size. I can just go ahead and get less transparent
05:48 there. So I could change my Highlight Size, I can change how white this is. I
05:53 can also change the color of the Specularity. In addition to that I can change
05:58 Reflectivity. So, if I actually want this to reflect like a mirror I can turn
06:03 this from 0 to 1 to make it reflective. Now, one thing I want to show you is
06:07 that each one of these has a different specular model. That is the main
06:13 difference between the different Shaders.
06:16 So, let's go ahead and scroll up here and if we want to we could actually
06:19 change the type of Shader here, instead of actually having to apply a new
06:23 Shader, I can just select my object, find my Shader and change it. So, for
06:29 example, if I want to do a Blinn and if you scroll down here notice that the
06:32 Specular parameters are different. So, it different Specular Shading, Specular
06:37 Roll Off, Color and so on.
06:39 Now, a Lambert actually has no Specularity. It is kind of a matte material
06:44 that's great for rubber or cloth or things that aren't shiny. Let me have
06:49 Phonge and Phonge E. Now Phonge has what's called cosine power which determines
06:55 the shape of that specular highlight. In addition to a specular color and then
06:59 Phonge E, which is what we just used, it has what's called the Highlight Size
07:05 and Whiteness. So, it is little bit different than Phonge. So let's go ahead
07:08 and turn up the Transparency there.
07:11 Now, all of these are just simulated here in the viewport. The way to really
07:15 see these is to render them. Now, we are not getting into hardcore rendering
07:20 just yet, but let me show you some basics about rendering here. So, if we go to
07:26 this button that brings up the Render Global, so we can determine what renderer
07:31 we use and then if we are using the Maya Software Renderer we can also change
07:37 our quality. Now, typically I use Production Quality, but we could also use
07:42 Preview Quality, if you don't want the renderers to take too long.
07:45 But, let's go ahead and turn on Production Quality, close this and then I will
07:49 just hit this button to do a quick render. And so we can see how that works.
07:54 Now, for example, this body maybe we want this to be a little bit shinier. So I
07:58 can select this, go to my Material and then just play with my Specularity here
08:03 and just maybe make it a little bit more shiny, little bit brighter and again
08:08 we can play with this.
08:10 So, those are the basics of how to apply and adjust Materials in Maya. Let's go
08:14 ahead a little bit deeper into these windows in the next lesson.
08:20
Collapse this transcript
Creating and applying maps
00:01In the last lesson we looked at how to create materials and apply color, but
00:06the color of a material can also be derived from what's called a Texture. So,
00:10let me show you a little bit about that. Let's just create a simple surface. I
00:14am going to create a NURBS Sphere and I am going to shade it here and I am
00:20going to turn on Hardware Texturing. Now, let's go ahead and apply a new
00:24material to this. Let's just create a material. So I am going to go to my
00:27Rendering tab and I am just going to apply a Blinn Material and that brings up
00:32the Blinn Attribute.
00:34And I can certainly do stuff like change the color if want to; very simple.
00:38But, this color here is just solid. This particular box has just a solid color.
00:45If I go over to the right, you will see that on all of these there is another
00:49box that's checkered and that means that you can insert an image or a
00:54procedural texture into that to create a non-solid color. So, let's go ahead
01:00and click on this and what comes up is called the Render Node or create Render
01:04Node window.
01:06Now, this has a number of different options but let's just look at what the
01:09default is when you click on this button. It comes right into what are called
01:142D Textures and it gives you three options. The one we are going to play with
01:18right now is called Normal, but also have one called as Projection, which we
01:22will describe later, and As Stencil. But, Normal is mostly what you want to do.
01:27So make sure that that is checked. Then it gives us a list of all the different
01:32types of textures that we can apply. For the 2D Textures these basically are
01:36the same as like a bitmap or something like that.
01:39So, we could for example, select any one of these. I am going to select this
01:43one called Cloth and there we go. You can now see how the Cloth texture is
01:48applied to the color channel of the material. Here are the Cloth Attributes.
01:53Now, we can certainly play this. We can give it all sorts of color if we want,
01:57U and V Color which means just a different types of threads here and we can
02:01also change stuff like Width and you can play with this all that you want. But,
02:05we are not going to get into that right now. I just wanted to use this as an example.
02:09The real key here is that this map is writing the color for that channel and
02:14the way you navigate this is through these Up and Down buttons here. So, if I
02:20go up that means I go up to the channel that is using this node. So in this
02:25case it's the color channel in the shader. So, if I click the Up arrow, it
02:30brings me to this Blinn shader and you can see now that this has changed. The
02:35Color Attribute actually has the down arrow, which is the same as this which
02:40connects it to the Cloth texture. So, if I click this I go back to Cloth, I
02:46click this I go back up to the thing that's referencing this and I also have
02:49little tab here for the Cloth as well, so I can just switch between them here.
02:53Sometimes this isn't available, but you can always get to them with the Up and
02:57the Down arrows. Now, I can map a lot more than just color. I can map
03:02Transparency, I can map Incandescence, Specularity, anything I want with one of
03:08these little checkers, I can map. So, let's go ahead and map Transparency and
03:14see how that works. So, again I am going to click here and now we are going to
03:19select something else. Let's go ahead and select the Checkerboard and that will
03:23be Transparency.
03:25So, if I go up here you see that it is not really showing. But, if I turn on
03:30High Quality Rendering you can see now that this is actually using the
03:35Checkerboard as the Transparency. In fact if I go Blinn on this object and go
03:41down to Transparency you can see I can actually even change the colors here. So
03:47black is solid and white is transparent. So, I can actually play with that in
03:53real time if I want and if I go up you could see now I have two channels that
03:58are map. So, those are the basics of how to put Maps into an image.
Collapse this transcript
Using bitmaps as texture
00:01 We just saw how to apply basic procedural texture maps, which are ones that you
00:06 can actually create within Maya, but you can also use image maps or Bitmaps to
00:12 create textures as well and that's probably one of the more common ways of
00:15 creating textures within Maya.
00:17 I am going to open up Photoshop for just a second here. I have a file here with
00:21 this kind of a rusty sort of texture, kind of grimy rusty texture and let's go
00:25 ahead and apply this to the robot first. So I am going to select his body and
00:31 we are going to apply a new material. In this case, I am just going to apply a
00:35 Blinn and then in the Color Channel, I am going to select this. Make sure it
00:41 set it Normal and then in order to bring in an image file, we can do it a
00:46 number of ways.
00:47 We have File, which brings in a standard flat image file such as a JPEG or a
00:52 TIFF or a TARGA. We can bring in movies, which are like a TARGA sequence or
00:58 something like that. We can also bring in Photoshop files and the Photoshop
01:03 node actually recognizes layers within Photoshop. Well let's just go ahead
01:07 and play with a simple JPEG.
01:08 So I am going to go ahead and select File and what this does is it brings us
01:12 into a whole new node. Now notice how the texture changes and the Texture
01:17 Sample goes to black. What we have to do here is select the actual image. So I
01:24 select the File node, then I put the image into that node.
01:28 Now if we set our project correctly, we should be in 06_Textures sourceimages
01:33 and there is a file there called Rusty. jpg and that brings it up. Now if this
01:38 isn't showing up, make sure you turn on Hardware Texturing. Now once that's in,
01:43 you pretty much see it pop up on the robot. Now we have got a couple of options here.
01:49 Well, first of all, I want to show you how this connects to that Blinn Shader.
01:54 Again, let's just go ahead and press the Up Arrow here and you can see that
01:58 it's connected here to the Color channel. In fact, one of the things I would
02:02 like to do is as I create shaders, I like to name them. So in this case,
02:07 let's just call this Rust.
02:09 Now if I want to go back to that image map, I just click here and I go back to
02:13 my file. Now we have got a couple of options here. One is the ability to filter
02:20 this for rendering. I usually leave it on Quadratic. We cam also change or
02:26 reload the image. We also have some Effects down here.
02:30 So you can actually change the color. One of the more important ones is Color
02:36 Gain, so you can actually have a brightness control here with Color Gain and
02:40 Color Offset, that allows you to kind of tweak the texture in terms of how
02:45 bright it is. You can also change the Alpha Channel if you want.
02:49 You can also invert it here and if you actually want to remap the color, you
02:52 can actually use a second image map or texture to do that. Now in addition, we
02:57 have what's called the place2dTexture node and this shows how this particular
03:02 texture is applied to the object.
03:06 So again, let's see we have got a file node here and then we have got the
03:09 place2dTexture node. Now what this does is it basically controls the mapping
03:15 and how much this repeats. So for example, if I go Repeat UV and I put in a much
03:20 higher number like, for example six, you will see that its tiling much more closely.
03:27 Now this particular texture is set to tile, so if I do an additional repeat on
03:32 my UV coordinates there, you are not going to see the seams between the
03:36 textures where they repeat. Now we also have an option here for Coverage.
03:42 What that means is how much of that bitmap is shown. So if you have a coverage
03:47 of less than one, then part of the bitmap is shown. You can see there is a dark
03:52 thing here. Now this is actually for the entire thing, it goes UV and then
03:56 Coverage, so how much is this UV covering.
03:59 If we go one, it covers the whole object. If we go higher than one, let's say
04:03 we go two, you will see again it start repeating. So this is another way to
04:08 repeat this more, is just to give it more Coverage and that will increase again
04:13 the number of repeats if that's the way you want to do it. So now that I have
04:17 this repeated eight times, let's go up to the Texture Sample so we can actually
04:20 see it and you can see exactly how many times this is tiling.
04:25 So those were some of the basics of how to apply files into an image channel.
04:32
Collapse this transcript
Working with the Hypershade window
00:00Now when you work with materials, we can certainly edit our materials in the
00:06Attribute Editor, which is one way to do it. For example, I have got this robot
00:10here called Robot_Final.mb and we can certainly manipulate the textures and
00:16stuff within the Attribute Editor. But we also want to have a better global
00:21view over all the textures in the scene.
00:23Now the textures are not attached to specific objects. The textures actually
00:28live separately in Maya and then they are painted on. So it's almost like you
00:33having separate buckets of paint. We can view all of the materials in a
00:38scene by going into Window > Rendering Editors > Hypershade and that brings up
00:44what's called the Hypershade window.
00:45Now this contains a list of all the different materials that are currently used
00:51in the scene. So for example, this robot, he has his eyes made of this red
00:58texture, he has got a color for his body and so on and so forth. Now each of
01:04these, I can apply to any object I want.
01:07So for example, if I actually created a new object in the scene, I could simply
01:13apply an existing texture to that. Either I right click, go Apply Existing
01:18Material, or I can go into my Hypershade window and select one, right click and
01:26just go Assign Material to Selection and so that assigns that particular
01:31material. All I have to do is select it. Assign Material.
01:37In addition to this, the Hypershade window allows you to actually manage all of
01:41these materials and do a lot of other things as well. You can actually create a
01:47new material here that's not attached to any specific object. All you have to
01:52do is just go Create Maya Nodes and for example, I can create a new
01:56Phong shader right here and that would show up here, phong9, and if I double
02:01click on any shader, it brings up the Attribute Editor for that particular shader.
02:07So for example, this Phong. I could change it to any color I want and then once
02:11I have the shader that I like, I can select an object here and just assign it.
02:16Let me undo that. Now in addition, we can see how a shader is built by graphing
02:23it in this work area. So for example, if I selected this Dial material, which
02:29is the actual -- let me zoom in here. This is actually the texture here on the
02:33dial that says Volts. I could just right click and go Graph Network.
02:38Now what this does is it actually shows me how the network is constructed. So
02:44we have a material called Dial_Case and the color is coming from a node called
02:52file6 and that texture is controlled by this place2dTexture6. So you can see
03:00how this is completely graphed out and we can actually visually understand how
03:05our shader is built. Now as you get working into more complex shaders, you can
03:11also have many, many nodes going in to the shaders. You can actually have very
03:17complex networks.
03:19Now this window also has a number of different options. We can certainly import
03:24textures from other Maya scenes; we can do some editing functions here such as
03:29Delete. One of the nice ones is Delete Unused Nodes, which kind of just cleans
03:33up anything that's not attached. So for example, if I did that, it would get
03:37rid of that Phong that I added in. We could also delete what are called
03:41Duplicate Shading Networks, which again just cleans up the window.
03:45Now we can also select objects with the materials applied. So for example, if I
03:50have this material applied -- and let me move this over here. So if I want to,
03:55I could select objects with those materials applied. If I do that, it selects
04:00the objects containing that material. In addition, this work area can be
04:04navigated just like a viewport. So you hold down your Alt key and then use your
04:10middle and right click to zoom and pan. Obviously because it's a 2D viewport,
04:15you can't rotate.
04:17Now, in addition to this we have a number of other options here. We have
04:20Create, which allows you to create any sort of materials, basically just a
04:24master Create menu here. You can also create tabs to organize things, you can
04:30obviously change the way you graph your connections and we also have some
04:34additional options and help for this window.
04:37Now this here controls how big these shader balls go and then in addition, we
04:42have all of these tabs along the top. So there are the materials, but we also
04:47can look at Textures, which is every texture file that we have. In this case
04:52we have a lot of image files.
04:53We also have Utilities, which are the Place textures, and we also have Lights
04:58and Cameras as well as what are called Shading Groups and so on. So this is
05:04kind of a central place for organizing a lot of your rendering tasks. It's not
05:09only for creating materials, but also lights, cameras and a lot of other things.
Collapse this transcript
Working with the Multilister
00:01Another way to look at the materials and textures in Maya is using the
00:05Multilister window. Now this is actually fairly simple window. It's here under
00:10Window > Rendering Editors > Multilister and when I bring this up, it's kind of
00:15like the Hypershade window, but it has a little bit different layout. It has
00:18some tabs along the top, for General, Materials, Lights and Cameras, but it
00:26doesn't have all the other tabs that the Hypershade window has. And along the
00:30bottom it has a separate Textures tab, which I find kind of handy.
00:34You can select any texture and double click on it to get the Attribute Editor
00:38for that and I can also do that in this window as well. Now this window is
00:42actually fairly simple, you can certainly right click over this and we have a
00:45number of options, Import, if you want to import. You can also assign this to a
00:51selected object, you can also delete any ones that are highlighted or unused.
00:56We can also select anything that is using that assigned material.
01:02So for example, if I right click here -- again, this is just very similar to
01:07what's in the Hypershade window-- you can also change your display a little
01:11bit. So you can actually do an alphabetic display, which is kind of nice, and
01:14you can also do it small, medium and large if you want. And there are a number
01:19of menu options along here, most of which mimic those right click windows.
01:23One of the nice ones is called Filter. Now, if you have a scene with a lot of
01:27materials in it, the Filter can come in very handy. So for example, if I have
01:31these objects selected, I could show only the materials applicable to the
01:36selected objects, so that will reduce the amount of clutter that I have on the
01:41screen and it will show me exactly what materials are used for what objects. So
01:46if I just selected one object, I could go Show Selected, it would be that. I do
01:51this one, Show Selected, and so on.
01:55So those are some of the basics of the Multilister. I tend to use this when I
01:59want to work quickly with just assigning and editing materials, and then if I
02:03want to get deeper, I go into the Hypershade window.
Collapse this transcript
Texture-mapping NURBS surfaces
00:00So now that we know how to create materials and put textures in the materials,
00:06we also have to understand how those textures map to specific objects. Now how
00:13you map a texture to an object depends a lot upon the type of geometry that we
00:18have for the object. Now we are going to go ahead and start with NURBS based
00:23geometry, and I have opened up this Deco_Car.mb.
00:27So I am just going to go ahead and one of the things that I am going to do is
00:31just select this body and go Display > Hide, because I really want to look at
00:36this undercarriage. Now when we apply a texture to a NURBS surface, the texture
00:41is usually a rectangular bitmap or a texture. So for example, here I have this
00:47Rust texture that we have been playing with and I can select the car and let's
00:52go ahead and create a material for that.
00:54I can just go to my Rendering tab, select one of these -- I am going to select
00:58the Blinn. That's really not important which one we select, and then in the
01:01Color Channel I am going to just add a Render node. Make sure this is set to
01:06Normal and we are going to do File and I am going to load up Rusty, to make a
01:12rusty car. Now you are not going to see this until you turn on Hardware Texturing.
01:17Now once I do, you see that rust is applied to the fender. Now let me show you
01:22how this maps. On a NURBS surface, you have basically a flat patch -- in fact,
01:29let me show you this on a NURBS plane. I am going to go ahead and just draw a
01:34NURBS plane and then right click over it, and go Assign Existing Material,
01:40blinn1. So this is my image map. In fact, its exact same image map I have here
01:46in Photoshop. So this image maps corner to corner on the four sided NURBS patch.
01:55And if I deform the patch, the texture sticks, because it's really just mapping
02:00the X and Y coordinates of the bitmap or the width and height coordinates of
02:05the bitmap, to the U and V coordinates of the patch. Now it's exactly the same
02:12for this fender of the car. We have a corner and a corner here and the surface
02:18does have a U and a V direction. Now it's just shaped a little bit differently,
02:23but the underlying geometry is basically the same, you can even imagine this
02:27being stamped out of a single sheet of metal.
02:31So what we can do is take this bitmap, and we can change how it's placed on to
02:38the object. So all I have to do is double click on my object, go to the Blinn
02:41node, go to Color, and then I find this place2dTexture node here. Now we have
02:47played with this a little bit, we can certainly repeat if we want. But the most
02:51important one is Coverage, particularly for a NURBS surface, because right now
02:55we are mapping the height and width of this image, one to one, to the U and V
03:03coordinates of this object.
03:05So if I take the Coverage and change it, let's say, I want the coverage to be
03:100.5, then it shrinks the texture and the same here if I make it, say for
03:17example 0.4, it's going to shrink it this way. So it's only kind of cover 40%
03:22of this. Now I can also rotate this frame if I want and I can translate it. Now
03:28translation works on a one to one basis. So if I translate at one, you are not
03:33going to notice and difference because basically it's gone one over and is
03:37wrapping around. So I need to do this is in a fraction, say 0.2 and 0.4.
03:44But we can also use what's called Interactive Placement, to place this a little
03:48bit more precisely. So if I click on this, notice how my cursor changes, and
03:53the key mouse stroke here is middle mouse button. So all I have to do is middle
03:57mouse click and I can change the positioning of this. Now when you middle mouse
04:03click, notice how there is little grab points, little tabs here. Sometimes you
04:07have to grab those. Now if you grab the middle one here, you can position it.
04:12See that little dot there? That's the positioning node and so I can just go
04:17ahead and position it by moving that.
04:20So for NURBS surfaces, this is a great way to position and align textures and
04:25NURBS are really kind of nice in terms of texturing because one NURB surface
04:30basically equals one bitmap image and so it makes it very easy to stick bitmaps
04:36to a NURBS surface.
Collapse this transcript
Projecting textures
00:01Another way to apply texture mapping to an object is to project those textures.
00:05Now what projection does is it actually uses an external object as a projector
00:11to apply the texture. So this works for either NURBS or Polygonal surfaces
00:16because the actual texture mapping object is separate from the geometry itself.
00:23So let's go ahead and open up Robot_05. mb and I am going to select the face of
00:30this dial here in his stomach and then I am just going to create a material. So
00:35I am just going to go to my Rendering shelf here, create a Blinn, go Color. Now
00:41typically we have this set as Normal, but I want to go one down here to As
00:46Projection, select the File and then here we have what's called Image. So I am
00:52actually going to go down one more and then load the image.
00:55Now I am in my sourceimages directory and I am just going to load this one
00:59called Dial_FG.jpg. Now you can see that maps to the object. Now we are not
01:06seeing this mapping exactly because I should turn on High Quality Rendering,
01:12which will give me a little bit better view here. Well I have got this word
01:16Volts, which needs to be here, but you can see that the little tip of it's up
01:20here. I can change this by manipulating this texture mapping object.
01:24Now it comes in down here and it's called place3dTexture. Now if I move that
01:30throughout the scene, you can see how it moves the texture. In fact, if I want,
01:36I could actually fit that to the group. So if I just go Fit to bounding box, it
01:40automatically fits and then I can go in and I can adjust it. So I can move this
01:46around, I can adjust it and I can do whatever I want. So this is how I am
01:50placing my texture on to my object.
01:54Now this place3dTexture node is actually a separate object in Maya. If I go to
02:01my Outliner, you will see I have it highlighted, here it is. And if I go to my
02:05Dial, my Dial is actually in here somewhere and then if I select this object, I
02:10can change that mapping anytime I want. Now this is really good if you want to
02:15animate a map, but it's also good if you want to also project a texture on to
02:20multiple objects.
02:22Now in addition to this, right now we are doing a Planar mapping, but we also
02:27can do other types of mapping as well. So if I go to my actual object here, I
02:34click on the face of the dial, I go to my Blinn, go to my Color mapping here,
02:39you can see I have what's called a projection, and this tells me how that
02:44texture is being projected. Now in this case, we have got a Planar projection,
02:49but you don't have to use Planar, you can use any one of these.
