Join Aaron F. Ross for an in-depth discussion in this video Modeling a tabletop, part of Creating Product Shots in Maya.
…For a magazine ad product shot, we want to have the watch resting on something.…So we need to make a table top.…Let's dolly back in the top view with the mouse wheel.…And go to create, polygon primitives, plane.…Draw that out in the top view.…And then just immediately go over to the channel box.…Set all translate X Y and Z values to zero.…Open up the polyPlane input and let's set the width and height…to 100, which is 100 centimeters, or one meter, on a side.…
So we can see it better in the view port, we'll give it some subdivisions.…Subdivisions width and height I'll set to 50 and 50.…That way we can see it.…It kind of creates a grid of its own.…And in fact with that done I can turn the grid off in this perspective view.…And now I can see in my perspective view…a little bit better how my scene is shaping up.…I do want to place that object onto its own layer,…select it, create a new layer, double-click, call that table layer.…Click save.…
And we do want to set a couple of quick options for this object shape note.…
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
Maya: Lighting and Rendering with mental raywith 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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