BA3 - Maya Notes from Demos/Sessions
- charlightart
- Apr 26, 2015
- 5 min read

I have attended all the demo/workshop sessions throughout this project, and as such; have recorded the information that was given to us while working in those one and a half hour slots. This post is to show what I have learnt, as well as something I can look back on if I want to further study the Maya software. Even though I wish to go into 2D concept art, I think this information would prove very useful in the future having all the basics in one place.
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Keys and Symbols:
Hold Alt + Right Mouse: Rotate
F: Frame
A: Frame All
Alt + Left Mouse: Zoom/Dolly
F in Perspective Mode: Zoom Frame
Alt + Shift + Middle Mouse: Pan
Hold Right Mouse: Component Menu
Snapping:
Snap to Grid > Hold X while moving
Snap to Curve > Hold C while moving
Snap to Points (Vertices) > Hold V while moving
Snap while moving > Hold D + V
Layers:
V = Visible
V T = Wireframe Mode
V R = Reference mode for snapping
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Commands:
Activating a different view: Hover Cursor over seperate planes/sections
> Press space to change to that view.
Creating a project:
File > New Project Window > New
Saving a project:
Save Scene As >
File > Set Project > Open Scene
Extrude:
Edit Mesh > Extrude
Create Polygon Tool: Mesh > Create Polygon Tool
+ When the tool is active, clicking adds points.
> Can be useful for creating intial shapes or silhouette
> Can be snapped to the grid
> Can then be extruded up
> Remember to split it into quads/triangles
> Good for creating walls which can be extruded
Append Polygon Tool Edit Mesh > Append to Polygon Tool
+ Once the tool is active, you'll need to start from an open edge
> Used on an existing object to fill in holes
> Click each edge and then hit enter
Adding an object to a layer:
Layer + Right Click + Add Selected Object
Split Polygons:
Edit Mesh > Interactive Split Tool
Merge Vertices together:
Edit Mesh > Merge Vertex Tool > Hold and drag a vertex
Delete Edge/Vertices:
Control + Delete or
Edit Mesh > Edit Mesh > Delete Edge/Vertex
Freeze Transformations: Modify > Freeze Transformations + Resets the transformations back to 0, 0, 0
> Good for duplicating
Faces Remain adjacent:
Edit Mesh > Keep Faces Together
Insert Edge Loop:
Edit Mesh > Insert Edge Loop Tool
Click First face > While holding Shift, double click the next in the sequence
+ Make sure you are using quads - For loop/ring selections
Offset Edge Loop:
Select > Select Edge Ring Tool
Adding Curves:
Create > EP Curve Tool
Creating a Curved Set of Polygons:
Select Faces > Shift > Select Curve > Extrude
Ex. Cylinder > Get Rid of lower faces > Highlight plane > Hold Shift and click the curve > Extrude > Attribute Editor > polyExtrudeFace
Delete History: Edit > Delete by Type > History
Combine Objects:
Mesh > Combine
Separate Objects:
Mesh > Seperate (Can be changed after)
+ Splits all non-merged topology into separate objects
Center Pivot:
Modify > Center Pivot
Manually Set Pivot:
Hold D > Select Pivot
Delete Part of an Object (Inverting):
Mesh > First Select Other Object, then the one you want to delete > Booleans > Difference
Importing an Image Reference: Front view > View > Image Plane > Import Image...
Editing UV's: Window > UV Texture Editor
or
Split box in the corner: Right click > Persp/UV Texture Editor
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General Information:
+ N-Gon: Can be any number
+ The computer doesn't know how to seperate an N-Gon into triangles correctly
+ Lamber = Flat, Blinn = Specular
+ Shader = Code + Node Based = The future (Ex. Assassins Creed Black Flag (Shader) Water)
+ Remember the limitations of a computer
+ Don't worry about DPI
+ Emission Map: Glow
+ Whiter = Shinier
+ CPU Farms for Animation: Used in the Order 1886
+ Normal Maps make undetailed geometry detailed
+ Screenspace: Creates ambient occlusion
+ Perspective Planes are Orthographic Views
+ Shelf: Tabs , Polygon: Primitives
+ Tool Settings: Contains Falloff curve
+ Paper Net - Default Cube: Wastes Space
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Using References:
Deconstructing Shapes: Using Photoshop > Add Clear Lines on top of a reference as a guide - Think of pipes/extrusions/multiple divisions/curves/primitives
Reference Images: Use reference imahes with different orphographic views, or example; model sheets with feet that are facing forward and not down.
> Make sure the images line up
> Use rulers in Photoshop
Ex. Creating a Human
> Draw lines across the whole face
> Center of the eyes
> Eyes to Nose
> Nose to the middle of the lips
> Lips to chin
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UV Wrapping and Texturing:
+ Can take 30% of your model makeing time
+ Lay out the pieces inside the grid + You must unwrap at the end of the process
+ Creating UV's based on camera? Don't! Perspective will warp your texture! + If the surface is not completely flat, make sure the UV's are separated
+ 4096 x 4096 - Highest resolution for games
+ 28k - Highest resolution for movies
UV Theory
Problems which need to be solved: + Least Distortion
+ Optimal Texture Space
+ Number of Seams
UV Checker Texture - Colours
- Numbers
- Squares
Material Attributes > Changes all the objects in the space
Assigning Materials: Right Click an object > Assign Favourite Material > Lambert
Adding a Texture: Click Coloured checkered box > File > Folder
To See Texture: Click the little textured sphere next to the wireframe box
or Shading > Hardware Texturing
Planar Mapping: Keep Image Width/Height Ratio ticked , Z Axis
Ex. Planar Mapping > X, Y and Z > Move UV's away from center
Selecting the outer borders of the UV Plane
Right Click > UV > Click Vertices > Right Click + Control > To Shell
Scissors with Line: Separates the UV's
Face Photo:
Turns the texture on/off
Image > Display Image
Toggle Shaded UV:
2 Squares overlapping, one is blue, one is a wirefram
- This shows the polygons
UV Snapshot
UV Editor > Polygons > UV Snapshot Black Background Layer
Top Layer = Wireframe
Save = .PNG or .PSD
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Mapping:
+ Ambient Occlusion can be created using Mental Ray
Mental Ray - TURNED ON
Window > Settings/Preferences > Plug in Manager / Mayatomr.mll > Both Checked
Mental Ray
Menu - Top Bar > Rendering > Light/Shading > Batch Bake ( Mental Ray)
> Bake Shadows
> Use Bake Set Override
> Colour Mode: Occlusion
In Photoshop: Blending Mode > Multiply
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