02:52So for example, you can project it Spherically. Okay, now this doesn't really
02:56work for this particular object but you can see how you do Spherical,
02:59Cylindrical and so on. One of the nice ones is called TriPlanar, which
03:04basically projects it from three different sides. You can also do Cubic, which
03:08projects from six sides. Well I am going to keep this one a Planar for now, but
03:13you can use these to map just about any object within Maya and also control the
03:19mapping from outside of the object.
Collapse this transcript
Texture-mapping polygonal surfaces
00:01Polygonal objects have several different ways to apply mapping coordinates. So
00:06we have got this Robot opened, Robot_06, and we have already mapped the dial
00:10here, but let's go ahead and map the body of the Robot. I am going to hide
00:14everything else. I am just going to select the body of the Robot and I am going
00:18to go Display > Hide > Hide Unselected Objects. We can also hit Alt+H if we
00:24want. And let's just go ahead and apply the Texture map. In fact, I've got a
00:29Texture map here in Photoshop and it's called Robot_FrontB.jpg, and if I just
00:36create a material such as a Blinn and apply this as a Normal. Make sure we have
00:43selected this as Normal, File and select Robot_FrontB, you will see that it
00:51applies the Texture, but it doesn't really map it how I want. I just want this
00:55texture to be mapped to the front of this object. Now I can do that in one of
01:01two ways. You can see how this isn't mapped to the front of the object.
01:05Now in order to do that I can go into my Polygons menu where I have these
01:10mapping tools, and those mapping tools are under Create UVs and now we have a
01:15number of different types of mapping. We have Planner, Cylindrical, Spherical
01:19and Automatic. So let's just go ahead and use Planner Mapping. So if I take
01:24this object and apply Planner Mapping to it, you will see that a little plane
01:28comes up and it actually maps it and it's actually mapping it to the side. But
01:34I really don't wanted to be there, I need to rotate it. So I can go into my
01:39polyPlaner Projection. Now let me show where this is. I am actually going to
01:43click off of this. If you go into your Channel Box, you will see that the
01:48actual object itself has a polyPlanner Projection node on the history of the
01:56object. In fact, I can even get to that in my Attribute Editor. So I select
02:00this and I find my polyPlaner Projection node, I can still affect this.
02:06Now one of the options here is obviously the Width of this and the Height. But
02:12really we want to play with Rotation, because we want this projected on the
02:15front. So I am going to take the Rotation down, so with the Rotation of 000,
02:21this is pretty much aligned. But now I still need to scale this. So I can
02:25actually just grab the handles here and scale, left or right, and then the
02:31center one positions it. So there we go. So now I have got this front of my
02:36Robot, in fact, if I go Display > Show > Show Last Hidden. You can see I have
02:41got my Robot. Now this little shield, this is a little high here. But you can
02:45see how that maps to the box.
02:48In fact, let's go ahead and select the box and just do another Alt+H or Hide
02:53Unselected, and I want to show you another little thing here. It's that this
02:58map is actually smearing here on the sides, because it's got a little bit in
03:03fact, if we look at the map here, it's got a little bit of grain to it. And
03:07also if you go into the back of this object, the mapping is kind of just
03:11mirrored from what we have on the front. Now we can change that. If we want we
03:15can actually apply multiple UVs to it. So for example, for the back I could
03:21actually right click, select the Face, that Face on the back, and go create
03:28another Planner Mapping for that Face, and I can unrotate it and I can scale
03:36it. And one of the things I can do is I can just scale it beyond where that
03:43texture is and just position it so that I don't have any of that detail in
03:48there. I am really using a trick and that I am zooming in to this little area
03:52in the texture where there is no object. So now I have got a clean back.
03:56Now you can do that as well for the sides, or the front, and you don't have to
04:01do Planner Mapping. You can certainly select all of these faces and apply
04:05whatever other type of mapping you want. For example, if I wanted to do
04:08Cylindrical Mapping, I could certainly do that as well. Now I am not going to
04:12adjust this. I just want to show you that you can apply multiple types of mapping.
04:16So for example, Cylindrical Mapping allows you to basically wrap a tin can,
04:21kind of like that. We also have Spherical Mapping and another really good one
04:26is called Automatic Mapping and what Automatic Mapping does, here let's go
04:30ahead and select these again and go Automatic Mapping. What that does is it
04:35projects one texture from each direction, which is kind of nice. Now once I
04:41have this, you can actually go back into you Channel box, or your Attribute
04:46Editor, and you will see that we have got a number of different types of
04:50projection. So every single projection is remembered on the object. So you can
04:55back and adjust those at any time you want.
Collapse this transcript
Applying UV mapping
00:00Now if you have a complex Polygonal Object, you may not want to apply multiple
00:05maps to it. You may want to do what's called UVW mapping, which allows you to
00:10take a single map and map it to multiple parts of a Polygonal Objects.
00:15Let me show you how this works.
00:17I am going to actually go into Photoshop and just show you an image file here.
00:21So for this file, we have actually the front, the back, and the side views of
00:27this Robot all laid out in one file. So that way I don't have to create
00:33multiple texture maps and it all sticks to the Polygonal Object. Now with a
00:38texture like this I need to be able to map parts of my Polygonal Object to
00:43parts of the bitmap. So let me show you how that's done. I am going to select
00:47the body of the Robot, and then I am going to just do a Hide > Hide Unselected,
00:54so we just play with that. Then I am just going to create a Blinn material and
00:59then apply a File as normal, and apply the file called Robot_UVW, and again, I
01:07need to make sure I have High Quality Rendering and Hardware Texturing turned
01:11on. But now again we have that same situation, we have this one map that's kind
01:15of applied all funky to this object. But we can change that by using what's
01:20called the UV Texture Editor.
01:23Now each one of these represents a side of this cube and all we have to do is
01:29match the proper side of the cube to the proper part of the bit map. Now we can
01:34do this in a number of ways. One is, if we right click over the Polygonal
01:39Object, you'll notice you have UV. Now these are called UV Texture Coordinates.
01:44So for example, here if I select one of these, you will notice that when I go
01:48into this window that UV shows up. In fact, if I zoom in here, you will see
01:53that each one of these UVs shows up in this window. So I actually can position
01:59this on a vertex by vertex basis. But Maya in this particular case has broken
02:05this up into individual kind of surfaces. So I can use another tool here to
02:11select the entire surface. So if I click this icon, I can select the entire surface.
02:17So for example, I could select these and move them away, and I can select this,
02:21which I know is the front. You can see how they lined up here. And just
02:25move that. You can see how the texture is starting to map in. And then if
02:30I want, I can just use my Moving Scale tools. I can actually scale this to fit.
02:36So this exactly fits and if I don't like where some of these are going, I can
02:41select just those vertices and move them or just those UVs and move them. And
02:47then I also can do this for the rest of my objects. So for example, if I want
02:51some on the side, I could for example select these two, move these out of the
02:56way, select this one and position it as my side one. And I can just select each
03:04of these vertices, just by hitting W I can move them, and I can position those
03:12as well. If they are not stretched a little bit too much, in fact, this one
03:16needs to be rotated. If you notice, it's stretched vertically, because it's in
03:20the wrong orientation.
03:22Now I can change that just by hitting one of these rotate buttons, which
03:25rotates 45 and 90 degrees. And actually I need to select the entire thing in order to
03:31do that. So let's select all of this, rotate it 45 and 90 degrees and then adjust it.
03:45So you can see how very easily you can position on a polygon by polygon basis
03:52and actually map this to your object. Let's go ahead and just do one more
03:57surface here. Let's just do the back. So where is that back one? Okay, there is
04:02the back. So I am going to go ahead and move this one out of the way, and then
04:06let's go ahead and move this all over kind of like the clear area here and
04:09select this back, and then just use scale to position it. Now in this case I
04:14have got this a little bit upside down. So if I want I can just rotate it a few
04:20times until it's right, and there we go. Now there is a lot of different
04:24functionality here. But what I tend to do is I tend to use these ones here.
04:28Now this one selects the entire mesh and allows you to deform it with a warp,
04:34this one selects the shell, this one allows you to unfold things. So for
04:39example, if I have something that isn't already unfolded then I can actually
04:42unfold that. Now I have additional tools here such as Rotate and Scale. I can
04:48also merge edges, so if I have two shells that are close to each other, I can
04:52Merge, Cut, Paste. And there is whole wealth of other tools. So this is a very
04:57popular way of mapping Polygonal Objects to image maps and I would strongly
05:03suggest that you understand this if you are going to be doing a lot of
05:07Polygonal Texturing.
Collapse this transcript
Live action integration with Use Background
00:01Another way to use Materials is to integrate objects with live action and
00:07typically we do that with the Use Background Material and let me show you how
00:12to use that. We have got a file open called CarDG.mb and it's essentially just
00:19a car sitting on a plane. In fact if we want to we can render this. Now I am
00:24rendering this in Mental Ray but strictly it works for any renderer. It's just
00:28a car in a plane with some shadows underneath. Now let's go ahead and place
00:33this into a still image.
00:35Let me go ahead and open Photoshop. I have this simple background
00:38image and let's go ahead and just bring that in as an image plane. So I go View
00:45> Image Plane > Import Image and in our Source Images directory we have a file
00:50called Background. And we could see that in fact it is an Image Plane so you
00:54can actually see that in multiple views here. And if we move the Camera it's
00:59actually stuck to the Camera. So the plane is always our background. So we can
01:03just adjust this car to be in the scene however we want.
01:08Now if you notice this doesn't quite fit my image. Now I can
01:13change that just by going Image Plane > Image Plane Attributes and just change
01:18that. Now if I scroll down here to Placement you can just click one of two
01:22buttons. One will fit to the Resolution Gate which is the 640x480 that we are
01:28rendering or the Film Gate. So we are going to click this Fit to Resolution
01:32Gate and let's just choose through a quick render. So the Car is kind of
01:36sitting in the scene but we still have to get it on the grass, so to speak or
01:42on the ground.
01:43You can assign it by selecting your plane, going to our Rendering
01:48tab here, clicking here on Use Background or going to Rendering,
01:53Lighting/Shading > Assign New Material > Use Background. When I assign that to
01:58the plane what it does is it actually is going to pick up any image data that's
02:04behind this. So for example all this stuff in the foreground, it's going to use
02:08that color to create the color on the plane. So if I render it you will see
02:16that it's starting to pick up this color. But we have an issue here and you can
02:20see that this object is actually reflecting in our image.
02:25And that's because this Use Background can create reflectivity,
02:30which is really nice but for this particular application we don't need it. So I
02:34am going to just go ahead and slide this all the way down to zero and do a
02:38render and there we go. Now this is just a rough idea as to how it works.
02:43Obviously we can do some stuff to make the car fit into the grass a little bit better.
02:47But you can see in principle how this works. Now in addition to this you can
02:53also use this with moving image files. So if you wanted to use a target
02:57sequence for your image plane you could also do that.
Collapse this transcript
Using displacement and bump mapping
00:00The next topic we are going to cover is Displacement and Bump Mapping. Now a
00:05lot of times you want your surfaces of your objects to have bumps or roughness,
00:10and you could do that in one of two ways. The first is Bump Mapping. So let me
00:14show you how that works. Let me create a simple NURBS Sphere and just apply a
00:20Blinn Texture to that. Now if I render this you will see the texture is very
00:24smooth, it looks almost like plastic. Now we don't have to keep that
00:29smoothness. We can always add what's called a Bump Map. So if I click here and
00:35add a Map into there I can actually create a bump.
00:38Now one of the more common ones is to just do what's called a Fractal or a
00:42Noise to give it just kind of an overall random sort of roughness. So let's go
00:47ahead and add Fractal to this and then let's just do a render. As you can see
00:52the characteristics of this surface have changed a lot. And if we want we can
00:56actually change the depth of the bump. So if I bring this down here to a
01:01smaller value, you can see that you can get almost like an orangy like texture.
01:06In fact if I want I can go up here, change the color to orange or orangy and I
01:14have a reasonable facsimile orange just by adding that Fractal Texture.
01:19Now the one thing about Bump Mapping is that it's really just a
01:23rendering trick. In other words it only affects the pixels of the surface. So
01:29it doesn't really bump the surface, it just renders the surface as if it is
01:33bumped. So let's take a look at a more extreme example. I am going to create a
01:37brand new material for this. So I am just going to go ahead and apply another
01:40Blinn. And this time in the Bump Mapping I am going to add a Cloth Texture. So
01:46let's go ahead and render that. When I do you will see that on the edges it
01:52still goes to a Sphere. In fact if I zoomed in here a little bit and did that
01:56render you will see that these bumps actually aren't real bumps.
02:01They are just kind of painted on. It's almost as if somebody
02:05painted it like it was bumped but it's still a flat surface, almost like a Faux
02:09Texture or something like that. So in order to create an actual change in
02:15surface you need to do what's called a Displacement. So let me go ahead and do
02:20that. I am actually just going to duplicate this Sphere and move it over to the
02:24side here. So we are going to have two Spheres. This one has a bump; this one
02:27will have Displacement. I am going to create a new material, again I will just
02:32use a Blinn, and this time instead of going to Bump Mapping I am going to go up one node.
02:39So if we actually go up here you go to what's called the Shader
02:43group. Now you can get to it this way or if you want you can go into something
02:48like the Hypershade window. And you will notice here Shading groups here. So
02:53for example this one is Blinn3SG. And so what this does is it actually has a
03:00number of different types of materials. One is the Surface Material, which
03:03actually renders the characteristics of the surface itself. The other one is
03:07called the Volume Material and this is for creating volumetric effects.
03:11And the third is called a Displacement Material. And this
03:14actually physically displaces the geometry. So let me show you how this works.
03:19We go to the Displacement Material, add in a Texture and again we are going to
03:23do this as normal and we will add in that same Cloth Texture. Now when I render
03:27this, notice the difference. This one just has a Bump Map applied; this one has
03:34a Displacement Map applied. Now the Displacement Map literally remodels the
03:40object and actually creates new geometry to create actual bumps.
03:45Now the problem with this is that we are adding additional geometry
03:50to our scene and that creates overhead. So if you don't need a Displacement Map,
03:55don't use it. Bump Maps are a lot faster when it comes to rendering. The other
03:59problem with Displacement Maps is that the surface you see in the viewport is
04:03not the surface you see when it renders. For example if a character is walking
04:08across a bumpy ground that was displaced the foot may go through the ground if
04:13you don't know exactly how that's displacing.
04:16Now we can control Displacement here by just going into our object. So I am
04:21going to select this second sphere here and if I go into the NURBS Sphere Shape
04:26Node, I can actually go down here and control how the Displacement Map actually
04:32adds in that geometry. So if I want I can actually increase the Sample Rate, so
04:37if I increase it up a little bit, you will see that it's actually going to
04:41create a finer mesh. It's also going to take a lot longer to render. So you
04:45have to be careful with this. Now you can probably keep this as low as you can
04:49without creating artifacts.
04:51And then again for the actual Shader Group if you go into this displacement
04:55material you can affect that particular Texture Map. So those are the
05:00differences between Bump and Displacement Maps and I really don't find too many
05:05places where Displacement Maps are absolutely needed. But you can use them and
05:10they are definitely very effective when the situation requires.
Collapse this transcript
Using the Ramp Shader
00:01 The next material I want to show you is called the Ramp Shader. Now what this
00:04 does is it uses Gradients or Ramps to determine things like Color and
00:09 Transparency. Let me show you how this works. I am going to create a Sphere and
00:14 I am just selecting my NURBS Sphere. So we will just start with the Sphere and
00:18 the Ramp Shader is here or you can certainly go into Lighting/Shading > Assign
00:23 New Material > Ramp Shader. When I do that up comes the Ramp Shader parameters.
00:30 Color, Transparency, Incandescence, Specularity, and so on and what these do is
00:37 they use Ramps or Color Gradients to determine how the color changes on the surface.
00:44 So let's just start with the actual surface of the object itself.
00:47 Now if we want to we can certainly change the color to, for example, Red or
00:51 Yellow or whatever color we want. We can also change it so that the color
00:57 varies depending upon the number of different inputs, which is right here.
01:01 Either Light Angle, Facing Angle, Brightness or Normalized Brightness. Now I
01:06 think Facing Angle is probably one of the easiest to understand because what it
01:09 does is it changes the color depending upon the angle of the surface to the
01:14 eye. So when the surface is pointed straight at you it's one color, and when
01:18 it's away from you it's another color.
01:21 So we can add in this second color here just by left-clicking
01:25 and dragging a new node. And as soon as we select that node we can change the
01:29 color. So we can say I want it to be blue when it's facing me and here and I
01:36 can certainly move this around if I want. And if select this one I could say
01:40 well I want it to be Red when it's away from me. I don't really see it here. I
01:45 can certainly turn on Hardware Texturing and I can see it a little bit better.
01:48 But you see it the most when you render it. So you can see how part of the
01:52 object that's facing me is blue and that which is facing away is red.
01:57 Now this can be very handy. So for example if I have a blue I
02:01 could just make it a light blue sphere here and just fade it to almost a darker
02:07 blue or even a bluish purple. Now this gives me a much better way to shade
02:12 things. So I have a richer sense of shadow and form. So instead of it going to
02:17 just gray it goes kind of a dark blue. It's a really nice way to give
02:22 additional detail to an object. Now I am going to go ahead into my Camera
02:28 Attribute Editor here and I am going to turn this environment into white.
02:34 I am going to turn my Background Color to White so it renders a
02:36 little bit better. And now we are going to play a little bit with the
02:39 Transparency in that Ramp Shader. So I select my object, go to Ramp Shader and
02:45 let's go to Transparency. Now what we can also do is change Transparency
02:50 dependent on Angle. Now this is really handy when you are doing something like
02:54 glass because as for example the glass on the windshield of a car, curves away
03:00 from you, you actually get kind of more thickness and actually it becomes less
03:05 transparent than if you are looking straight through. Think about a piece of
03:08 glass, if you look straight through it you can pretty much see through it if
03:11 you tilt it there comes a point where you can't see through because you are
03:14 looking through so much glass.
03:16 Now we can do the same thing here by just adding a node changing
03:20 the color to white or black. So for example this one here is the angle that's
03:25 away. So if I make it a darker color, it's going to be more opaque. Lighter
03:30 colors are more transparent. So I select this one and I can also bring those in
03:37 a little bit. And then when I render this you will see that in fact let's go
03:42 ahead and put something behind here.
03:43 I am going to go into Image Plane and let's go ahead and just put this
03:48 background behind it. We can kind of see this a little bit better. So you can
03:53 see that when you are looking straight through it, it's pretty transparent but
03:57 towards the edges you can see how it's a lot less transparent. So this is just
04:02 because the Transparency is determined by the Ramp. Now for example if I wanted
04:07 to I can make this completely transparent, so we could actually make this even
04:11 a little bit more effective here. So you can see it's very clear through here.
04:14 So this gives a much better simulation of stuff like glass and transparent
04:20 surfaces. Now in addition to this you can also play with stuff like
04:23 Specularity, Specular Roll Off and Reflectivity. So one of the nicer things
04:29 about this is that you can actually define how your specular colors roll off.
04:35 So for example if I want a highly specular surface here, I could actually roll
04:40 that off according to a user defined curve, which is really nice. So those are
04:45 some of the basics of the Ramp Shader.
04:50
Collapse this transcript
Using the 3D paint tools
00:00Now one of the coolest features of Maya is the ability to do 3D Paint. You can
00:06actually paint on an object and save those files out as bitmaps. Let me show
00:11you how that works. Let's just go ahead and paint a simple sphere. So I am just
00:15going to create a sphere and apply a material to it. I am just going to go
00:20ahead and apply a Phong and once we have material we can certainly change the
00:24material and add stuff in such as Color, we can add a bitmap in the Color. Now
00:29once we have applied the material we can certainly change the Color by adding a
00:34bitmap, or transparency, or whatever but the other way to do it is to actually
00:38just paint that texture.
00:40So let's go into our Rendering menu set, go to Texturing and we have what's
00:45called 3D Paint tool. Open that up and what I get is a Brush interface very
00:53similar to the interface we used for Paint Select and for Sculpt Surfaces. In
00:59fact, the tool is almost identical here. Or I can hit B to size my brush, and
01:05then I can paint but you are not going to be able to paint on anything until
01:08you assign a texture.
01:10Now we do that by going to the bottom of this menu and we select what type of
01:15attribute we want to paint. Now in this case we are just going to pick Color
01:20and then hit Assign/Edit Textures. What this does is it brings up this dialog
01:26box and we can dial in the size of the texture that we want to paint. We can
01:32also choose whatever type of file we want to save this as.
