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Mastering Autodesk Maya 2014 /

Hands-on intermediate-to-advanced coverage of the leading 3D software Autodesk Maya is the industry-leading 3D animation and effects software used in movies, visual effects, games, and other genres. If you already know the basics of Maya and are ready to elevate your skills, then this book is for yo...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Palamar, Todd
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Indianapolis, Indiana : John Wiley & Sons, Inc., Ã2013.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)
Tabla de Contenidos:
  • Cover; Introduction; Who Should Buy This Book; What's Inside; Conventions; How to Contact the Author; Chapter 1: Working in Autodesk Maya; Creating and Editing Nodes; Creating Maya Projects; Organizing Complex Node Structures with Assets; File References; The Bottom Line; Chapter 2: Virtual Filmmaking; Determining the Image Size and Film Speed of the Camera; Creating and Animating Cameras; Creating Custom Camera Rigs; Applying Depth of Field and Motion Blur; Using Orthographic and Stereo Cameras; Using the Camera Sequencer; The Bottom Line; Chapter 3: Modeling I
  • Understanding Polygon GeometryUsing Subdivision Surfaces; Understanding NURBS; Employing Image Planes; Modeling NURBS Surfaces; NURBS Tessellation; Modeling with Polygons; The Bottom Line; Chapter 4: Modeling II; Modeling with Deformers; Combining Meshes; Using Bevel Plus; Using Curves; Converting NURBS Surfaces to Polygons; Boolean Operations; Sculpting Polygons Using Artisan; Advanced Polygon-Editing Tools; The Bottom Line; Chapter 5: Animation Techniques; Using Joints and Constraints; Inverse Kinematics; Keyframe Animation; The Graph Editor; Playblast and FCheck; Driven Keys
  • Motion-Path AnimationMotion Trails; Animating Constraints; Animation Layers; Grease Pencil; The Bottom Line; Chapter 6: Animating with Deformers; Animating Facial Expressions Using Blend Shapes; Animating Blend Shapes Sequentially; Animating with Lattices; Animating Object Components with Clusters; Animating a Scene Using Nonlinear Deformers; Creating a Jiggle Effect; Optimizing Animations with the Geometry Cache; The Bottom Line; Chapter 7: Rigging and Muscle Systems; Understanding Rigging; Creating and Organizing Joint Hierarchies; Rigging the Giraffe; Human Inverse Kinematics
  • Skinning GeometryThe Maya Muscle System; The Bottom Line; Chapter 8: Paint Effects; Using the Paint Effects Canvas; Painting on 3D Objects; Understanding Strokes; Designing Brushes; Create Complexity by Adding Strokes to a Curve; Shaping Strokes with Behavior Controls; Animating Strokes; Rendering Paint Effects; The Bottom Line; Chapter 9: Lighting with mental ray; Shadow-Casting Lights; Indirect Lighting: Global Illumination; Indirect Illumination: Final Gathering; Image-Based Lighting; Physical Sun and Sky; mental ray Area Lights; Light Shaders; The Bottom Line
  • Chapter 10: mental ray Shading TechniquesShading Concepts; Creating Blurred Reflections and Refractions Using Standard Maya Shaders; Basic mental ray Shaders; Car Paint Materials; The mia Material; Controlling Exposure with Tone Mapping; Rendering Contours; The Bottom Line; Chapter 11: Texture Mapping; UV Texture Layout; Bump and Normal Mapping; Displacement Mapping; Subsurface Scattering; Viewport 2.0; The Bottom Line; Chapter 12: Rendering for Compositing; Render Layers; Render Passes; Render Pass Contribution Maps; Setting Up a Render with mental ray; mental ray Quality Settings