Join Aaron F. Ross for an in-depth discussion in this video Managing the scene hierarchy, part of Creating Product Shots in Maya.
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…Usually, when a file comes from a CAD program, the hierarchy is not structured…in a way that is helpful to us in order to create a product shot.…In other words, all the models may be parented…and linked into groups that make no sense to you.…Or they may actually have no hierarchy, no parent-child relationships at all.…And you need to create it.…Basically what made sense in the design process for the product designer isn't…necessarily the optimal hierarchy for us in order to create product shot.…
In which we need to for example, move and rotate a entire assembly.…So let's take a look at the current hierarchy,…we'll go into the Window menu, and choose outliner.…And you can see that in fact, I've renamed everything.…It didn't actually come in this way.…Every object that came in from the SolidWorks model…had some name that made no sense to me.…That was just automatically assigned that the time…that the designer created that particular model or element.…So to make things easier on you, and on me, I've renamed everything.…
AuthorAaron F. Ross
Want to learn how to create the same effect with 3ds Max? Check out Creating Product Shots in 3ds Max.
- Understanding the scene layout, hierarchy, and display layers
- Working with mia_material_x
- Creating and optimizing mental ray area lights
- Generating reflections with self-illuminated white cards
- Providing indirect illumination with Final Gathering
- Image-based lighting with high dynamic range files
- Rendering to a 32-bit file format
- Saving material and lighting components to render passes
- Adding ambient occlusion
- Layering and color correction in After Effects
Skill Level Intermediate
Creating Shader Networks in Maya and mental raywith Aaron F. Ross5h 28m Intermediate
Lighting and Rendering with mental ray in Mayawith Eric Keller4h 56m Intermediate
1. Laying Out the Scene
2. Studio Lighting
3. Shading Models with Materials
4. Image-Based Lighting
5. Rendering and Color Correction
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