01:35So once we have set the size of the image and the format that we want to save
01:41it at, we can go Assign/Edit Textures, and then once we do that we can start
01:46painting. So again, let me scroll up to the top here and you can see that I am
01:50painting this color. If I want to I can certainly change the Color and paint. I
01:57can change the size of my brush and I can also change the size of the brush
02:03here. I can also change the type of brush; whether I want a hard edge or a soft
02:07edge brush. I can also change the Opacity of the brush. So for example, if I
02:13wanted to do just kind of a light wash over it, I can just really dial down the
02:18Opacity and I would just be tinting this.
02:22You can see how this makes a very easy way to sketch out and draw textures. Now
02:27a lot of times what people do is they will use this 3D Paint package to kind of
02:31rough out where everything is on the texture of an object, and then they will
02:35go in to Photoshop and actually fine tune those images. Now in addition to the
02:42painting tools, we also have a Flood tool. Now we can flood this with any color
02:47we want. So for example, if I wanted to flood it with this color all I have to
02:52dial in the color and just go Flood Paint, and it will flood my image and then
02:57I can go ahead and paint on this whatever color I want.
03:01Now once you have your paint done you will need to save this texture out in
03:11order to really be using it in Maya. Now in order to save the textures you also
03:16have to save your Maya file. So I am going to go ahead and Save the Scene As
03:213dpaint.mb. Now once I have saved it I can go back and select my object, go to
03:31my Attribute Editor, select my object, and you will see that it's actually
03:36created a scene here called Shape 1. color.tga. In fact, I can open this up and
03:41you will see that it's actually located in the 3dpaintTextures directory of my project.
03:49So now I have an actual image file that I can load up in Photoshop if I want.
03:53Now if I want to I can go back to the 3D Paint tool and continue to work. If I
03:59have got it to a point where I really like it, I don't have to save the whole
04:02image, I can just save out my textures intermittently if I want to. In addition
04:07to just painting color, you can also do stuff like smear so you could actually
04:12smear paint, you can blur, and you also have a clone brush, and you also have
04:21an erase brush here which erases it to the last image that you have saved. So
04:27basically, it's almost like a Paint Undo so it just goes back to the last saved image.
04:32So that's the basics of the 3D Paint tool. Now remember this tool does use
04:36pressure sensitivity so if you have a tablet, you will get a lot more out of it.
Collapse this transcript
7. Rendering in Maya
Understanding render settings
00:00Now let's talk about rendering in Maya. It's essentially a photographic process
00:06because what it does is it allows you to take a 3D image and snap a picture of
00:11that. Now in this case the picture is a bitmap but it's very similar to taking
00:16a picture with the digital camera. So I have got a file open here; in fact,
00:20let's go ahead and set our project here; Set > Rendering. Now for this chapter
00:26we are going to be working with the Maya Software Render, which is kind of a
00:30default render in Maya.
00:33I have got this file open. In fact, I am going to go ahead and turn off these
00:35Templates. If I want to render this robot, all I really have to do is hit this
00:41little Render button and I have got a nice rendered image. Now rendering is
00:47controlled by the Render Settings window. We can get to that window in a couple
00:50of places. Rendering Editor > Render Settings or we can click on this icon,
00:56which is where I always go. In this Render Settings window we have all of the
01:00controls for each individual rendering.
01:03Now if I want to I can change the render here and notice how all of these
01:09options change. So the Maya Software Render has these types of parameters
01:15whereas Mental Ray has all of these parameters. Now every renderer here has
01:20what it call common parameters and those are things that are basically common
01:25to all sorts of render which is the types of File Output, the number of frames
01:30that we are rendering, which Camera renders, as well as the Image Size. So
01:34let's go through some of these.
01:36The first one is File Output. Now if you want you can certainly set it to a
01:40specific name; if not, it's going to use whatever your scene is named. In this
01:45case that will be Robot_Final and then the Image format. If we want we can use
01:50Maya IFF or any of these. Now the next one is how do you want the files to be
01:56named? Now Maya renders in image sequences so if you have an image sequence,
02:02you can name it any one of these. So for example, it's just the name, the name
02:07with the extension, in this case, .Targa.
02:10Now if you are rendering animation, you will have tell it where to put the
02:14number. So for example, if you want the name and then the number and then the
02:18extension, and so on. If you select one of these animation ones, then a couple
02:23of new options light up. The most important one is Frame padding. So if you
02:27look here it actually gives you a sample of what the file name will be. If we
02:33turn up Frame padding, that means we have more leading zeros in the number. So
02:38for example, 2 leading zeros, 3 leading zeros.
02:42Now if you have this at a name.ext, obviously we are not rendering image
02:48sequences so it's just going to be this name. Now if we are rendering
02:52animation, what comes up here is the Frame Range. What are we rendering? Are we
02:57rendering 1 through 10, 1 through a 100, 28 through 43? Give it your Start and
03:02End frame, and you can also give it an increment. So if you want to render on
03:06two's or some things like that you can do that.
03:08You can also renumber the frames. So if you are rendering say in the middle of
03:12the sequence but you still want the first frame be called frame1, one you can
03:16do that here. Now the next one down is probably one of the more important ones,
03:20which is the Renderable Camera. Which camera in the scene gets rendered? Now if
03:25you have multiple cameras in the scene, you will have to set this to be the
03:29Renderable Camera.
03:31The next one is Image Size. How big is our render going to be? How big is the
03:35piece of film? Defaults to 640X480, you have a number of Presets here. You have
03:42Square 1k, 2k, 3k, and 4k. We have 1024, HD 1080, and so on and so forth. If
03:49you don't like any of these, you can certainly create your own Custom one where
03:53we can give it whatever Width and Height, and whatever Device and Pixel aspect
03:58ratio we want.
03:59Now we also have what it calls Render Options and these allow you to put
04:03scripts in before and after something renders. Now with the Maya Software
04:09Renderer we also have another tab. I am not going to go through all of these.
04:13Let me just go through some of the basics. The most important one here is
04:17Quality because these are some presets that you can use just to give you
04:21whatever type of quality you want. Now we have what's called Preview quality,
04:26which is actually kind of a low resolution quality. It gives you kind of jaggy
04:30edges and stuff but it's great for rendering things fast. If you just wanted to
04:34do a comp or just do a test, just do it in Preview quality.
04:38If you want to do full up Production quality, then what that does is it
04:42increases the amount of anti- aliasing and so on, and that's all of these
04:47parameters here. Now typically, I just use the presets. If you want, you can
04:51dig through this and really customize it if you want. We also have Field
04:55Options. If you are rendering NTSCs or if you are rendering on fields, you can do that.
05:00The next one is called Raytracing Quality and this is where we can turn on and
05:04off Raytracing. Now what Raytracing is is reflection. So for example, if I turn
05:09on Raytracing and do a quick render, you will see that we have a little bit of
05:14a different look because now it's adding reflections here and that sort of
05:18stuff. So you can get stuff like reflections, you can get more accurate class
05:23and transparency and you can also get ray trace shadows with all of that.
05:28Then we also have stuff for Motion Blur, additional render options, and so on
05:34and so forth. So those are the basics of Render Settings window. So as we work
05:38through the next couple of lessons you may need to change these. So just know
05:43where this menu is at and get very familiar with it.
Collapse this transcript
Understanding the basics of lights and lighting types
00:00Now rendering is like photography, so we are taking pictures and in order to
00:05take pictures we need to add light. Now I have a file here called
00:10Robot_NoLights.mb and it's exactly as advertise. Now when I render something
00:16without any lights in the scene what happens is Maya just puts in what's called
00:21a Default Light and it will render the scene with that default light, so it's
00:26kind of just a boring light.
00:27Now I can change that in the Render Settings window, if I go all the way down
00:31here in my Common parameters, under my Render Options, I can turn off Enable
00:37Default Light and what happens when I do that is nothing, because there is no
00:42light in the scene, other than what's caused by the objects themselves.
00:46Now this particular scene I have a little bit of glow, here let me show you
00:50where I put that in. I have got a little bit of glow on the special effects of
00:55the shader for the eyeballs and a little bit of self illumination, we have
01:00actually got a ramp shader here with a little bit of self illumination. But
01:04those were the only sources of light in the scene so that's all that renders.
01:08Now we can add in additional light. Now if I want to I can certainly turn back
01:12on this Enable Default Light because what happens is as soon as I add in a
01:17light to the scene that goes away and it just uses whatever the lights are in
01:21this scene. In fact, if I want to see default lighting I can always go into
01:25viewport and go Use Default Lighting as well.
01:29Now let's go ahead and add some lights into our scene. We can get to lights in
01:33a couple of ways. We can go Create > Lights and just create any of these
01:39lights. In fact, I am going to tear this off here or if we are on a Rendering
01:44shelf we have those same lights here as icons. Now the lights are Ambient
01:49Light, Directional, Point, Spot, Area and Volume Light.
01:53So let's go ahead and go through some of these. I may skip around here. The
01:57first one I want to show you is the Spot Light, because that's actually one of
02:01the ones that we probably would use the most often. Now when I create a light
02:05in Maya it always creates it at 0,0, actually this scene was built so he is
02:11actually a little below zero, so it kind of comes up around his waist here. Now
02:15if we zoom in, you can see that that's the light.
02:18Now if want to I could actually turn on in my viewport, Use All Lights and I
02:24can actually see how this light affects the scene. So I am going to zoom out in
02:29one of my side viewports and you can see there is my light. Very cool. Now if I
02:35want to I can also adjust this light in a different way and this is actually
02:39the way that I like doing it, is using this manipulator.
02:42So instead of going Move, Rotate, I can actually rotate this light and you
02:46know, you can only move and rotate, if you scale it, nothing will happen but
02:49you can also use what's called the Manipulator. So if I click here it brings up
02:54two nodes that I can move. One is the target and the other is the light itself.
03:01So actually I like using this a lot. So I tend to hit this button a lot and
03:06then just position the light. So that way you can say, well I always want to
03:09point it at the robot and then I can just put the light wherever I want and
03:13that way you never accidentally move the light off of there. And let's go ahead
03:18and take a render of this and see what it looks like.
03:21Okay so that's what that light, looks like. Now what makes the Spot Light
03:25unique is that it does cast a spot over very specific areas. So, for example,
03:30if I select this light and move it, you can see how I have a cone of light
03:36that's cast over the scene. Now we also can change the attributes of this
03:42spotlight just by going Ctrl+A and I can go through here and these are all the
03:47attributes for the spot light.
03:48Well one of the first things I can change is the Color. So if I want it to be a
03:53different color, I can change the color, I can change the Intensity, how bright
03:59or dim is the light. For a Spot Light, I can change the Cone Angle, how narrow
04:05is that beam and I also can create what's called a Penumbra Angle, so you can
04:10see that as the soft edge. So when this is positive, the soft edge goes out.
04:15When it's negative the soft edge goes in and then you also have what's called
04:19Dropoff, which is enabling the light to fall off.
04:22Now another important one is called Decay Rate and what this does is it allows
04:26the light to fall off with distance. Now by default there is No Decay. So these
04:32lights don't really work like they do in the real world. If you have a 100 watt
04:35bulb all the way across the room in real life, it's not going to illuminate the
04:40far corner of the room as much as it's going to illuminate right next to it.
04:44But with the Maya light and No Decay, it illuminates evenly no matter how far
04:49away. Now we change that to either Linear which is fall-off one per distance,
04:55Quadratic which is inverse square law, which is real life lights or Cubic which
05:01falls off with the inverse of the cube. Okay, this gets all technical but just
05:06know, No Decay means the light never changes, Quadratic is real, Cubic is more
05:12than real, Linear is somewhere in between.
05:15So those are the basics of the light parameters. Now we also have different
05:19types of lights. So I am going to go ahead and delete the Spot Light and let's
05:22put in another type of light. The next type of light I want to show you is
05:26called a Directional Light because this works a lot like a spot light except it
05:30doesn't have a cone. In fact, it's almost like the light from the sun. It
05:34really just kind of comes in parallel rays.
05:36In fact, if you zoom in on this, you can kind of see how that looks, the light
05:41is always coming from parallel directions rather than a point as in a spot
05:45light. Because the light is coming from all directions, the position of the
05:49light doesn't really matter. The only thing that matters is the direction of the light.
05:54So if I go into my Perspective viewport and hit Rotate, I can change that light
06:00just by changing the direction. So, for example, even though the lights over
06:03here it's still coming from that direction. Okay, so that's the Directional
06:08Light. Now this is really great for general illumination of the scene but you
06:13may come into problems when you go into things like shadows because there is no
06:17defined area for this light to follow like there is in a spot light, so it's
06:21hard for Maya to calculate the shadow.
06:24The third type of light is called a Point Light. So let's just go ahead and
06:27create that and what a point light is, is the bare light bulb in the room. It's
06:31just the light that illuminates in all directions and there really is no sense
06:38of direction like there is in directional light or the point light.
06:42The next type of light is called Ambient Light. Now what this is just kind of a
06:48general ambient light. It's almost like a wash of light, it's not really
06:53anything more than ambient room light and typically you want to kind of keep
06:57that low. Now if you are lighting a scene where you have kind of like a bright
07:01sunlight and you have light coming from all directions, you may want it to pass
07:05in an ambient light, just to kind of soften the shadows and make sure there is
07:09no hard shadows.
07:11The next one is Volume Light. Now what a volume light is, is a light that comes
07:16from or is contained within a volume. So when I have this light I can actually
07:22do a couple of things. One is I can change what type of shape the light is. It
07:28starts with the Sphere. I can, for example, make it a Cylinder, a Cone, a Box,
07:33or a Sphere. I can scale this light if I want to and make it bigger or smaller
07:39and the cool thing about this light is that it's actually emitting out from
07:44that sphere or if I want, this is even a little bit more cool, as I can
07:48illuminate Inward to that.
07:51So for example, if I wanted to I can only illuminate those things within that
07:57sphere. Now this doesn't show up in the viewport, you have to render this. So
08:04for example, if I had only this part of the robot in the sphere, only that part
08:11will show. This is a really great way to have spot lighting that is tightly
08:15controlled. You can just create a volume of light and just put it around
08:18something that you want to highlight without having to shine all sorts of
08:22lights on it.
08:23And the last one is called an Area Light. Let me go ahead and move that one
08:27out. Now what an Area Light is essentially a light that comes from a specific
08:34area. Now if I want to I can scale this up to create a softer light. This is
08:40almost like a soft box and an Area Light it comes from an area not a point or
08:45many directions, but a confined area which gives you a little bit more of an
08:49advantage when you are doing something like soft lighting, let's see how that renders.
08:53So you can see that it's a little bit softer, it's not quite as harsh as the
08:57other lights. Now the other thing with an Area Light is that as you scale it
09:01up, the light gets brighter. Okay, so the size of that does matter. So if you
09:10scale it up, you are going to get a brighter light than if you scale it down.
09:13So you can certainly affect the intensity to offset that but just be aware of that.
09:18So those are the basic lights within Maya and some of the basic parameters.
Collapse this transcript
Adding depth map shadows
00:01Now let's talk about shadows. By default Maya's lights actually don't cast
00:05shadows. Now this is kind of odd because there is really no light in the real
00:09world that doesn't cast a shadow. You know, any time where there is an
00:13occlusion of light there is going to be a shadow.
00:16So that's actually kind of a cool thing with Maya is that you have lighting
00:20that is actually beyond reality. You can simulate reality if you want but you
00:24don't have to, you are not really constrained by the laws of physics as much as
00:28you are here on planet Earth.
00:30So let's go ahead and take a look at how to create shadows within Maya. I am
00:35going to start with this file Robot_ NoLights.mb and we are going to add a spot
00:42light. So this is the Spot Light icon here and I am just going to go ahead and
00:45create that and move that up. In fact, I am going to turn on Use All Lights
00:50here, so I can see where my spot light is. In fact, I am going to use my
00:53Manipulator tool.
00:55So I am going to go into my Perspective view and just position this light. I
01:02will position it, kind of high almost like a modeling light, kind of high and
01:06to the left, this is the standard Hollywood beauty shot light because they
01:12really want to get a good shadow. So now that I have the light selected and I
01:16have it positioned, I can certainly do a quick render here and you will see
01:20that you have a light, hits the object but it doesn't create a shadow.
01:24Now I can create the shadows in one of two ways. The first way is using what
01:30are called Depth Map Shadows and that's what I am going to cover in this
01:33lesson. So if I select the light and I go to my Attribute Editor for that light
01:39and I scroll down, you will see a nice little tab here called Shadows and that
01:45allows me to turn on what are called Depth Map Shadows or Ray Trace Shadows.
01:51So let's go ahead and concentrate on Depth Map Shadows first. Let's just turn
01:55it on. Of course, I have to have the proper view highlighted. So I will make
01:59sure I right click over the Perspective window and then do my quick render and
02:04there is my shadow. Looks great. Okay, but we can also affect this by using a
02:09lot of different parameters here.
02:11In fact, I am going to do a little trick here. We have an additional way to
02:15render in Maya and that's called IPR. If I click this button, it will go ahead
02:20and render my scene and it will allow me to do interactive rendering, all I
02:26have to do is just left click and drag over the area I want to see and it will
02:31automatically update that. So I can change some of these parameters and we can
02:36see them in real time.
02:37So one of the first things we can change is Shadow Color. So for example, if I
02:42lighten up or darken my shadow, I can create whatever color shadow I want,
02:48which is kind of nice because I can certainly make a green shadow; if I really
02:51want to make a bright green shadow, I could certainly do that. It's not very
02:55natural, but then again Maya doesn't have to stick to the laws of physics.
02:59And one of the things I find the best about affecting Shadow Color is that you
03:03can soften your shadows. You can actually make a shadow that's not completely
03:07black. Now the other thing with Depth Map Shadows is the couple of these
03:11parameters. One is called Resolution and Filter Size. Now what Resolution is,
03:17is the size of the bitmap it uses to create the shadow. So what this means to
03:23you is that the higher the resolution the sharper the shadow, the lower the
03:28resolution the more blurry or softer the shadow.
03:32Now this is kind of dependent upon how big you render. If you are rendering 4K,
03:37you know, giant images you may need to change your shadow resolutions to a
03:41different value then if you are rendering for NTSC or something like that. So
03:45let's go ahead and put this to a ridiculously low value, let's put this to 64,
03:48we will see what happens.
03:50So when I change it to 64, I had to re- render because of how IPR works but when
03:57I did that you can see how the shadow is starting to break up. That's because
04:01it only has a 64 x 64 bitmap to calculate that shadow. In fact, if I take this
04:08second value here, which is called Filter Size, this is what blurs that shadow.
04:13So if I bring this all the way down to zero, you can see that this shadow is
04:18actually composed of this jaggy kind of bitmap and this Filter Size, if I go up
04:25one, render, you will see as I go up, let's bring it up to 4. What it does is
04:31it starts blurring the edges so that I have a softer shadow.
04:36So a lower resolution and a higher filter size will create a softer shadow. Now
04:41if I bring my Resolution up very high, this bitmap will have less space to
04:45blur. So for example, if I bring this up to 2048 or really high like a 2K
04:50shadow map, then you are going to get a really sharp shadow again, because this
04:55is only blurring the outer four pixels or something like that.
04:58So a higher number here on the Filter Size, doesn't matters much when the
05:03resolution is high. I could certainly push this up to a very high number. If I
05:07want to, I can actually type in something like 48 and I can actually get a much
05:11blurrier shadow.
05:13But again, with a really high resolution, it's still not going to be affected
05:17as much. So typically I keep this actually around in a range of 1, 2, 3 or 4,
05:23typically around 3 and I keep this around 512. This is just for standard NTSC
05:29work. And that gives me a nice shadow that is not too sharp. The difference
05:33between these can create soft or hard shadows.
05:37Now in addition to these, we also have what's called a Bias control and what
05:40the Bias control does is it actually offsets the shadow just slightly from the
05:45geometry so you don't have geometry shadowing itself. And then we also have
05:50parameters here for Fog Shadows if we are doing special effects on the light.
05:55So, for example, if I added some fog to the light, I could add shadows through that fog.
06:01So those are some of the basics of Depth Map Shadows, let's move on to Ray
06:04Trace Shadows in the next lesson.
Collapse this transcript
Using Raytrace shadows
00:00The other type of shadow in Maya is called a Raytrace Shadow. Let me show you
00:05how that works. Again, we are going to start with a spotlight. So I am just
00:08going to add a spotlight into the scene and let's go ahead and position that.
00:12And again I want to just get a nice high kind of angle so I have a nice shadow
00:18to play with here, pretty much over his head, something like that, okay.
00:23So I am going to go into my perspective window and keep that spotlight
00:26selected. Now I am just going to hit Ctrl+A and go into my Attribute Editor and
00:31what we did before was we used Depth Map Shadows but this time we are actually
00:35going to use what are called Raytrace Shadows. The Raytrace Shadows work a
00:39little bit differently, Depth Map Shadows work off of a bitmap but actually
00:44calculates a bitmap and they render a little bit faster than a Raytrace Shadow.
