Join Aaron F. Ross for an in-depth discussion in this video Setting units and grid options, part of Creating Product Shots in Maya.
…Another important consideration when bringing…a model in from another application…or when modeling directly in Maya is the issue of scale.…And ideally all the models in your scene should be scaled at unity or at one to…one scale so that they are the same size in as they would be in the real world.…For example, the watch phase should be about four centimeters across here.…And in order to make sure that objects…are at the correct scale, then you'll want to make…sure you set up your units, and your grid so you can tell how big things are.…
Let's check that out, we'll directly…go into Window, Settings Preferences, Preferences.…And under Settings, you'll see the Working Units.…The default in Maya is centimeter, so when we type in a…value in Maya for the size of an object let's say, Maya's going to…assume that we mean centimeters, so if we say want a box…to be ten units wide, Maya's going to make the object ten centimeters wide.…Additionally, the grid will be defined by whatever we do in here.…
We can change this to whatever we want to just set it to inch or meter or foot or…
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
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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