00:49But Raytrace Shadows actually are really accurate shadow, they actually
00:52calculate by bouncing rays of light through the scenes. So it actually
00:55calculates a very accurate shadow. One of the benefits of Raytrace Shadows is
01:00that you can actually shadow transparent object so if you had a class table,
01:04for example, you could cast a semi- transparent shadow under that table where
01:09you couldn't do that with the Depth Map Shadow.
01:12So with Raytrace Shadows, you need to turn on Raytracing in the Render Settings
01:17window. So if go into the Maya Software Renderer and it's the same for Mental
01:21Ray, you have to make sure that Raytracing is clicked on and when I do that
01:26then I can actually render the scene. Now notice how that Raytrace Shadow is
01:32really very sharp because what it's doing is it's casting rays from a point in
01:36that spotlight and making a very, very sharp shadow.
01:40Now with Raytrace Shadows, I can certainly modify the shadow color. So for
01:44example, if I made this a little less dark, it would still render and it would
01:49be a little bit lighter of a shadow. But one thing about Raytrace Shadows is
01:53it's harder to create soft edge shadows. So what Maya does is it gives you some
01:58options here and one is called the Light Radius and the number of Shadow Says.
02:03If it's 0 and there is 1 Shadow Ray, that means we have very, very sharp
02:09shadow. More Shadow Rays at a higher Light Radius will make the shadow a lot of
02:14softer. For example, the light is bigger, it's going to actually cast the rays
02:19from a wider area and so it will cast them from different angles and create a
02:23softer shadow. But in order to do that we need to increase the number of Shadow
02:28Rays. So let's go ahead and bring this up to say 0.25 and 16 Shadow Rays and
02:35let's see what that does.
02:36Okay that's a little bit softer. Let's go ahead and bring up that Light Radius
02:39up a lot, let's make it 2. Now these are in Maya units, so it depends on the
02:45scale of your scene as to how big that Light Radius needs to be. If your scene
02:50is modeled in a large measurement scale, you are going to need a larger Light Radius.
02:54So with a Radius of 2, you can start to see I get a much better shadow. Now
03:00with the Radius of 2 and 1 Shadow Ray, you can see that it's kind of grainy,
03:06kind of gets that almost stippled effect. So more Shadow Rays kind of fills in
03:11the stippling. So for example, if I go up to say 8 or 10, it will modify that effect.
03:18Now the higher the Radius of the light, the more Shadow Rays you will need. So
03:24for example, if I bring that up 8, you are going to get a very soft shadow and
03:27again you are going to see a lot of that stippling. So again you can just bring
03:31up the Shadow Rays to say 16 or even higher and you can get a much better shadow.
03:39But also notice that the more Shadow Rays you add, that longer it's going to
03:43take to render. So it's really a balance, you really just want the minimum
03:46number of Shadow Rays to render the scenes, so it looks good because the mantra
03:51with CG is that if it looks good it is good, it's all about how it looks.
03:55So basically you want just enough Shadow Rays to give you a good smooth look
04:01because if we go too far it's going to jack up your rendering times.
Collapse this transcript
Understanding the basics of cameras
00:01Up until now we have been playing with lights but let's go ahead and take a
00:04look at cameras. Now cameras in Maya are essentially virtual cameras but they
00:10mimic standard 35mm and motion picture cameras. You can create cameras either
00:16in the Create menu under Cameras. There is three types, Camera, Camera and Aim,
00:21Camera Aim and Up. There is also in Maya 2009, Stereo Cameras.
00:26You can also create a camera here and this just creates a basic camera not one
00:30with Aim or Up. We are actually working in this Robot_Final.mb file. So let's
00:36just zoom out to a four view and let's just go ahead and create some cameras.
00:42The first one is just Camera. So when we create a basic camera it just creates
00:46a camera in the viewport.
00:49Now in order to look through that camera you need to change one of the
00:53viewports so you can see through it. So for example, here we can go Panels >
00:57Perspective > camera1, and this will actually look through that camera. So you
01:05can see it here in Perspective we are actually-- in fact, let's go ahead and
01:08turn on Shading here. We can actually see this in Perspective. In fact, if you
01:13want to you can actually use your camera modification tools and just position
01:19your camera by zooming and rotating. Notice how, when I do that, the camera in
01:24the viewport changes so I am actually literally moving this camera by zooming out here.
01:30Now the next type of camera, let's just go through the basic cameras here. The
01:33next type of camera is called Camera and Aim. So let's go ahead and select that
01:38and when you do that what it does is it creates a second node. Notice how I
01:43have a Camera and I have an Aim point. Again let's go Panels > camera1, and now
01:50this camera is locked to this target. It's almost like using that Manipulator
01:55tool for lights is that it's always pointing at that target.
01:59The third one is called Camera, Aim and Up but I am going to show you a little
02:03trick. We could either create that through the menu or one of the other great
02:08things is that if I go into the Camera's Attribute Editor, so I will keep that
02:12camera selected, do Ctrl+A, I can go into my Camera Attributes. Here I can
02:18actually change it from regular Camera to a Camera and Aim, and a Camera, Aim
02:23and Up. Now what the Up does-- In fact, let's just go ahead and take a look at
02:27that. It creates a third little point here, which allows me to tilt the camera.
02:33Very simple.
02:34So now that I have this I can actually change it from any one type of camera to
02:38another. Now let's go through some of these controls for the camera. Cameras in
02:43Maya basically mimic 35mm camera so if you have something like a Focal Length,
02:48it's going to be a 35 mm focal length. In fact, let's go ahead and maximize our
02:54camera view. A Focal Length means is how long is the lens, is it wide angle or telephoto?
03:01Now notice how Focal Length and Angle of View are connected. So the longer the
03:05lens, the narrower the angle of view. So for example if I have a 135 lens on
03:11this, it's going to be a 15 degree angle of view. Now what this means for you
03:16is that the longer the lens, the less perspective in the scene. So this kind of
03:22flattens it out. So for example, if you are taking portraits, you want to take
03:25a portrait with a slightly longer lens because it flattens out the scene and
03:28also it gives a little bit more depth of field.
03:31Now if I want to I could actually make this a very short lens. So for example,
03:34if I want it to make a 12mm lens, just type in 12, and now I have got a very
03:39wide angle of view. In fact, it has a 112 degree angle of view, which means now
03:44it's seeing a lot more of the scene from the same position.
03:48Now when I have the camera zoomed in I had to move it back in order to see the
03:53robot. In this case I have to push the camera in or tuck in, in order to get
04:00that same view. Now notice when I have a wide focal length you get much more
04:06perspective. This is a almost like a fisheye lens sort of effect but the big
04:10key here is that Angle of View and Focal Length are connected. So I am going to
04:14go ahead and put this back to say, a 40mm lens so we have that.
04:17Now we also have some other things. We have what are called Clipping Planes.
04:22What a Clipping Plane does is the maximum distance where the camera can see.
04:26Minimum/maximum difference. So for example, if I took the Clipping Plane
04:30and I brought it way down to, let's say to 10, I wouldn't see anything. Bring
04:34it up to a 100, I can but as I zoom out you can see it doesn't render anything
04:41greater than a 100 units away. This can be really handy for rendering things
04:45like special effects and that sort of stuff but typically this is set to a
04:491,000 or a 10,000 so I am just going to put that back.
04:52Now in addition we can also create what are called Film Backs. So if you are
04:56working with 35mm or Imax or any sort of film matching, if you want to match to
05:02live action shot in any of these formats, you can use those Film Gates. Then we
05:06also have additional settings here. One is for a Mental Ray; the other is for
05:10Depth of Field, which we'll get to. We also have Output Settings. Environment.
05:16Now this is one that we've actually used before. What this does is it sets the
05:20environment or the color of the environment. So when I render this for
05:23example, this is rendered against the Background Color of black. If I bring it
05:28to white, it will render against white. If I change it to a different color,
05:32now this is the background color behind all of the geometry, it will render red.
05:37Now if we want we could also create an Image Plane at this point. This is
05:41exactly the same as going View > Image Plane > Import Image; these two buttons
05:46are equivalent.
05:47Now in addition we have Special Effects. For example, I change the Shutter
05:51Angle and this will affect Motion Blur. Then we also have some Display Options,
05:55we can display a Film Gate, a Display Resolution, a Render Gate Mask, and so
06:01on. Now these are also available up here as buttons and also in the View menu,
06:07we have our Camera Settings. We can also turn on the Gate Mask which kind of
06:11just masks out those areas that don't render so we can actually see exactly
06:16what the camera sees. We can also turn on and off the Field Chart if we want.
06:20Now if you also want you could also make the camera into an Orthographic
06:25camera, which is an infinite angle view. That's basically like a top, left, or
06:29right camera. So sometimes you may need this for like a special effect or
06:33something like that if you are going to do like isometric stuff, you can use
06:36that Orthographic View.
06:38So once you understand the basics of cameras you can start placing them. When
06:43you are working with live action and your matching cameras one of the big keys
06:47is to write down your Camera Settings because you can match them in Maya.
Collapse this transcript
Adding depth of field
00:01Another way to achieve realism in rendering is through Depth of Field. Now this
00:05is a common technique in photography where you highlight one part of the scene
00:11by keeping it in focus and blur out the rest of the scene so that you have a
00:16point of interest in the scene.
00:18We can simulate this in Maya using Depth of Field in the camera. Now I have a
00:23file here called RedWagonDOF.mb and it has that red wagon in it. Now if I just
00:30zoom out here, you will see I have a camera already setup here. In fact, I have
00:34got this one here which is called camera1. Let's just go ahead and zoom in
00:40there and let's shade this window. In fact, let's turn on Hardware Texturing so
00:43we can see. For example, if we wanted to render this with the handle as the
00:50point of the interest, we could blur the rest of the wagon.
00:55Now if we just do a normal render, we get everything. But we can add Depth of
01:00Field by selecting the camera and going in to the Camera Attribute Editor. All
01:05we have to do is go all the way down to Depth of Field of all things. Now we
01:09can just turn in on and see what happens. Notice it takes a little
01:13longer to render. And we get blurriness because the Depth of Field is set to a
01:17specific Focus Distance right here.
01:21Now we need to calculate how far it is to the object that we want to focus on,
01:28and we can do that by-- actually there is a little trick here. Under
01:31Display we have what's called a Heads Up Display, and we can just turn on all
01:36sorts of things that will show up in our display. The one I want to turn on
01:40here is called Object Details. When I turn that on and I select the specific
01:45object then it shows me the distance from the camera. So for example, if I
01:51chose this handle, it will show me the distance to the camera but this is the
01:54distance to the pivot of the object. So I need to make sure that the object
02:00that I am looking at is at the right distance.
02:03So if I want this handle in focus, the distance of this object from the camera
02:06is actually calculated from the pivot, which is all the way down here.
02:10Probably, the easiest thing to do is just to create a dummy object in there. So
02:15I am just going to create a thing called a Locator here, and this is just a
02:18dummy object that doesn't render, and I am just going to set that right on top
02:22of the handle.
02:24Now I can see that this particular object is at a distance. So if I want to
02:29focus right there, I know that that point is 13.535 from the camera. So all I
02:37have to do is go Camera Attribute Editor, go here and just type 13.5. That
02:42should be close enough. And then I can set the F Stop of my camera. I am going
02:47to leave this at 5.6 and just do a render.
02:50Now you can see this is in perfect focus and the background is out of focus,
02:55which gives you a really nice kind of a bouquet sort of effect. Now if I want
02:59to focus on something else, I can either just move this around which is kind of
03:03nice or I can just select the object. So let's say I want to focus on the wagon
03:08that's at distance of 30 so let's go ahead and go Camera Attribute Editor, and
03:14go 30.6, and then do another render.
03:18Now the handle is out of focus and the body of the wagon is in focus. Now let's
03:27go ahead and put this back to being focused on the handles so I can just type
03:31in 13.5. Now If I want to I can also change my F Stop. Now this works exactly
03:36the way the 35mm cameras work. So for example, if I do F 1.8, which is a very
03:42wide lens, I am going to get a lot more depth of field. The blurring starts a
03:47lot more quickly. If I bring this F Stop way up, let's say I do F 11, I am
03:53going to get a much lower depth of field. So this doesn't blur nearly as much.
03:59So the F Stop really determines the amount of blurry.
04:02Now I also have something called Focus Region Scale and what that does is it's
04:06your fudge factor. So you can type in a specific Focus Distance and a specific
04:11F Stop but you can also fudge that. So you can actually make that Focus Region
04:15bigger or smaller. So if your F Stop isn't giving you exactly the right amount
04:21that you want, you can certainly expand that.
04:23So those are the basics of Depth of Field and one of the things you can do is
04:27if you have a 35mm or digital SLR, play with depth of field on your camera to
04:33see how it works and you can apply that directly to your work in Maya.
Collapse this transcript
Using Motion Blur
00:00Another way to add realism to a scene is by using Motion Blur. This is really
00:06important with moving images, because most photographic cameras don't take an
00:11exact still image. If something is moving through the scene it's going to blur
00:16while it moves. So we can simulate this in two ways using Maya's Software
00:22Renderer's Motion Blur options.
00:24So let's go into a scene. We are actually in a scene called RedWagon_Animated.
00:29It's just that little red wagon and it's just zooming through the scene. So
00:33let's go ahead to around frame 14 or 15 and just render that.
00:38If we render it, we will see that we have a still image, but we don't have any
00:42blurring on this. Now, if this was actually moving through the scene you would
00:46see a little bit of blurring in a realistic photograph of the scene. So we can
00:50simulate that using Motion Blur.
00:53We go into our Maya Software Renderer and we have a Motion Blur tab. Now, if we
01:00scroll down we can turn on Motion Blur; we have two types: 2D and 3D.
01:07Now, let me explain the differences between these. 2D is a Motion Blur that
01:12actually just blurs the pixels of the final rendered image. So it's kind of
01:16almost like a mock Motion Blur. Now, it renders really, really fast, which is
01:21nice, but it doesn't quite catch certain types of animation.
01:25Now, for example, this wagon, which is moving left to right across the screen,
01:29most of the blurring is going to happen on the left to right, but if for
01:33example, this was tumbling and moving in three dimensions, 2D Motion Blur might
01:38not catch that, and so that's where 3D Motion Blur comes in. So let's go
01:43through both of them and see how they work.
01:45Now, 2D Motion Blur again just blurs the image. So we can just go ahead and
01:51turn this on and render it, and you are going to get blurring, but you are also
01:55going to get this real, kind of weirdness here.
01:58Now, some of this is pixelation, because I have this set at Low Quality
02:04rendering. If I turn it up to Production Quality you might get a little bit
02:08better, but what it's doing here is its motion blurring the Alpha channel. So I
02:14have got this against the blank image, so it's actually doing Motion Blur
02:17against an Alpha channel. If I want to see this on the image, I need to go down
02:21here to Smooth and smooth to Color rather than to Alpha, and this will look
02:26better in this type of rendering.
02:28Now, if you are going to go composite something with Motion Blur, you do want
02:31to blur to Alpha channel, but if you are just rendering out of the camera,
02:35color is what you want.
02:36Now, you can see we have our Motion Blur and this actually is a lot nicer. Now,
02:42we can affect the Motion Blur here by doing the Blur Length; if we crank that
02:46up it should be a lot blurrier. There we go. Crank it down; we can do it a lot more subtly.
02:55We also have Blur by frame; you can actually blur over multiple frames if you
03:00want. Another option you can use is Use Shutter Open and Close. Now, this
03:05actually simulates the shutter of a motion picture camera. So we can open this
03:09shutter at 50%, we can open it more or less. So for example, if we open it at
03:1425 and close it at 25 or 0.25; again, a much lighter Motion Blur.
03:21We also have a Blur sharpness and a Smooth value. Now, the Smooth value just
03:26smoothes out. It's kind of like a blurring value, so a higher Smooth value will
03:30give you a blurrier kind of Motion Blur. So I usually just keep this at the
03:35default, but you can certainly play with that.
03:37Now, the next type of Motion Blur is 3D Motion Blur. Now, this has fewer
03:41options, you actually just have Blur by frame and if you want you can use the
03:46Shutter to Open and Close.
03:48Now, this is almost like an automatic Motion Blur because it' actually creating
03:51it more realistically. When you are faking Motion Blur, such as in 2D, you have
03:56all these parameters you use to fake it, but when you are actually doing
03:59something that's a little bit more authentic, you don't need to worry so much
04:03about all those fake parameters.
04:04So let's just go ahead and take a look at this render. So as you can see, this
04:08is a little bit different in character than the other Motion Blur, in fact,
04:12it's a little bit more realistic.
04:14Now, if you want you can certainly affect the length of it by scalping down the
04:19shutter, which means less time; a faster shutter speed means quicker action. So
04:25that's how you affect the amount of Motion Blur, in this case is by doing the
04:29Shutter Open and Shutter Close.
04:32So those are some of the key tools for using Motion Blur. I like to keep it
04:36turned on; because anytime I am doing animation it's always nice to have a
04:40little bit of blur on your objects.
Collapse this transcript
Raytracing reflections and refractions
00:01Now, let's talk about reflections and refractions in Maya. These can be done
00:06using the Raytracer. So let me show you how this works. We have a file here
00:11called Refractions.mb and it's just a kind of a transparent goblet with some
00:16oranges in it. If we pull up the scene and render it without Raytracing, we get
00:20this, which is not really all that realistic.
00:24Now, the first we could do is turn on Raytracing in the Maya Software Renderer.
00:29So we go here to Render Settings, Maya Software Renderer and we turn on
00:35Raytracing. Now, I am going to turn this to production quality because what
00:39this does is it increases the number of reflections and refractions as a
00:44default in Raytracing for this render. So it just gives us more bounces of the
00:49light when the light runs through the scene in Maya. So let's go ahead and set
00:54that Raytracing on and render.
00:56Now when we turn on Raytracing, the first thing you'll notice is you'll notice
01:01that there are reflections and these reflections are caused by the surface
01:07material. So for example I select this tabletop, go into the Attribute Editor
01:12of that and I will find my little Blinn shader here. You can see this is the
01:16color, but the more important one for we're concerned with is this reflectivity
01:22value here. Right now it's set to .5. If I bring it up, let's go ahead and
01:27bring it up to very high number and then just click on that viewport and do a
01:31quick render, you can see it reflects a lot more.
01:34If I don't want that to reflect, I have to turn that down to 0 and that
01:39essentially makes it a non-reflective surface. So you can see how it doesn't
01:43reflect. So I am going to kind of keep it back towards the middle here, so we
01:47have some nice reflections and notice how reflections tend to -- they act
01:52almost like shadows do in a scene and that they anchor the glass to the table
01:57top because there's now a point of connection here where the glass meets the table.
02:04Now, in addition to this though, we still don't have a really nice look to this
02:08glass. We have got some nice reflections but it still doesn't look like glass,
02:12it just looks like it's kind of a shaded material. We can affect that by
02:17working with refractions. So let me show you how that works. I am going to
02:21close this Render window, select the goblet, make sure we're in the blinn2
02:27material. Go down to Raytrace options and turn on refractions.
02:32Now we have a number of options here. One is the refractive index, refraction
02:37limit, how many surfaces will this bounce through before the refractions go
02:42away. So for example, in this goblet, you have this one, two, three, four
02:49surfaces. You could actually bounce through the inside and outside surfaces of
02:53the glass on both sides and then if you had a fluid or something like that in
02:57there, you can probably go to at least 6. By default its 6 and you can probably
03:01keep it there, you can always increase that if you want.
03:04We also have stuff like Light Absorbance which is how much does that surface
03:09soak up the light and then in addition we also have surface thickness and so on
03:14and how much does it attenuate shadows. I am just going to leave it, just turn
03:18on refractions and just leave it at the default, so let's just see what happens.
03:22When we do that, we really don't get much of a difference because we have a
03:27refractive index of 1 and a refractive index of 1 is the same as not having any
03:32refractions. Because what happens is when the light hits a surface, what a
03:36refraction is, is that the light changes its angle, and that causes almost like
03:41a lens effect. So when you have a refractive index of 1, there is no lens
03:46effects because the light isn't bending. So let's go ahead and increase that
03:50refractive index. Let's just go ahead and make it like 1.1. You really don't
03:53have to increase it by all that much to get the effect. Once I do that and I
03:58render, you will see a much better difference there because now the light is
04:04actually changing angle as it goes through the surface.
04:08You can see now I am getting kind of a lens effect right down here, it really
04:12works. So if I want, I can make the refractive index either above or below 1.
04:17When it's above 1, it refracts the light at positive angle, below 1, refracts
04:22it at a negative angle. So the best way to do is just experiment and see how
04:27this works. So you can see when I have a refractive index below 1, you can see
04:32the effect here. In fact, you don't have to really do much of refractive index.
04:36In fact, if I just do .96 or .95 really just slightly below 1, you will get a
04:44really nice effect. So you can kind of see how that works.
04:50So now that we understand little bit about refractions, let's go ahead and see
04:54exactly how these work in the Render Settings window. So let's go here to
04:59Render Settings and go back down to Raytracing Quality. Now we have three
05:03parameters here. We have Reflections, Refractions, Shadows. These numbers
05:08indicate the number of bounces the light will go for each of these types. Now
05:11we've done reflections and refractions, let's also go ahead and do shadows.
05:15So to do that, I need to select a light in the scene. I am going to go to my
05:21Hypergraph window, come down here to default light set and select Spotlight 2.
05:26Now, I can come down and I can set two types of shadows. One is Depth Map, the
05:32other is Raytrace. Let's go ahead and turn on Depth Map Shadows and render it.
05:39You get a shadow, it's a nice shadow, but notice how the shadow is not
05:43transparent. So it doesn't really look all that real.
05:46Also notice right here where the bottom surface of the glass interacts with the
05:51table, you are getting this little striation here and that's just an artifact
05:56of the Depth Map Shadow. We can fix that by turning off Depth Map Shadows,
06:00scrolling down and just turning on Raytrace Shadows. We can leave this at the
06:05default and just do another render.
06:07Now, notice how different this shadow looks from the other one. You have actual
06:12Raytrace shadows. The shadow is actually showing the transparency. You can even
06:16see the oranges in the goblet, so you get a much more accurate shadow when you
06:21are using Raytrace Shadows, particularly with transparent surfaces.
06:26So those are some of the basics of Raytracing and you can see how these make
06:30for a much more realistic transparent and glassy surfaces.
Collapse this transcript
Interactive rendering with IPR
00:01One of the issues you will come across when rendering is the time it takes to
00:04render a scene. Now, when you are tweaking, the way a scene looks you are going
00:09to be doing a lot of renders. You are going to adjust the light for example and
00:13then render. You are going to adjust the texture and then you are going to
00:16render, and those renders tend to add up and they can really make your day a
00:20very long day.
00:22Maya has a tool that can really help you with this iterative process and it's
00:27called IPR or the Interactive Photorealistic Renderer. Let me show you how this works.
00:33We've got a file here called RedWagon_ IPR.mb and it's just the red wagon with a
00:40few lights in it. So let's go ahead and just do a standard render. So if I do
00:44this render, I can render the scene, change parameters and then I have to
00:49render again. This scene renders fairly quickly but if you start getting in the
00:53things that take a while to render, this can start to add up.
00:56We can change this by using the IPR renderer. So let me show you. There are a
01:01couple of places we can get to it. One is, if we go into our Rendering palette
01:05here, we can go Render, we have IPR render, I always go here which is just the
01:11IPR Render button and what that does is it just renders the scene, but it
01:15stores a lot of the parameters for the scene on the disc and so that way, you
01:21can just left-click and drag and draw a box around all the things you want to change.
01:27So for example if I select this wheel, I can go into the attribute editor here
01:33and change the color of the wheel. So for example if I want to make it white
01:38wheels, you can see how the wheels actually change color, not only in the
01:43viewport but also in that final render. We can also do other sorts of things.
01:48We can also change lighting.
01:49So let me go ahead and close this and let's go ahead and zoom-out here and
01:53let's find a light. There's actually a light here if you can see it and let me
01:57zoom-in, there's a spotlight right here that's called Spotlight1 and if I do
02:03another IPR, I can change some of these spotlight parameters.
02:08So all I have to do is draw a box around what I want to see and then I can
02:13change for example the shadow color, and I can just see how that changes in the
02:16scene. I can also change white color, so I could take the color of the light,
02:21make it a red light, a blue light whatever I want. I can change the intensity
02:25of the light, and this all reflects in this IPR. I can also change the cone
02:30angle of the light. I can actually bring the light in, I can change the
02:33Penumbra Angle of that light and I can see exactly how this is affecting the
02:38scene. In fact, if I want to, I could even move the light. So I go into this
02:42viewport here, I can move the light and it will change in IPR.
02:47Now, there are some things that don't come through. One of the more important
02:51things is some of the Shadow parameters. So for example -- here let me go ahead
02:54up to the light and turn it back down here. I am going to turn it back down to
02:58say 1.1, so we have a little bit more shadow that we can see, but let's go down
03:03to depth of that shadow. Now one of the things we can do is we can certainly
03:06change the shadow color, but shadow resolution is one of the things that cannot
03:11be changed in IPR and there is a whole list of things that it will and will not do.
03:16We can change the way the shadows are filtered, but we can't change the
03:21resolution. So if brought this down to a low number, you wouldn't see that, but
03:25I can re-IPR this either by just clicking here or if you are in your Render
03:30View window, you have another IPR button, it does the exact same thing and now
03:34you can see I have got a much grainer shadow and I can certainly add my filter
03:39size here to that shadow and re- filter it, but I can't change the original
03:43resolution of that depth map.
03:45Now, that's just one of many parameters that don't work, there's a lot that do.
03:50So just go ahead and play with IPR and especially if you are doing some final
03:54rendering, it can really help to speed your process along.
Collapse this transcript
Batch rendering
00:01Up until this point, we have been rendering single images but Maya is an
00:05animation package, so we will have to render image sequences, so we can render
00:09animation. So the best way to do this or the easiest way to do this is through
00:13Maya's own Batch Renderer. Let me show you how that works.
00:17I have a file opened here. It's a called RedWagon_ Animated and this actually
00:22has some animation in it, it has Wagon kind of going through the scene here. In
00:27order to set up that rendering, first of all we have to do some stuff in the
00:31Render Settings window. So I can go to either Window > Rendering Editor >
00:35Render Settings or I can hit this little button here which brings up Render Settings.
00:40Now the best way to configure this is to just give it a file name and an
00:46extension. So for example if I want it to be name_#.ext, that's how it will
00:53name it. In fact, you can see here the file name, it goes From and To. So I am
00:58going to animate, in this case, Start Frame is 1, End Frame is 10. So I am
01:02going to animate the first 10 frames. This particular sequence is 24 frames
01:08long, so I can certainly type that number in here, Frame Range is just tells
01:12you what you are rendering and here, it will tell you my first name is this
01:16file name prefix which is the name of my scene, RedWagon_Animated_1 to 24. If I
01:23want, I can certainly change that name by just typing in whatever I want. I can
01:27change the image format. Let's go ahead and render these just to JPEGs, just to
01:32make them small files and then also, I have got here what's called Frame Padding.
01:37So if you notice, we have got RedWagon_ Animated 1 to 24, but a lot of times you
01:41want leading 0s on those numbers, so that way they organize for other types of
01:46compositing packages and so on. Now the best way to render animation in Maya is
01:52to use image sequences. Now this gives you a couple of benefits. One is if for
01:58some reason the render fails in the middle of the render and you've got 100
02:04frames render, you still have those frames on the disc. But if you are
02:09rendering to something like a QuickTime or an AVI and it fails in the middle of
02:12the render, you have to go back to the very beginning and render those first
02:17100 frames all over again. So it's much safer to render in image sequences and
02:23that's kind of how Maya is set up.
02:25The other benefit for rendering image sequences is that you can distribute
02:29those images across multiple machines. So for example, if you are doing batch
02:33rendering, you can have machine one render the first third, machine two, the
02:38second third or whatever. You can certainly distribute the load among multiple
02:42machines, which you can't do again if you render in QuickTime or AVI.
02:46So we're setting this to JPEG and we've got our scene name set and then batch
02:52render is actually very simple. All you have is option here that says batch
02:56render. We can certainly look at the options here and there's really only one
03:00option, do you want to use all the available processors in your machine and
03:05that means if you have a dual core, or quad core or multi-processor system, do
03:10you want all of those processors rendering or do you want to specify how many
03:16processors to use. So you could actually background render on one processor,
03:21while you continue to animate on the other, so you don't completely load down
03:25your system with rendering.
03:26In this case we're just going to render with all processors and we're just
03:30going to do batch render and close. Then, your status of your rendering is
03:34going to come up here in the bottom right-hand corner. It's going to say,
03:38Result: Rendering with Maya software and then once it gets going; it's going to
03:42start rendering fairly quickly. In this case, I have a fairly fast machine, so
03:46I render 24 frames and/in fractions of a second each. Now, once I have got
03:51those done, I can certainly look at those files. So probably the easiest way to
03:54do it is to go View Image from the File menu and let's make sure we're in our
04:00Rendering project. We will file those rendered images in the Images directory
04:06of our project, and here they all are. Now, if we want, we can also view an
04:11image sequence. So again, I can just go into my Rendering project and go ahead
04:17and load up just the first one and it will go ahead and automatically pick up
04:21that sequence and then you can see how that renders.
04:30So those are the basics of batch rendering. Now, for those who have really
04:34intense rendering applications, there are third party rendering managers for
04:39Maya. Maya doesn't include a third party rendering manager on its own, so you
04:43do have to go outside of the original package. The one that I use a lot is
04:47called Smedge, but there are a number of other ones out there and they can
04:51actually manage multiple machines and distribute the load amongst a number of
04:56different machines. So those are basics of batch rendering in Maya.
Collapse this transcript
Lighting a scene: The robot
00:00Now, let's take what we've learned about lighting and rendering and go ahead
00:05and light and render a scene. We have a scene out here called Toyshelf.mb and
00:10this has the robot and the car and few other things that we've created and
00:15let's go ahead and pull them all together into a scene.
00:18Now when I start rendering a scene, I take it one light at a time. I usually
00:23start with the main light and then add another secondary modeling light and
00:27make sure they're balanced and then fill in with additional light. Now remember
00:32that every time you add a light, you are going to increase the brightness of
00:37the scene. We've got to be careful when we add lights not to over-expose our shot.
00:42So let's go ahead and start lighting the scene. I am going to start by creating
00:46a main light that kind of simulates the light coming in from window. So I am
00:51going to go out into my scene here and just create a spotlight and then I am
00:58going to move that light out. Now in order to see what this light is doing, I
01:02can go use all lights and then also I am going to turn on high quality
01:07rendering in my Camera 1 viewport.
01:10Now as I pull out, you can see that the spotlight is starting to illuminate the
01:14scene, but I want this spotlight to simulate a window. Now what I have done is
01:19I have actually created in Photoshop a very simple texture called Window.jpg.
01:24So let's go ahead and attach this to our light source. I am going to go into my
01:29Spotlights Attribute Editor and in the Color Channel for that light; I am going
01:34to place that bitmap.
01:36So I am just going to click here, create a Render Node file and in that file, I
01:40am going to select Window.jpg in our 07 rendering directory. When I do that,
01:46you can see in this Camera viewport how the light is affecting the scene. So
01:51all I have to do is now position this light. I can go into my Top viewport or
01:58wherever and just start positioning that. Now I am going to use the
02:01manipulator. So I am going to actually put a target here somewhere in that
02:05scene and then I am going to make the light come up and maybe a little bit from
02:09the left and then just pull that light out until I have got it pretty much
02:17where I want.
02:18Now another thing I can do is if I don't want to pull that too far back, you
02:22can affect the angle. So if I go to into my Attribute Editor, I can certainly
02:27bring up the cone angle of that light a little bit and then just use that to
02:32affect where that light is coming from and also affect the size of that pattern
02:39on the wall.
02:40Now that I have this, I can certainly do a quick render by clicking on the
02:44Camera 1 viewport and just join the render. Let me see, I have got this nice
02:49highlight here, but this isn't fully lit. It just looks like its light coming
02:53from one direction. I need to make this look more like daylight, so I need to
02:56fill this in.
02:56Now, one thing also is that I am rendering right now at 640 by 480. It's
03:01probably going to be a lot easier, a lot faster if I render smaller. So I am
03:05going to go into my Render Settings window, go down here and let's just do 400
03:10by 300 in the image size just so that we have a smaller amount to render and so
03:18things will go a lot more quickly.
03:20Now, I am going to go ahead and fill this light in a little bit more. Let's
03:23create a spotlight, and this light I am going to put up above. So I am actually
03:30going to light from the top and make sure that's basically my modeling light
03:41here. So this is actually going to give me the light I need from the top.
03:47Now again, I can adjust the Penumbra Angle if I want to and the Cone Angle. Now
03:52look here at the top corner, I really want that cone to be outside of the field
03:57of view. As long as it's outside of there, it's going to look a lot better. Now
04:01I can certainly do a quick render here. Much better, it's a little bit
04:05brighter. There's a couple of things missing. One is shadows. So let's go ahead
04:10and turn on shadows for both of these lights.
04:13So I am going to keep my Spotlight 2 selected and just use some depth map
04:18shadows and I am going to wrap up the filter size just a little bit and also I
04:23don't like black shadows. So I am going to go ahead and just make the shadows a
04:28little bit grayer, like kind of a darker gray, do a quick render on that to see
04:33how they look. I could also be using IPR here.
04:36That looks good, but also I want a shadow from the window obviously. So I am
04:40going to select that light that's creating the window which is Spotlight 1, and
04:45again I am going to use depth map shadows, but I don't want this to be the main
04:48shadow because if I render this, you are going to see I am going to get a
04:52really big black shadow here and that's not going to look all that good.
04:56So let's go ahead and just moderate the shadow a little bit. I am going to make
05:00it obviously grayer but another thing I am going to do is I am going to turn
05:03down the resolution a lot to 128 and then I am going to filter it, so I get
05:08about 4 and that will really blur out that shadow to make it a lot less
05:13apparent. So now I have got a much softer shadow on the wall and a much harder
05:18shadow underneath. So that gives me a much more direct shadowing.
05:21Now still, if I take a look at this rendered scene, you'll see that along the
05:26side here, it's still really dark. In fact, it's really dark coming from the
05:30side and we really want to brighten that up. Now, we're getting to the point
05:34where we have two lights in the scene. So any additional light we add is
05:39probably going to start over-exposing it, but I am still going to add a light.
05:43I am going to add a point like this time, because I really don't need to cast
05:47shadows and I just want a general light.
05:49So I create a point light. Now notice how that creates this light in the room.
05:55I fact, if I want to, you can see how when I move it over, it totally
05:58illuminates the sides. All I have to do is take this light, move it over a bit,
06:02in fact, and maybe move it just a little bit forward, just keep it off to the
06:09side though. Now, what I have got here though is I have got a lot a light in
06:12the scene. I have got three lights in the scene. They are all at the intensity
06:16of 1, which is actually pretty strong. So I have to kind of bring that light down.
06:23So I am going to keep this point light selected and one thing that I could do
06:27is just dial down that intensity. That would work pretty good, but I probably
06:32want to give a little more pop to this. So I am actually going to change the
06:35color. I am going to click here and let's go ahead and change the color to
06:38almost like a dark bluish purple and that will kind of give almost the
06:43impression of shadow.
06:44In fact look here. If I were to ante this up, you can see how that kind of
06:48gives almost the impression of a shadow, but it's also a color and that gives
06:52it a little bit more pop on the side there and it also helps the front of this
06:57car as well.
06:59Now I can again just play with the intensity of this. I can bring the intensity
07:04down or the other thing I could do is that if I make the color closer to white,
07:08the intensity is going to come up. So watch how this works that as this light
07:12goes closer to white, you're getting more illumination on the side. I can also
07:18intensify it and that will also increase the intensity. So it's really a
07:22balance between the actual color of the light and the darker the color, the
07:26darker the light and then the intensity, which kind of is overall volume
07:30control. So let's just go ahead and get those balanced out the way that I want
07:33them and then just do a quick render.
07:37Now this is looking pretty good. I mean, I don't have complete darkness on this
07:41side, but I still have a lot of darkness underneath here, especially underneath
07:45this ball. I can affect that by doing two things. The first thing I could do is
07:50actually add ambient white to the scene, which gives an overall wash of white.
07:55So let's go ahead and do that.
07:56I am going to go ahead and create what's called an ambient light. In fact, we
08:00can do Create > Lights > Ambient Light. Now when I do that, again, I am adding
08:05light to the scene. So I have to be careful with this light. Now the one thing
08:09about ambient light is that it's really not all that directional. It's kind of
08:13a wash of light over the scene. So I really don't have to move that light
08:16around a lot. All I have to do is affect the intensity.
08:20So what I need to do here is just dial down that intensity a lot, maybe to
08:25about .15 and what that will do is just give a general bottom floor of where
08:31the lighting will be in the scene. Now when I do that, you are going to see
08:35that okay, yeah I have got a little bit less darkness underneath this sphere,
08:40but I am getting a lot of hotness right here in the top left corner and that's
08:45because I have got a lot of light in the scene.
08:46Now what I can do is actually just start dialing down lights. I have got a lot
08:50of light in the scene. I need to start kind of bringing down the overall volume
08:55of these lights. So what I can do is actually take the first light that we put
08:59in, the spotlight and go into the Attribute Editor and go up to the intensity
09:05and start playing with that because I want to reduce that hotness.
09:08Now, you can see how if I dial that up, you are going to get way too hot. If I
09:12bring it down, you can see how now it's going to be a little bit more balanced
09:17and little bit more realistic. You have to think almost like a photographer,
09:21you don't want to over-expose the shot. You also want to guide the light and
09:25the eye, so that everything is balanced.
09:29Now that's looking pretty good. Now there's another thing we can do and that's
09:34actually add in some ambient color underneath here. Again, this is so kind of
09:39dark. Now if I wanted to, I could still work with lighting, but you don't have
09:43to fix everything with lights in Maya. So if I select this sphere, I can
09:48actually go to the material applied to the sphere and actually change the
09:53ambient color. Let me show you how this works. If I click on ambient color, you
09:57can see how-- in fact, just look at how it's affected in the viewport. If I
10:01turn this way up, you will see that it starts to glow. What this ambient color
10:05is, is it's the darkest color this object will ever be.
10:09So what I can do is I can dial that into something like a darker blue and watch
10:14what happens when we render. With a darker blue, you see that this doesn't
10:18completely go to black. So it gives more of an impression of ambient light. Now
10:22this is probably a little too bright. So I am going to dial that down just a
10:26little bit more, and you can see how this kind of brightens up the sphere, so
10:29it doesn't look so dark.
10:31Now another thing we can do is we can start turning on stuff like Raytracing.
10:36Now that we have kind of a good light balance, let's go ahead and turn on our
10:41Raytracing in our Maya Software Renderer. I go to the Render Settings window,
10:46go the Maya Software tab and just turn on Raytracing. Now I have this set at
10:51Production Quality and then let's do another render. Now this render will take
10:56a little bit longer.
10:57Now as you can see, when I have added in Raytracing, you've got -- the scene is
11:02now starting to reflect all of the light that's in the scene and it's actually
11:07brightening up the scene. So now we have to kind of go through our scene a
11:11little bit and tweak some of that lighting. Now you can see I actually feel
11:15like it's almost a little over-exposed, so one of the things we can probably do
11:18is just dial down some of these lights a little bit more. So I am going to take
11:22this above light, spotlight 2 and just kind of drop it down maybe to .9 or .8
11:29and then maybe even take this light after the side and drop that down little bit.
11:33Now again I have already done the Scene 1, so I kind of know what I am doing,
11:36but again, you are just going to play with this light at the time and just kind
11:40of start giving an overall volume. Now this is a little bit better. Now I am
11:44going to stop here with the lighting. The last thing I want to do is give a
11:48little bit more focus to the scene. So let's go ahead and do some depth of
11:51field and focus in on the robot and make sure that he is the center of the scene.
11:57So I am going to go ahead and select my Camera Attribute Editor and I am going
12:02to go down to the Depth of Field tab and I am just going to turn it on and then
12:07I am going to render and when I render that, it's blurred because down here my
12:13focus distance is off. So let's go ahead and on our Heads up Display, turn on
12:18Object Details and I am just going to select my Robot's body and I know that
12:22his distance from the camera is 58.5.
12:25So now I select my Camera Attribute Editor, in my Focus Distance, I type in
12:3058.5, and then I do a render. Well, that looks pretty good. He is in focus but
12:36everything else is kind of in focus. So I need more depth of field. I can do
12:40that by just turning down this F Stop. Let's make it F 1.4 and again, just do a
12:45quick render, much better. So now he is in focus, the other stuff is slightly
12:49blurred and looks a lot better.
12:52Now this is where I am going to stop, but you can see that lighting in Maya
12:56evolves you building light. You take their main lights and then continue to add
13:01lighting until you get the effect you want. Now remember, when you do add stuff
13:06like Raytracing, it will start to bounce light around the room and brighten the
13:10whole scene. So you need to make sure that all of your lights balance then you
13:14also check it against your Raytracing and everything else that you're putting
13:18into the scene.
13:19So as you light, just remember that you're lighting per mood, you're lighting
13:23to highlights specific objects in the scene and you're lighting to tell a
13:28story. So remember that as you light your scenes within Maya.
Collapse this transcript
8. Rendering with Mental Ray
Introducing mental ray
00:01 Now let's take a look at the Mental Ray Render. This is one of the additional
00:05 renders that Maya has. It's probably one of the more popular renders, because
00:09 it has a lot of really great features that allow for soft lighting and much
00:15 more realistic rendering.
00:16 In fact, I have a scene loaded up here called Deco_Car and this has some of
00:22 those effects in it. In fact if we want to, we can just render it. We can go to
00:27 our Render Settings window and make sure we have Mental Ray loaded.
00:32 Now before we render, I want to make sure that you have Mental Ray loaded. If
00:35 you don't, sometimes you have to go into what's called the Plug-In Manager. So
00:40 if you go Window > Settings/ Preferences > Plug-in Manager. This is where you
00:45 can actually make Mental Ray available, if it isn't. Scroll down and look for
00:50 Mayatomr.mll and make sure that that's loaded, and if you want you can also
00:55 check Auto load, so that it loads every time you open Maya.
00:59 Now once you do that Mental Ray will show up. We have our Maya Software
01:03 renderer and Mental Ray as well. In fact let's go ahead and render this in the
01:07 Maya Software renderer. So we go here and just click on that window and just do
01:11 a quick render. As you can see, we have got a scene that doesn't really look
01:15 all that great, because some of these materials don't actually render in Maya.
01:20 So when I render in the Maya Software Renderer, you will notice some of these
01:24 surfaces aren't even showing up and that's because some of these are actually
01:28 textured and shaded using Mental Ray specific shaders. So when we go into
01:35 Mental Ray and make that our default renderer, we can just do a quick render of
01:41 the scene and now everything shows up.
01:44 You notice how we have a really soft lighting model to this. Also, notice how
01:49 on the surface which didn't render in the Maya Software renderer, we have
01:53 what's called the Car Paint which has really nice material that allows for
01:57 stuff like metal flakes, clear coding and all that sort of stuff. So we get a
02:01 really high quality rendered surface as well as high quality reflections and all that.
02:07 Now Mental Ray is actually just a selection in our Render Settings window. It
02:12 has the same common parameters as the Maya Software render. But we also have a
02:17 bunch of additional tabs. One here is for Render Passes; the other one is for
02:22 Features. Now these are all the different types of features that Mental Ray can
02:26 do and we will get to these as we work through Mental Ray.
02:30 The next one is the Quality settings. In fact, if you want, you can go to
02:34 Production Quality, which his kind of the default quality. And the next one is
02:38 called Indirect Lighting. Now what this does is this allows us to turn on
02:43 different things that give us much higher quality rendering. So for example, if
02:47 I turned on Final Gathering and did a render, now this may take a little while.
02:54 Now when you turn on Final Gathering, what it does is it actually computes
02:57 secondary or bounced lighting. This gives you a much more realistic effect. So
03:02 for example, in this case, the sky is providing additional light and we can
03:06 calculate that with Final Gathering.
03:09 We also have what's called Caustics and Global Illumination, which are two
03:14 additional ways to create indirect lighting. Then we also have a lot of
03:19 different sorts of options here, especially for what sort of preview we want.
03:24 So those are some of the basics of how to get into Mental Ray. Now one thing
03:28 about Mental Ray is that it will render almost anything that you can render in
03:32 the Maya Software renderer. So you can take a scene that you have created in
03:36 Maya and just switch it over to Mental Ray and generally it will render in Mental Ray.
03:40 So let's go ahead and get into some of the additional features of Mental Ray
03:45 and show you how to use it.
03:48
Collapse this transcript
Creating mental ray materials
00:00 One of the big differences between Mental Ray and the Maya Software Renderer
00:05 are the amount of materials available. Mental Ray has a lot more built-in
00:11 materials and a lot more different surface types. In that way, it can make
00:15 creating interesting surfaces a lot easier.
00:18 Now, you can get to these surfaces by going to the Rendering menu and under
00:22 Lighting/Shading, if we go under Assign New Material, you will see them here.
00:27 If you go up to the top, these are all the standard ones for the Maya Software
00:30 Renderer such as the Blinn and the Lambert. But if you go all the way down, you
00:34 will see in this section a whole bunch of different shaders that you can use with Maya.
00:40 Now, we are not going to go through all of these, but let's go through a few.
00:43 We actually have a scene open here; it's called MR_Materials.mb. In fact, let
00:48 me do a really quick little render here to see how that looks. So it's
00:54 basically just a sphere with something in the background in a room.
00:58 Now, this is actually set up for Mental Ray, so let's make sure you render this
01:02 in Mental Ray. Now, all of these surfaces here are just standard blends. Now,
01:06 we are going to add new materials to the sphere to see how that looks.
01:10 So let's go into Lighting/Shading and let's go Assign New Material and let's
01:15 scroll down and find car_paint_phen or phenomenon and just assign that to the
01:22 sphere. When we do that, our Attribute Editor comes up and we can go over to
01:26 this tab and start playing with the parameters. In fact, if I want to, I can
01:30 just do a really quick render here to see what this looks like.
01:33 You can see this gives a really nice kind of candy sparkle effect. It's
01:37 actually kind of like a car paint. It's like hot rod paint or whatever you want
01:41 to call it. Now, you can actually change a lot of different parameters with
01:45 this. As I change these, you can look at the sample and see how this works. One
01:49 is the ambient color.
01:51 Now, that is just like the ambient in any of the Maya Software renderer ones,
01:55 it's kind of like the default, the lowest dark that you can get in this color.
01:59 So you can certainly change this to whatever color you want, maybe even like a
02:03 dark kind of violet there, base color.
02:06 Now that's the color of the car itself. But also notice we have additional
02:11 colors here. We have what's called an Edge Color. So if you look at this, you
02:15 can see how -- you can actually make the edge of the object a different color.
02:21 So this can kind of almost simulate the type of paint where you have one color
02:25 coated over the other and looks different from different directions. So for
02:29 example, I can make the edge color maybe like even a green or something like that.
02:34 Then, we also have the Lit Color where the light is directly applied to the
02:38 surface and we can change that as well. We can see how this looks by just doing
02:42 a quick render. So you can see I have changed a lot of those surfaces. I am
02:46 getting some really interesting effects here.
02:48 Now, if we go down to the bottom, we also have what are called Specular
02:52 Parameters and one thing I really like is you have basically metal flakes that
02:56 you can put into there. So we can change the color of the flakes. We can also
03:00 change the scale of the flakes. So let's just go ahead and render it with the
03:03 regular flakes and you can kind of see how those look. But if you want to, you
03:07 can actually scale those flakes up and you can kind of see how they would
03:11 normally look. So if I bring that up to say 0.5, maybe even zoom-in a little
03:14 bit so I can see these. So that's one of these materials. Let's go ahead and
03:21 take a look at some of these other ones.
03:23 Another one is called metallic_paint and that is actually very similar to
03:26 car_paint. But the one that I really like here is called Material. So when I
03:30 click on that, it gives me a very glossy material. In fact, if I render this,
03:36 you will see it's just kind of almost like a glossy gray sphere, but what's
03:41 really nice about this is that you can actually use this to create very
03:45 realistic glassy effects with this material.
03:48 If I go down to the Refraction tab here, I can actually change the Index of
03:54 Refraction. But more importantly, I can change the Transparency. So if I dial
03:58 up the transparency a lot, change the Index of Refraction, do another render,
04:02 you will start to see some glassy effects. Now, if I bring that Index of
04:07 Refraction down below 1, you are going to see something even a little bit better.
04:12 So you can see how this gives a really nice glass effect. I really like this
04:18 for transparent, semitransparent surfaces and of course you can certainly
04:23 change the color and make it kind of a piece of color glass if you want. So for
04:27 example, if I made that blue, you would have kind of a bluish glass there
04:32 that's kind of refracting and also notice it refracts well in the shadows.
04:38 Now, the next one I want to show you, and I think this would be the last one
04:40 I'll show you in this lesson, is the Skin Shader. Now, what the skin shader
04:46 does is it actually creates a skin color, almost like for the skin of a
04:51 character, and it also gives what's called Subsurface Scattering, which means
04:55 that it actually gives almost like that iridescent glow. So if the light is
04:59 coming from behind the character, you will see a slight transparency and a
05:03 slight bouncing of the light underneath the skin.
05:06 So let me just do a quick render of this and you can see this gives you a nice
05:11 kind of smooth skin color. You can certainly change the colors of these by
05:16 going through the Scatter Color. You can also add in a Bump Shader for bumpy
05:21 skin, which you probably want to do as a texture map.
05:24 So these are some of the basic materials of Mental Ray. You can see how you can
05:30 go a lot further just with some of these standard Mental Ray materials than you
05:34 can in the Maya Software renderer. So this is just one of many reasons why you
05:40 would want to use Mental Ray.
05:42
Collapse this transcript
Working with mental ray lights
00:01 Another advantage of Mental Ray is that it has some additional shadowing and
00:05 lighting options. So let me show you some of those.
00:08 Now, Mental Ray has indirect lighting, which is a completely different subject
00:13 here. Let's just look at the difference between the standard lights that Mental Ray has.
00:17 I have a scene here called MR_Lights. mb and it's just a simple scene with two
00:23 primitives and a light. Now, what I can do is I can certainly just render this
00:28 and you will see we have a nice scene but there are no shadows. Let me show you
00:33 how Mental Ray works with shadows.
00:35 Let's make sure that we are set to render in Mental Ray, and then I am going to
00:39 select this light and let's just bring up this camera view. So I am going to
00:45 under the Attribute Editor for that spotLight1 and let's go through some of the
00:49 shadowing options.
00:50 First of all, you can use the standard Maya shadows. You can use Depth Map
00:55 Shadows and those will render, as you can see. We also can use Raytrace Shadow.
01:01 So if I go down here to Raytrace Shadow Attributes and turn those on, you can
01:06 render those as well and you see you get that kind of standard Raytrace hard
01:11 shadow, but it still works and it will work with transparent objects as well.
01:15 Now, if we go all the way down here, you will see there is a Mental Ray tab.
01:20 Under that Mental Ray tab, you have a couple of sub-tabs here, Area Light,
01:25 Global Illumination, and Shadows. Open up shadows and you will see we have a
01:29 third way to calculate shadows and that's using the Mental Ray shadow map.
01:35 So if we turn this on, you will see we have some parameters. One is the
01:39 resolution of the map. This is very similar to what we have with Depth Map
01:43 Shadows in Maya. We also have a number of samples and a softness. Let's just
01:48 leave these at these defaults here and do a quick render.
01:51 Now, what we are seeing here is we are seeing a little bit of this jaggy edge.
01:55 That's because we have a bitmap of 256 and it's not being softened at all. So I
02:03 can soften this by just adding a softness parameter here. Now, this parameter
02:08 is actually pretty touchy. So you have to use kind of low numbers here. So I am
02:13 putting in 0.1 for softness and let's just do another render. And you can see
02:18 now we have a softer shadow. But we are also getting this breaking up of the
02:22 shadow. We're kind of getting this pixelation here around the edges. Now, we
02:27 can solve that by upping the number of samples.
02:30 So for example, if I bring that up to 8 and render, you will see that it's a
02:35 little bit softer and what this does is it just uses more and more samples to
02:39 smooth that out. So let's bring it up to a much larger number. Let's bring it
02:43 up to 64 and do another render. There we have a really nice smooth shadow.
02:49 Now if I want, I can certainly play with the softness. For example, I can put
02:53 this down to 0.025 and give a much softer edge to the shadow and still have
02:59 that high sample rate. So you have kind of a nice softer edge there.
03:03 Now, let's go up and look at one more difference and that's in the way we do
03:07 Area Lights. Now, I am going to go back out to my four-view here and select the
03:12 slide. Let's take a look at what this slide looks like. It's a cone; it's a
03:17 spotlight. Now, when I turn on Area Light here, watch what happens. A little
03:22 rectangle gets put at the back of that spotlight.
03:26 Now, what I can do here is I can actually change the type of Area Light we
03:30 have. I can change it to a Disc. Now see how that changes there. I have a
03:34 Sphere, Cylinder, which would be like a tube or something like that, and we
03:40 also have User Defined. I am going to leave it at rectangle and leave this at
03:44 the default of sample rate. Let's just do a quick little render with an Area Light.
03:49 Now, notice it takes a little bit longer to render, because what this is doing
03:54 is it's actually creating 3x3 light sources. So 3x3 is 9. It creates 9 lights
04:02 and scatters them about that rectangle to create the light source. So right
04:06 now, we have slightly softer lighting, but not as soft as we would like. We can
04:11 increase that softness by increasing the area that the light is emitted from.
04:16 So I can do that by selecting the light and just scaling by hitting R and
04:20 scaling it up. So I am going to actually scale it up quite a bit and let's just
04:24 see what happens. So I am going to go into my camera viewport and just render
04:28 that again. What happens is you see that, yeah, the light is softer but I am
04:32 getting a graininess. Well, we can fix that by adding in more lights or adding
04:37 in more samples.
04:39 So for example, if I bring it up to 5x5, that makes 5x5 and it puts in 25
04:45 lights, 25 light sources or essentially 25 sample points and it gives us a bit
04:51 of a softer lighting, but maybe we still have a little bit of that graininess.
04:54 I can certainly scale up the light a little bit more if I want and let's go
04:58 ahead and make this 8x8, give at 64 samples and see how that works. Now, this
05:05 will take a little bit longer to render, because you have more samples, more
05:09 light sources, more stuff to calculate.
05:11 So now we can see how this Area Light is actually creating a softer look to the
05:16 scene. But we realize how this Area Light can jack up render times a lot. So
05:21 there are other ways to create that sort of soft lighting, which we will get to
05:26 in the next few lessons. But let me show you one more little tab here.
05:31 That additional soft lighting comes from what are called Caustics and Global
05:36 Illumination, and what each light can do is it can do what's called emitting
05:40 photons, which is a secondary light source which is used to calculate indirect
05:45 lighting. Now, we are not going to get into that right now, but I just wanted
05:48 to show you that this is here.
05:51 So those are some of the basic differences of lights between Mental Ray and
05:55 Maya. So get used to that, especially if you are going to be using Mental Ray a lot.
06:01
Collapse this transcript
Depth of field in mental ray
00:00Now let's take a look at Depth of Field. As with a lot of the other aspects of
00:05Mental Ray rendering, you can use a lot of the basic Maya presets. So let's
00:10just do a real quick Depth of Field like we have done in the Maya Software
00:14renderer. In fact let's just go ahead and render this first.
00:17I have a file called MR_DOF.mb and I am just going to open it and render. You
00:25see we just have a line of objects here. So let's go ahead do some Depth of Field on this.
00:29So we are going to do basically the same method we have done before. We are
00:33going to turn on our Heads Up Display, select the object we want in focus and
00:39we note the difference is 15.096. Then we go to our Camera Attribute Editor and
00:46we scroll down to Depth of Field.
00:47Now remember we are using Mental Ray here and not the Maya Software renderer
00:52and then we type that number in. So that's close to 15, so we can certainly do
00:56that and let's keep the default at 5.6 for the F Stop, and let's just do a
01:01quick render. So you can see we are getting Depth of Field. Just like with the
01:06Maya Software renderer, we can certainly increase the F Stop to increase the
01:11Depth of Field.
01:12Now one thing you will notice in Maya, this is something that happens a lot, is
01:16that as it starts blurring, you will see a lot of speckly stuff going on in the
01:21background. This is caused by the way Mental Ray anti aliases. So if we go to
01:26the Render Settings window, we have got to make sure we have Mental Ray
01:30selected and we go over here to Quality. Now when we do Production Quality, it
01:36says the Maximum Sample Level is 2. If we turn this up, it will start to get
01:41rid of that. So I am going to turn it up to 3 and we will see what happens.
01:45Of course, the more you turn it up, the more time it takes to render.
01:49Okay, so you can see that smoothed out a bit. If we want to bring it up one more, we can
01:55do that as well. Now this will take even longer to render, but let's take a
01:58look at this.
02:03So now you can see how when I have turned up this Maximum Sample Level it's
02:09certainly smooth this out, but it really brought the render times up. So for
02:13now I am just going bring this back down to the standard level of 2, but I just
02:17wanted to show you how to get rid of that sort of stuff.
02:20Now we have used the regular Maya method for doing Depth of Field and that
02:24works just fine. But let's go ahead and look at another way of doing Depth of
02:29Field. So I am going to go back into my Camera Attribute Editor and I am just
02:32going to switch off Depth of Field.
02:35Now I am going to go up here to the Mental Ray tab and we are going to do Depth
02:42of Field completely differently. We are going to use what's called a Lens Shader.
02:45Now a Lens Shader is essentially a way to affect the way that the camera takes
02:50a picture. Now Mental Ray uses Shaders for a lot of different things, but I am
02:55just going to show you the Lens Shader just to give you a taste of some of the
02:59stuff that Mental Ray can do.
03:00So if I click on this, it says, Create Render Node. It brings us over to the
03:04Mental Ray tab, you go up to the top, you have got all of the materials and we
03:09scroll down and we have stuff like Volume Metric, all this other stuff and we
03:13want to scroll all the way down until we get to Lenses.
03:17Now we have a bunch of different types of Lenses here. We have one for
03:21bokeh, which is another form of Depth of Field. We also have all sorts of
03:26other ones. The one I want to look at is called Physical_lens_dof. Just click
03:31on that and it brings up some more parameters that we can use to do Depth of Field.
03:37Now in this case the parameters are the plane. Now this is a negative number,
03:44but this is the distance from the camera that it's going to focus on. It's the
03:49exact same number we would use here which is 15. So when I select my Camera
03:55Attribute Editor, make sure I know that number is 15, go down to my Mental Ray
04:00tab and then just go down to that node which is my Depth of Field node. So I
04:05just type in -15.
04:08The Radius is how much does it blur. So when I go ahead and render with just
04:13-15 in that Radius, you will see I get a pretty good Depth of Field, but it's
04:18not a lot. So if I want to, I can certainly ramp up this Radius. If I bring it
04:22up to say 0.25 and render, you will see a little bit of a difference. You will
04:27see it's getting a little bit blurrier. I want to bring it up to, say, a bigger
04:31number, say 0.75 and you will see a much bigger difference.
04:35So as you can see, this is just another method for calculating Depth of Field.
04:41Now I find that the Mental Ray parameters are sometimes a lot more accurate
04:46than the ones coming from the Maya Software renderer, but you can pick and
04:50choose whichever one you feel most comfortable with.
Collapse this transcript
Motion blur in mental ray
00:00Now let's take a look at Motion Blur in Mental Ray. We have a file called
00:05MR_MotionBlur.mb open and there are a few differences in the way that Mental
00:12Ray handles Motion Blur; Mental Ray is a little bit better. One of the ways is
00:16that it's actually Motion Blurs shadows. So actually let's take this file and
00:21let's just do a quick render.
00:22I am going to into the Maya Software Renderer, I make sure I have Raytracing
00:27turned on, and also make sure that Motion Blur is turned on, and actually I am
00:32going to turn on 3D Motion Blur. So Raytracing and 3D Motion Blur, and let's
00:36just do a quick render.
00:37So this is a simple scene. In fact, if you want to, you can even turn on a
00:41little higher quality as to Production quality, so you can see this is a little
00:45bit better. So when we do Motion Blur in Maya, one thing that doesn't get
00:50motion blurred are the shadows. Now this can be very important, because if
00:54something is moving like this, the shadow is also going to Motion Blur. So what
00:59you have to do is you either have to fake Motion Blur of the shadow by doing
01:04like a Depth Map Shadow and just making sure it's got a nice soft edge, but
01:08something with a hard edge, like this Raytrace shadow, isn't going to motion blue.
01:11So let's go into Mental Ray and let's show you how Motion Blur works for that.
01:16Now in Mental Ray, Motion Blur pretty much works the same as it does in the
01:20Maya Software Renderer. We go over to the Quality tab here and we scroll down
01:26and we find the Motion Blur roll out here, there it is. There are actually two
01:31types of Motion Blur. These are very similar to what we have in the Maya
01:35Software Renderer.
01:36We have on called No Deformation. Now what this is for is it actually used for
01:42solid objects that aren't changing shape. We have another one called Full, and
01:47what this will do is this will actually motion blur something that is changing
01:51in shape. So for example, if you have a character that's moving and its mesh is
01:55changing shape, it will actually motion blur all of that. So we can use one or
02:00the other, and actually No Deformation is a little bit faster.
02:04So here we have some parameters, one is called Motion Blur By and this is just
02:07a multiplier to either increase or decrease the overall affect. Then we have
02:12Shutter Open and Shutter Close. Obviously when the shutter is opened and closed
02:16at maximum, you are going to get maximum Motion Blur. Bring either of these
02:21down and your Motion Blur will shorten.
02:24We also have what's called Motion Steps and Time Samples. Now these create the
02:30quality of the Motion Blur that you have. Now also let's go up to Quality here,
02:34let's just make sure that we are in Production, and let's go ahead and re-turn
02:41on No Deformation. Let's just do a quick render here.
02:44So now we have this render and you can see that it's got a nice Motion Blur
02:49going on here, and also if you look at the leading edge of these shadows, the
02:53shadows are also Motion Blur, which is kind of nice.
02:55Now if we want to, we can increase the quality of this by increasing the number
03:00of Time Samples. Sample the Motion Blur over a given frame, so the more
03:04samples, the better the quality; the more samples, the longer the render. So
03:09you have to balance it. Time Samples to 8; let's see what happens. Okay, so you
03:13can see that's a lot less grainy when we do that.
03:19Now the other type of Motion Blur is called Full, which will motion blur things
03:24that are deforming. In this case, we don't have to do that, but if you have an
03:28object that is changing shape, particularly in character animation, you do want
03:33to turn that on.
03:34So those are some of the basics of Motion Blur in Mental Ray.
Collapse this transcript
Creating global illumination in mental ray
00:00One of the best reasons to use Mental Ray is to use indirect lighting. Now,
00:05Indirect lighting is a realistic type of lighting where you have bounce
00:09lighting between the objects in the scene. Now, this is something you really
00:13can't get in the Maya Software Renderer. So Mental Ray really exceeds in this
00:18kind of soft realistic lighting.
00:20Now, there are number of methods for doing this. Let me show you the first one,
00:23which is called Global Illumination. Now, I have a scene here called
00:28MR_GlobalIllum.mb. It's a very simple file and it has a sphere inside of a box,
00:36and it's set on a plane. Now, all I have in the scene is one spotlight. In
00:41fact, let's go ahead and just do a quick render. I am going to go ahead and
00:44make sure I have Mental Ray turned on and then do the quick render.
00:49Now, what you will see in this file is that we have got the light set, so it
00:53casts a very harsh shadow from the corner of the box. So you really can't see
00:59inside that box at all. Now, in the real world, what would happen would be some
01:04of this light on the floor and the side of the box would bounce up and kind of
01:08give a little bit of a soft cast inside the box to illuminate the box. We can
01:14do that using Global Illumination.
01:17So I select my light called spotlight. I go into the Attribute Editor. Now,
01:21Global Illumination is turned on in two places. You have to turn it on in the
01:25light; you also have to turn it on in the Mental Ray Render settings. So first
01:30of all, let's start with the light.
01:32When we go over to the light, you will see that we have our Mental Ray tab. If
01:37we scroll down, there are some of these that we have already used like Shadows
01:40and Area Light, but the one I want to go to is called Caustic and Global
01:44Illumination. What we can do here is we can Emit Photons. When I turn that on,
01:50what it does is it emits a secondary light source. It will illuminate the scene
01:54as normal and then it will go back and re-illuminate the scene using these
01:59photons, and these photons actually bounce around the scene and create this
02:04secondary global illumination.
02:06Now, once I have it turned on here in the light, I still need to tell the
02:11renderer to go ahead and render the Global Illumination. So I go into my Render
02:16Settings window and go over to the Indirect Lighting tab. All I have to do is
02:21turn on Global Illumination, and I am going to just leave it at the defaults
02:26and then I am just going to go ahead and close this.
02:28Now, I highlight my Camera One window and just do a quick render. Now,
02:32rendering will take longer with Global Illumination turned on, so be prepared
02:37to wait a little bit. Now, as you can see it's maybe doing something but we are
02:42really not getting much of an effect with the defaults.
02:45I am going to close this and reselect that light. Now, let's go ahead and take
02:50a look at what some of these values do. First of all, we have these photons,
02:54which again are emitting secondary light into the scene. So we need to brighten
02:59up this secondary light. We have what's called the Photon Color, which is a
03:04color of this light; we have the Intensity which is how bright is that
03:09secondary light source; and third is the Exponent.
03:13Now the Exponent is a fall off value. So the further away from the light you
03:18get, the less intense the photons. Now, typically you want to leave this at an
03:23Exponent of 2, which means that it follows the inversed square law, which means
03:28it follows real world physics. If you increase the Exponent, the light will
03:33fall off quicker; if you decrease it, the light will fall off slower.
03:37So for us, the best thing to do is just to increase the photon intensity. I
03:42like keeping this Exponent to 2, because well we are trying to create realism.
03:46So let's go ahead and keep the Exponent at a realistic value.
03:50So when I increase the Photon Intensity, I just need to find a number that
03:54works for this particular scene. Every scene is going to be different and so
03:58your distance from the light will also be different. So I am just going to go
04:02ahead and select my camera and render it with a photon intensity of 80,000
04:07instead of 8,000.
04:10Now, when I do that, you can see we are getting a little bit of an effect here.
04:14It's not completely dark inside this box. We are getting a little bit of a
04:18highlight on the roof of the box and little bit down here and over here. Now,
04:23if I want to, I can continue to increase this Photon Intensity. In fact, let's
04:26just make it a really big number. Let's make it 250,000 and then let's do
04:32another render.
04:35Now, you can really see inside this box, because what we have done is we have
04:38actually just increased the Photon Intensity and this, in effect, increases the
04:43ambient bouncy light in the scene. Now, let me show you something else, so you
04:48can see exactly how this works.
04:50What we can do is we can actually turn the intensity of this light down to
04:530.000. So my initial illuminating light is going to be 0, but my photons will
04:59still be there. If I render this, what you will see is the effect of just the
05:04photons. So what Maya does is it illuminates the scene and then it
05:09re-illuminates it and it creates basically two scenes. It creates this one and
05:14the original one, which is just the light in the scene, and then it mixes the
05:18two to create the actual lighting.
05:20I am going to put this intensity back to 1.000 and let's go ahead and do one
05:24more thing with these photons. We have one more value that I haven't explained
05:28here and that's the number of Global Illumination Photons. If you can take a
05:33look at this, you can see some of these little circles here and what this
05:36number of Global Illumination Photons does is it creates a level of accuracy.
05:42So for example, if I brought this down to a very low number, let's say, I
05:45brought this down to 50 and just made a very low number of photons in the
05:50scene, you will actually see how this scene renders.
05:53Now, as you can see, we have got these little circles of light and what these
05:58are, are photons. So what it does is it casts these big circles of light all
06:02over the scene and then it mixes them. So the more photons we have, the more
06:07accurate the solution. Of course, again, as with anything, the more photons you
06:11have, the longer it takes to render. So you have to balance this.
06:15So let's go ahead and bring this photon intensity down to maybe a 100000.000
06:20and let's keep the Global Illumination Photons at 10000, and just do a quick
06:26render again. So there you go. Now, you have got a much more realistic render
06:31in the scene.
06:32With Global Illumination, you do have to manage your resources. The big thing
06:38here is the number of photons and how many of those do you actually need to
06:43render this scene accurately. So you have to just play with that value, and
06:47then, of course, the Photon Intensity is going to give you almost like a mixing
06:51value of how much do you want to mix this sort of light with the actual light
06:55in the scene.
06:56Now, that you are going to have to do by eye. So there is no real method of
07:01creating the exact duplicate of what reality is. It's really what your eye
07:05tells you looks the most real. Okay, so let's go ahead and move on.
Collapse this transcript
Using Final Gather to enhance global illumination
00:01Another way to get soft, indirect lighting in Mental Ray is to use what's
00:06called Final Gather. Now this is a great way to create lights because what you
00:11can do is you actually use objects in the scene to create light. Let me show
00:17how this works.
00:18We have got a file here caller MR_ FinalGather, it's just the car on a plane.
00:24Now I have the scene setup so there are no lights in the scene. Let's go ahead
00:29and make sure we are in Mental Ray so I am going to open up my Render Settings
00:32window. We will leave that open and then just hit Render. Now when I render,
00:37even though there are no lights in the scene I still get an image. That's
00:42because in the Render Settings window, under the Common tab, if we go down here
00:47under Render Options, you will see Enable Default Light. Now what this does is
00:52if there are no lights in the scene, Maya creates a light just so you can render.
00:57But we don't want that, so lets' go ahead and turn that off, Enable Default
01:01Light and let's just do another render and we get lots and lots of black which
01:06is exactly what we want because we are going to add a light in that's not
01:10really a light. So instead of creating a light here on the Rendering tab, we
01:14are just going to actually create a surface. I am just going to create a plane,
01:18so I am just going to go here to Surfaces > Create NURBS Plane, just drag it
01:22out, and that's it. So all I have to do is just start to position this. I am
01:27just going to turn this a little bit so that we can see it.
01:30Now in order for this to become a light, we need to have something that glows
01:34or illuminates the object's surface. We can do that with a particular type of
01:39shader called a Surface Shader. So I go into Lighting/Shading > Assign New
01:45Material > Surface Shader. Now what a Surface Shader does is it just shades the
01:51entire surface whatever color you give it and doesn't do any sort of shading.
01:56So if I create this Out Color as white, just kind of dull that up, then it
02:01becomes just a white plane and if I render this, you will see the plane, but
02:06you are not going to see the lighting until we do one more little trick here
02:11and that's turn on Final Gather.
02:13Now before I do that, I actually do want to go out into my four view here and
02:19just take that plane and position it where I want it. In fact, here on Panels I
02:24want to make sure I am in camera 1 and then just position that plane above the
02:30car so that can be as a light source on the car. Now I am going to highlight my
02:35camera 1 viewport. Let's go to Render Settings and go over to Indirect
02:40Lighting, scroll down to find the Final Gathering tab, turn it on. Now again
02:47select the camera 1 viewport and render.
02:50Now what you are getting is you are getting a little bit of light. You are not
02:54getting a whole bunch of light, you are just getting enough light, you can kind
02:58of see that, hey, maybe it is working. Now we can do one of two things. The
03:02first thing we can do is actually increase the size of this plane because if
03:06it's bigger, it's going to actually cast more light. So if I do that, you may
03:10get a little bit more light in the scene. Yes, we are, we kind of getting like
03:15a nice dim light.
03:16But we can't keep increasing the size of this forever. A better way to do this
03:21is to actually increase the intensity of the light emitted from that plane. We
03:27can do this by going over to the Surface Shader and increasing the value of
03:31this Out Color but as you can see it's already at the maximum. Well, we
03:36actually make the maximum bigger just by clicking on this Color tab and typing
03:41a new number in to the value of this Color. Right now it's at 1, which is
03:47normally the hottest color we can do. We can actually make this even bigger
03:51just by typing in a bigger number. So for example, if we typed in say, 8 that
03:57would make that now 8 rather than 1. Now this is eight times the illumination.
04:05Now when I render you will see I am actually getting a really nice soft
04:09lighting and I am getting a very cool, a little rendering model here. Now the
04:13one thing is that we have reflections turned on the car so we can actually see
04:19our light source. Now we may want that to happen, but we don't have to. So what
04:24we can do is actually select the NURBS plane that is our light source, go over
04:29to our NURBSPlaneShape here, and find the Render Stats tab. So what we are
04:35going to do is we are going to make this plane, this light source not Visible
04:40in Reflections and not Visible in Refractions. When I do the render again now I
04:46get the soft light without the visible light source. So you can use this for
04:52all sorts of things.
04:53Let's go ahead and do one more little thing. I am going to go ahead and delete
04:57this plane and we are going to do something a little bit more dramatic. I am
05:01going to create a NURBS Sphere around this car and I am going to move that
05:08sphere down a little bit. Now we are going to add a Text trick to this. We are
05:12actually going to add another surface shader, Assign a New Material, Surface
05:17Shader but this time for the Out Color we can add in a file. So for example, I
05:24can add in my image. It's easy here if I go in to 08_Mentalray, under
05:30sourceimages, I have one called Sky. So once I have that Sky I can actually
05:36make the sky the illuminating source for this scene. In fact, let's go ahead
05:41and turn on Hardware texturing so we can see how that sky is in there.
05:45Okay, now I don't have this completely mapped to the sphere but let's just go
05:48ahead and take a quick render. You can see now the sky is illuminating this
05:53from all different directions and it's actually reflected in the car. Now if I
05:58want to I can actually make the sky even brighter doing almost the exact same
06:04technique that I did with this Color. So I go into my Sky Texture node and I
06:10scroll down to Color balance, and again I can take my Color Gain and make it
06:15more than once. So in this case let's not go too far. Let's make it say, 3 or 4.
06:21Now what I am doing is I am actually making this a little bit brighter and this
06:25is actually a little too over saturated here so we can just turn this down a
06:28little bit. Now another thing you can do is you can combine this with a
06:33secondary light source, part of the light is coming from the sky and part of
06:37the light is coming from just a regular light in the scene. So you can mix and
06:42match these methods.
06:44So here I have a lot of our light coming from the sky. If I want to I can for
06:48example, add in a point light into the scene, and move that light up and over,
06:57and maybe bring the intensity down just a little bit and see what that does.
07:02Now that will probably give a little bit more of a pop in the scene and it will
07:05definitely give a good or moreover our lighting but I am still getting the
07:09lighting from the sky as well. So I can see I get a very nice soft overall
07:14lighting so I can keep my standard lighting, add in a little lighting from the
07:18sky, and I am getting a much, much better rendering model.
07:24Final Gather actually renders fairly quickly so this is actually a really nice
07:28way to do this sort of lighting.
Collapse this transcript
Rendering transparent materials with caustics
00:01Now let's go over a one more really nice feature of Mental Ray and that's the
00:06ability to generate caustics. Now what Caustics are, are the little bits of
00:12light that gets filtered through glass or reflected off of water, or metal, or
00:17something like that; they create all of these little highlights. You can best
00:21see it under something like this, which is a Martini glass or a wine glass, and
00:25let me show you how to create that effect.
00:28We have a file here called Martini01. mb. Now this is set to render within
00:35Mental Rays so let's make we have Mental Rays set. Then let's just go ahead and
00:40do a quick rendering and see what we have. Now this is a Martini glass with a
00:45normal vignette and it's on just a flat plane. Now the glass itself looks
00:50pretty good but what we don't have are the shadows or the highlights that will
00:55be created when the light filters through the glass and the liquid in the glass.
00:59So we can do that by adding caustics to a light. Let's go out in to the four
01:04view of this. You will see that the scene has two lights. It has one light
01:09here, which is the general illumination, and then it has a highlight light
01:13here, which is called spotLight1. That's the one we are going to add Caustics
01:18to. So first of all let's so ahead and add in some Raytrace Shadows in this
01:24light here. Let's go ahead up here to Raytrace Shadow Attributes and turn on
01:29Use Ray Trace Shadows, and then let's do a quick render and as you can see we
01:34have got a nice little shadow developing here from the light.
01:38Now I still want to get the caustics highlights that would be coming from this
01:41glass when the light is filtering through. We can do that by turning on
01:45caustics. Now this is very similar to the way the global illumination works. We
01:50have to turn photons in the light and then turn on Caustics in the render
01:56Settings window. So I am going to go down here to the Mental Ray tab and open
02:00up Caustic and Global Illumination, and turn on Emit Photons. Now let's go to
02:05the Render Settings window. I got to make sure I am in the Indirect Lighting
02:08tab and let's just turn on Caustics.
02:12Now I don't want to go through all these parameters here, let's just leave it
02:15at the default. Now select the camera 1 window and let's do a render. Now as
02:23you can see there is really not much happening here. Again, just like with
02:26global illumination, we have the same situation. We have the photons, which
02:32actually create the Caustic lighting, and the photon intensity is the intensity
02:37of that effect. Now again, we have exact same numbers here. We have the
02:42Intensity of the Photons as well as an Exponent. So what I need to do here is
02:47start bringing up the Intensity. Let's go ahead and bring up to a 100,000
02:51instead of 8,000 and then do another render and see what happens.
02:57Now you can start seeing the effect. You can see right here we have a little
03:01bit of a caustic illumination here coming from the light. If we want to we can
03:06add this up even more. In fact, let's bring it up way up, let's bring it up to
03:10500,000 and let's do another render. Now at 500,000 you can really see how the
03:17effect is taking place. Now this is probably too much. We are going to have to
03:21back it off to somewhere between 100, 000 and 500,000, but as you can see the
03:27light is now creating a Caustic effect, it's also illuminating the liquid and
03:32the olive in the Martini. So this is actually really nice because there is a
03:37really good effect here.
03:39So I am going to bring this down to about 250,000 and let's see if we can get
03:43something a little bit in between those two. Now, this looks a little bit
03:47better. Again, we have the Caustic lighting and we also have a little bit of
03:52illumination of the liquid in the glass. Now again just as with global
03:56illumination, the number of photons will determine how the effect works. So for
04:03example, if I have this light selected I can also up the number of Caustic
04:08photons. Now more photons will increase the render times as well.
04:15Now as you can see with a 100,000 photons, the solution is a lot less grainy,
04:20it's a lot more accurate. So again, more photons is going to give you more
04:24accuracy. Now I am finding generally that Caustics requires a lot more photons
04:29than global illumination to calculate accurately. But as you can see you can
04:34get some incredibly realistic glass and reflective effects with Caustics. Now
04:40this can also be done for reflections such as metal objects on a table, or for
04:45example, a light reflecting off of water in a swimming pool for example. So all
04:50of these effects can be created with Caustics.
Collapse this transcript
9. Working with Paint Effects
Introducing Paint Effects
00:00 Now let's take a look at Maya's Paint Effects. This is a really great way to
00:04 create environments and naturalistic scenes because it allows you to paint
00:09 things like trees and grass and flowers in to a scene. It's very organic, a
00:14 really great way to populate a scene very quickly with organic stuff. In
00:20 addition to doing things like trees and grass, Paint Effects can also do
00:24 special effects and all sorts of other things. So let's just show you some of
00:29 the basics, let's just get our feet wet here in Paint Effects.
00:32 We have a project that we need to set. Let's go ahead and set our project to
00:37 09_PaintEffects and let's make sure we are in the file called Road.mb. Now this
00:44 is a very simple scene. It has basically just two main objects here. It has a
00:49 plane that is a ground plane essentially and we also have a sky. Now we are
00:56 going to go ahead and paint some foliage and grass on to this ground plane. So
01:02 we can do that through the Paint Effects menu. If we are in our Rendering menu
01:08 options, we can go to Paint Effects and we have a ton of options here. In
01:14 addition to that there is a Paint Effects shelf, which has most of these
01:18 options and a number of brushes.
01:22 So let's go ahead and start by selecting this ground plane, it's called
01:26 NURBSPlane1, and go into Paint Effects menu here and go in Make Paintable. Now
01:33 what that does is it allows us to paint directly on to that NURBS surface. So
01:39 in order to paint, we need to select what we want to paint. There is a nice
01:43 little grass brush right here and so if I select that what happens is I can now
01:49 just left click and drag on to the surface of that plane and I can paint grass.
01:57 So there we go. So now I have grass into that scene.
02:01 Now this uses the Artisan Interface, which is the same interface we used for 3D
02:06 paint, for sculpting surfaces and a number of other things. So in order to
02:11 change the size of the brush all I have to do is use that same keystroke, B for
02:15 brush, and if I left click and drag, I will make that brush bigger. So then I
02:22 can also paint the grass bigger. So if I wanted to make really big grass, I
02:27 could certainly do that. So by changing the size of the brush you are changing
02:31 the scale of whatever it is you are painting.
02:35 So now that I have painted some grass into the scene I can do a quick render
02:39 and you will see how this comes up. Notice how it renders the shadows and you
02:43 can see the grass is being rendered in to the scene. Now when you paint in to a
02:50 scene -- let's go in to our Outliner and let's see what happens. When you paint
02:55 into a scene, each stroke is a separate object. So every time I click this
03:03 brush and paint some grass it creates a new stroke. So just remember that,
03:11 every time you do that it creates what's called a stroke. We will get to why
03:14 that's important a little bit later, but let me show you how to paint some
03:17 additional things.
03:18 Now we can certainly select brushes from this top menu here, but this is only a
03:23 small fraction of what Maya has available. Now in addition to these, if we go
03:29 into our general Editors Visor window and go over here to Paint Effects, you
03:38 will notice we have a whole list of stuff. Now all of this you can use as
03:43 brushes. So in addition to foliage you could just use standard paintbrushes.
03:49 You have animal fur and skins like snakeskin and that sort of stuff; meshes for
03:54 cities. So for example, if I wanted to paint Manhattan, I could certainly do
03:58 that. I can also do clouds; electrical effects like lightning; feathers; we
04:06 also have a whole library of flowers. So for example, if I wanted to do
04:10 sunflowers, I could certainly just paint sunflowers into the scene; or daisies,
04:17 dandelions, whatever; food; stars and galaxies; tons of different grasses; a
04:25 lot of trees.
04:27 Now there is two types of trees here. There is these trees here, which actually
04:32 will render faster, and then you have ones called treesMesh and some of these
04:36 you will notice have clocks by them. That's because some of these actually take
04:39 some time to render and that's because these actually create actual meshes in
04:45 the scene. So for example, if I created one of these oaks, you can see how it
04:50 creates a very realistic oak tree with leaves and everything. It is a very
04:55 complicated object so it takes a little time to refresh.
04:59 We also have stuff like weather; and watercolors, mesh, all that sort of stuff.
05:05 So as you can see you have got a huge palette of possibilities. Now in addition
05:11 to these standard brushes, you can also make your own brushes and customize
05:16 stuff to make pretty much whatever you want in paint Effects. So if you want to
05:21 you can go ahead and practice just by populating the scene with trees and
05:25 flowers and then we are going to get in to creating your own brushes in the next lesson.
05:32
Collapse this transcript
Creating brushes
00:00Now let's take a deeper look into how brushes are constructed in Maya and take
00:06a look at the underlying aspects of Paint Effects.
00:09We already know how to select a surface and paint on it; that's pretty easy,
00:14but let's go ahead and take a look at how to create and modify what we paint,
00:18so that we can get a little bit more of a custom look.
00:21I am starting off in a new Maya scene and let's just go ahead and create a
00:27NURBS plane from the top view here. I am just going to go into my Perspective
00:33view, Shade that Hardware Texturing, so we can see what we are working with.
00:39Then I am going to my PaintEffects shelf, I am going to keep that selected and
00:43just go make paintable, and let's go ahead and just paint some more grass. So I
00:48am just going to select this Clump grass and I am going to paint a stroke.
00:52Now, when I paint this what happens is it creates a stroke. So I have my plane
01:01and then on that I have created this grass. Now, this stroke actually has two
01:07components. There is the actual path, which is that line that I painted, and
01:12that's what's called the stroke. And then on top of that stroke is applied a
01:18brush, which determines what is actually painted. So in this case it's grass.
01:22Now, this could just as easily be tress or buildings or whatever, but right now
01:27we are painting grass.
01:28So let's show you how this works in the Attribute Editor. I have got this
01:31stroke selected, go into the Attribute Editor. I am going to Zoom in a little
01:37bit here and we will see we have a couple of different nodes.
01:41The first one is our master node, which just determines where this stroke is.
01:45In fact, I can select this stroke and just move it wherever I want. It doesn't
01:50have to be locked to that surface. That stroke, if you can see there is a line
01:54underneath there, I can actually move that wherever I want.
01:59Now, the stroke itself also has the stroke parameters. Now, these include
02:04things like Pressure sensitivity. So you actually can use Pressure sensitivity
02:09to paint the grass thicker or thinner or longer or shorter, that sort of thing.
02:15But also we have a number of options here.
02:17First of all is the Display Quality; how much of this grass is actually going
02:22to be displayed. So we can actually turn this all the way down to 0 and with no
02:27Display Quality you can see the actual stroke itself. Now, if I turn this up,
02:31you are displaying more and more of these little grass things.
02:36Now, if you get a very complex scene you may want to turn down your display
02:40quality just so your screen updates in a more real-time manner.
02:45We can also change what's called the Seed, which basically just changes a
02:48random seed, that will give you a little bit of width to that grass.
02:53We also have some additional options here such as, what direction it's going,
02:58Pressure sensitivity and so on.
03:02So as I have said before, the stroke determines where the stuff is painted, but
03:07the actual stuff is located in this next node over. In this case it's called
03:13grassClump1 and this is called a brush. In fact, you can see it here, it's
03:17called brush and this determines what exactly is painted.
03:21Now, by changing these attributes we can completely change around what is
03:26painted. So let's just go through some of these.
03:30Now, for example, we have a Global Scale, which enables us to make this bigger
03:35or smaller or whatever.
03:37We can go through here, we can say, what Channels are we painting in.
03:42Brush Profile, so how wide or how narrow is that stroke. How close to that line
03:52are these little grass things going to be painted. So that's your width,
03:56basically, it's the width of our brush stroke.
04:00We also have options for Twist. So for example, if I want to twist the grass
04:06around, I can certainly do that. All these can be animated, so you could
04:11actually twist the grass to create some sort of animated effect.
04:15We also stuff for the actual Mesh. If you scroll in here, if you Zoom in to one
04:21of these little grass blades here, you can see that we have how many sections
04:31on each one of these and how many subsegments. So basically how fine is the
04:36mesh that we are painting.
04:38You can also create thorns on the mesh if you want to and you can also create
04:45stuff like environment. So if you want this to reflect, you can.
04:50We can also do Shading. So this is great, because we can actually change the
04:54color. So for example, if I wanted to make this red, I can certainly make it
04:59red, or I can make it blue or whatever. So you can see how that first color
05:05becomes whatever I choose. So if I want to make this a really green grass, I
05:09can certainly change this.
05:12We also have a Color 2. So this is Color 1, which is basically our base color.
05:17Color 2 is out tip color. So for example, if we wanted to make dried out grass,
05:22we can make these brown, or if we wanted to make a very healthy grass, we could
05:25certainly make it green.
05:27You also have such options as Incandescence, Transparency. You can also have a
05:33randomness to this. So not every grass is going to be exactly the same color.
05:39Now, if you want to go beyond color, you can also add Texturing to it. I am not
05:44going to do that right now.
05:47You can also do Illumination and Shadow Effects. So if you want these to
05:51actually cast shadows, you can. Do you want it to fake a Shadow, yes or no, or
05:59do you want it to have real shadows?
06:02Another one is Glow. Do you want this to glow? Now, for example, if you wanted
06:06to do lighting, you probably would want to glow. For grass, you probably don't.
06:10Now, this is probably one of the more important ones, which is Tubes. What any
06:18brush stroke does is create what are called Tubes. If you look at this, this
06:24little grass is just basically a little tube that's attached to that stroke.
06:29So what we can do is we can create any number of tubes per step. So for
06:33example, if we dial this down, we are going to have fewer tubes per step of the
06:40stroke. So if I dial this down to a lower number, we can kind of get a little
06:44bit in and see how this is really working under the surface, so we don't have
06:48so much in the way. We can certainly create a randomness. If we don't create
06:53Randomness then it's going to space these very evenly.
06:58You can also create any number of Segments on these tubes. So for example, if I
07:03dial this down to 1, it's just one straight segment. More segments gives it
07:09more flexibility.
07:11We can also change the Length. How long is our grass or how long are our tubes,
07:16and the tubes determine that it's grass. Do we want them long, short, whatever.
07:22We can also change Width. So for example, the base and the tip, and so on and so forth.
07:29Now, if you want, you can also highly control the Width of this. So for
07:34example, if I wanted to I could create a graph here that actually gives you the
07:40outline of this grass.
07:43Now, in addition to how the tube is created, we also have what are called
07:48Growth options. So if we want more than just grass, we can add Twigs, Leaves,
07:56Flowers, and Buds. So I have just turn grass now into a field of Flowers.
08:04Now, each one of these also has its own parameter. So for example, Flowers have
08:12their own color, so you can make blue flowers or whatever. Translucence, all of
08:18these parameters; I can't go through all of these, but you can see we have a
08:22huge wealth of parameters here for totally customizing each one of these.
08:27Now, in addition to all of this, we also have what's called Behavior, which
08:32allows it to react to forces such as wind and that sort of stuff, and also you
08:37can animate it.
08:39So all of these options allow you to completely customize how the brushes work.
08:45Now, once you have customized the brush, you can actually use it again just by
08:53going into the Paint Effects menu.
08:54Now, what I have done is I have taken that grass brush and I have significantly
08:58altered it. So what I can do is I can just go Get Settings from Selected
09:03Stroke, and now what that will do is the next thing I paint will paint exactly
09:08what I have here. So for example, if I take the paintbrush and I paint it, now
09:12I am painting those blue flowers that I created.
09:15So as you can see, you can take any basic brush and completely change it into
09:22whatever you want.
Collapse this transcript
Applying brushes to existing strokes
00:00We've seen how paint effects separates the actual stroke from the brush. This
00:05can be used for a lot of really neat things. One is, you can actually repaint
00:09something after you have painted it. So you could actually change the brush on
00:14an existing stroke.
00:16So let me show you how that works. We are starting in just an empty window. I
00:20have my Visor window open, because we are going to painting some hair, and I am
00:23just going to draw a small sphere. I don't want the sphere to be too big,
00:28because I need to have it in scale for the hair that I am about the paint. So I
00:33just want to make sure I turn on shading, and turn on Hardware Texturing here,
00:37so I can see what I am doing.
00:39So I have my Visor window open. So let's go ahead and do hairWetCurls. Now the
00:47first thing I need to do is go ahead and select the sphere and go Make
00:52Paintable. Then I go down to hairWetCurls and then just stroke that. Okay, so
01:00now I have created a stroke with some curls on it. In fact, if I wanted to, I
01:05could render that. You could see those curly hairs.
01:08Now I can go ahead and paint another stroke if I want, but let's say I decided
01:15you know what, I really don't like that hair. Let's go ahead and change it to
01:19something else. What I can do here is I can go to any one of these presets. So
01:24if I wanted to go to hairBlondWavy, all I have to do is highlight that and that
01:30selects that brush, and then if I go into Paint Effects, all I have to do is
01:36just go Apply Settings to my Selected Strokes. And when I do that you will see
01:41that that selected stroke now goes to the blond hair.
01:46So now I have two different types of hair. In fact, if I wanted to, I could
01:50select this other hair and change it as well. Now how this works is that Paint
01:56Effects always has a brush active, and whatever brush we have active, we can
02:01apply it to selected strokes, or the last stroke.
02:06So for example, if I selected this particular hair here, the curly hair, I
02:12could get the settings from that stroke, and then select the other one and just
02:17go apply that, and then everything would turn to curly hair.
02:22Now I could select any of these other hair strokes and that puts it into the
02:27active slot, and when I do that then I can just apply those as well and it will
02:31change that hair. What this means is that if I painted something, let's say I
02:36painted some grass or some hair on an object, then I don't like it, I can
02:41change it just by selecting what I want and applying it and you can see how
02:45simple that is.
Collapse this transcript
Sharing brushes
00:00Now let's take a look at how to apply one brush to many brushes within Maya.
00:06This could be very handy when you are painting large environments. So I've got
00:11my Visor window up and let's just take a simple plane. Again, it's a NURBS
00:19plane and I'll go ahead and highlight this and just shade that, and just go
00:24ahead and go Make Paintable, and then I am just going to select some of these
00:29flower brushes.
00:30So let's go ahead and select the dandelion. I am going to paint some dandelion
00:34on the scene there and then select a different type of brush. How about some
00:38sunflowers? I am going to paint some sunflowers, and then how about some violets?
00:45Okay, so now I have painted three types of flowers in the scene. I am going to
00:52minimize this Visor window here. Let's take a look at that from the Outliner
00:56perspective here. I have got the dandelion stroke, the sunflower stroke, and
01:00the violet stroke.
01:02Let's say I was painting a large field of the flowers and I wanted to change
01:05things around. I could very easily select all of these strokes and make them
01:10into one flower. Essentially what we are doing is we are going to take all of
01:14these strokes and point them to one brush.
01:17So instead of having three strokes and each stroke has its own brush, I am
01:23going to take those three strokes and point them to only one, and we can do
01:27that by doing Share One Brush. I select those and go Share One Brush. They all
01:32now share the exact same brush, and in this case it's the brush of the last one
01:37selected, which was the violet.
01:39So now all I have to do is select any one of these, go back in the Visor,
01:44change the brush. So I can select dahlia, and if I go over to the Paint Effects
01:50window and apply it to the Selected Stroke, you will see that all of the
01:54strokes changed even through I only had one selected.
01:58So for example, I can just select this one and just change it to daisies, and
02:05everything changes. What this means is that all of these strokes point to one
02:10brush. So for example, if I selected one of these strokes, and went into the
02:14Attribute Editor, you could go into this brush and change anything you want.
02:23For example, if I change the Global Scale, it changes the scale of everything.
02:27Even though, I am only affecting one of these. Now this can be very handy when
02:32you painting large groups of object, because you will want to paint multiple
02:36strokes, but you will want all of those strokes to be affected by the same parameters.
02:42So that's why Share One Brush really can help. Now if we want to, we can also
02:47Remove Brush Sharing, and what that does is it separates out all of the options
02:53for each of those brushes.
02:55So if you select all of these and go Remove Brush Sharing, that will make them
03:01separate. So now that if I select this and change the scale, the other ones
03:06aren't affected. So when you Share One Brush, it concentrates all of the brush
03:11settings into one that you can change for everything, and then when you remove
03:15them, it separates them back out again.
Collapse this transcript
Saving brushes
00:00Now that we know how to create, modify, and apply brushes, we also need to
00:05learn how to save them. There are going to be a lot of times when you are going
00:09to create a custom brush and you want to save it for later. So when you come
00:12back to the scene, you can paint with the exact same brush.
00:16Now Paint Effects does allow you to save our brushes and let me show you how. I
00:20am just going to create a surface here and we are going to go into our Paint
00:25Effects window, go Make Paintable, and let's just paint a simple object here.
00:31I am just going to choose this tree here and I am just going to create a row of
00:36trees. That way I can just get to a brush. So let's go ahead and shade this so
00:41we can see it. And if I select that stroke, I can go into the Attribute Editor,
00:48go here to treeSimple, and let's go ahead and modify some parameters.
00:52If we want we can change Global Scale. We could change the number of brushes,
00:57that sort of thing. Let's just do something really simple. Let's go down to
01:01Tubes and go down to Growth and turn on Flowers. Let's just go and make these
01:11cherry trees.
01:12Now these flowers are little bit big, so let's go ahead and turn that Petal
01:16Length down a bit. So that way, we can have our smaller buds there, and so now
01:24we have basically what are little cherry trees.
01:26Now what we can do is we can save this out to our Presets. So that way if we
01:31want to come back and paint cherry trees, we can. So let's go to the Paint
01:35Effects menu and let's just go ahead and make sure we get the settings from the
01:38selected stroke, and that kind of puts it into our Paint Buffer, and then make
01:42sure that's what we were painting.
01:44So for example, if I wanted to paint that right now, I could. And that would go
01:47ahead and paint more cherry trees. Now that I have that selected, I can save
01:53it, just by going down to the bottom here and going Save, Brush Preset.
01:57Now this gives us a couple of options. It's really very simple. We can give it
02:01a name, CherryTree, give it a label, and then we can save it to one of two
02:10places, either the shelf, which is right here, or into Visor. So if we save it
02:17into Visor, we have two places where we can save it.
02:21By default it goes into just out standard preferences. So it goes into my
02:26George Maestri; that's who I am. It goes into my maya, prefs, brushes.
02:31If I want to save it out into the main one, I have to go into a system folder
02:36here. I have to go to Program Files, Autodesk, Maya, and then into brushes, and
02:45then here we have all of the different standard brushes. These are where all of
02:49the standard brushes are.
02:50So, for example, I can put it into the Trees directory, if I wanted to. Now I
02:54am not going to do this, because sometimes you may not have permission to save
02:59into that system directory, and for right now, let's just go ahead and save it
03:03to the shelf.
03:04So I have got my names all set and let's just go ahead and go Save, Brush
03:08Preset. When I do that, I go to my shelf and if I scroll down here, you see at
03:14the very end I have got a cherry tree.
03:17So I could for example, select something else, paint Fire or whatever, and then
03:22come here to cherry tree, and then just go right back to where I was and paint
03:27those same trees. Now what we did here, was we actually added a manuscript to my shelf.
03:35Now you can edit Shelves and that's something we haven't gotten into, so let me
03:38show you really quickly how to edit this and how to get rid of it if I wanted to.
03:44If I click on this little button right here, I can go into my Shelf Editor and
03:48this allows me to Add Shelves and also to affect the shelf contents of this
03:56selected shelf. So if I go scroll down at the very bottom, you will see I have
04:00my Cherry Tree. If I want to, I can move it up and I can rearrange it, or I can
04:06rename it, I can change the image, or I can delete it if I want.
04:14So those are the basics of how to create and save your own brushes in Paint Effects.
Collapse this transcript
Painting in the Paint Effects window
00:00Now let's take a look at the Paint Effects window. Up to now, we have been
00:04painting in a viewport and that is perfectly fine. But the one thing about
00:09painting in a viewport is that, it's slower and if you get complex Paint
00:14Effects scenes you will notice a significant dragging down of system resources
00:20as you paint in a viewport.
00:22In order to overcome that, Maya has a Paint Effects window, which gives you a
00:26much faster way to paint in Paint Effects. So let's go ahead into Window >
00:33Paint Effects. Here we have two options. One is Paint Scene, Paint Canvas.
00:39I will get to Paint Canvas in a bit, but let's just work on Paint Scene. What
00:44that does is it brings up kind of a viewport and from there I can select
00:48whatever view I want. So I can go here to Camera, I can select my Front, Side, or Top.
00:53In this case, we are going to select Camera 1. Now this pretty much gives us
00:57the same view as we have in our viewport. But if I want to, I can turn on
01:03Object Shading, as Shaded or Textured. I can also turn on Default Lighting or
01:10Use All Light. I can also Display Fog if I want and that's if I am using fog.
01:16Then, I can paint in this window. So for example, if I want to get a brush, all
01:21I have to do is go Brush, Get Brush. It immediately brings up my Visor window
01:26and I can pick whatever I want. So for example, if I wanted to paint some
01:30flowers, I could select flowers and just go to town.
01:42And if wanted to paint something a little bit more complex such as a tree, I
01:50could do that as well. Now the thing about this Paint Effects window is that it
01:59allows you to change your resolutions.
02:02So for example, here I am at Full Resolution, which gives me exactly what the
02:08scene will look like. If I want to, if my scene is getting a little too
02:11complex, I can turn this down and show it at 25 or 15%, and that way it's not
02:18updating as much information and I am painting a lot more quickly.
02:24You can also change how the strokes refresh when I paint. So if you want it to
02:29refresh in rendered view, you can. If you want to refresh in Wireframe, it will
02:36go ahead and paint that way as well.
02:38Now the other cool thing about this is that, I can change some of my basic
02:43parameters here. For example, if I zoom in here, you can see that for this tree
02:49that I have selected, I can actually change the color of the leaves right here
02:53without having to dig into my menus.
02:56So for example, if I want to make my trees red, all I have to do is change that
03:00and that will change it on my Curve Brush. So now I am painting red trees
03:03instead of green. So a lot of the major parameters for these brushes show up
03:08right here and this gives me much more immediate control.
03:12Now this is just one way of using this window. The other way is to go into the
03:17Paint Canvas Mode. Now what this does is it allows me to actually paint on to a
03:24user-defined canvas. So I can create a new texture and it gives me some
03:29default, let's just go ahead and select those, and what it does now it gives me
03:33a canvas and this allows me to paint on that canvas.
03:38So for example, if I have the Tree Brush selected, I can actually paint trees
03:42on to that canvas. What's really nice is I could actually paint something else.
03:47Let's say I wanted to paint grasses. All I have to do is go into my Grass here
03:52and just start painting Bermuda grass, and once I do that, I could actually
04:00create a background texture.
04:04This can actually be saved out as a bitmap. So I can Save a Snapshot and when I
04:10created my canvas, it actually gave it a file. I could actually browse through
04:15here and give it whatever file name I want. So if I don't want to save this,
04:22let's just go ahead and start from scratch here.
04:23Let's go ahead and just start painting grass. Now if I want to, I can paint all
04:27of this grass and use this as the background texture for my actual Paint
04:32Effects Grass and so the two will match.
04:35Now one of the nice things is that we can actually do different types of
04:38things. We can actually Smear, we can Blur, we can also Erase. We can also do
04:49what's called Roll. So I can Roll and Wrap.
04:53So for example, if I Wrap Horizontally and I am painting with this brush, let's
04:57go ahead and just do a Paint Brush here. When I go over one side, notice how it
05:02comes back over on the other. This allows me to paint a completely seamless
05:07texture. So what I have got going over the left matches on the right. So now I
05:11have a tillable texture.
05:14I can also Wrap Vertically as well. So if I go over the top, it comes back up
05:22on the bottom. I can also roll the whole canvas 50% over. So again this allows
05:31me to create tillable textures. It's a very, very handy tool.
05:35Now this can also be just be used as a Paint tool. So let's go ahead and create
05:40a new image. And I can use a lot of my standard Air Brush tools.
05:52So for example if I wanted to I can use airbrushes, I can use animal fur. You
05:58can use pretty much whatever you want. So for example, if I want to do lizard
06:08fur, or snakes, or whatever. And I can change my b