#777 Автор: Dariush Derakhshani Название: Introducing Autodesk Maya 2013 / Знакомство с Autodesk Maya 2013 Год: 2012 Издательство: Wiley ISBN: 978-1-118-22570-7 Отрасль (жанр): 3D графика Язык: английский Формат: EPUB, PDF (конвертировано из EPUB) Качество: Изначально электронное (ebook)
Описание: Maya 2013 - один из лучших на сегодняшний день пакетов трехмерной графики и анимации. В настоящее время знание Maya является обязательным требованием для всех художников, дизайнеров, режиссеров и программистов игр. Maya используется в индустрии кинопроизводства, а также для создания различных спецэффектов. Если вы только начинаете работать с Maya, эта книга поможет вам быстро и эффективно освоить последнюю версию программы. Данное издание описывает базовые концепции программы, а также множество теоретических и практических сведений по работе с ней. В книге мы применяем систему упражнений, которая позволяет вам шаг за шагом пройти по всем этапам формирования проекта. Вы научитесь моделировать и визуализировать персонажи и сцены в Maya. Книга - официальное руководство от Autodesk.
Скриншоты:
Introduction
Chapter 1: Introduction to Computer Graphics and 3D Art? Computer Graphics A Preview of the CG Process Animation The Stages of Production Preproduction Production Postproduction How It All Works Together The CG Production Workflow Modeling Texturing Animation Lighting Rendering Core Concepts Computer Graphics Concepts Basic Design Concepts Basic Film Concepts Planning a Production Lighting Basic Animation Concepts Summary
Chapter 2: Jumping in Headfirst, with Both Feet You Put the U in UI A Quick Screen Roadmap Keys and Syntax in Maya Mouse Controls Making Selections Manipulating Objects Project Overview: The Solar System The Preproduction Process: Planning Creating a Project The Production Process: Creating and Animating the Objects Creating the Sun and the Planets Saving Your Work Creating the Moons Applying a Simple Shader Creating the Animation Hierarchy and Maya Object Structure Understanding Nodes Parents and Children The Solar System Resumed Animating Mercury’s Orbit Around the Sun Creating Venus Earth and the Moon Using the Outliner Outputting Your Work: Playblasting Summary
Chapter 3: The Autodesk Maya 2013 InterfaceNavigating in Maya Exploring the Maya Layout The Main Menu Bar Work Panels and Navigation The Manipulators Soft Selection Building a Decorative Box Creating Reference Planes The Channel Box/Attribute Editor Explained Mapping the Box’s Reference Planes with Hypershade The Hypershade Explained Organizing Workflow with Layer Editor Layer Editor Explained Modeling the Decorative Box Status Line Explained Editing the Decorative Box Model Using the Shelf The Shelf and Tool Box Explained Continuing the Decorative Box Model Time Slider and Help Line Explained Finishing the Decorative Box Model The Attribute Editor and Outliner Explained The Outliner Summary
Chapter 4: Beginning Polygonal Modeling Planning Your Model Choosing a Method An Overview of Polygons Using Primitives Polygon Basics Creating Polygonal Primitives The Polygon Tool Poly Editing Tools The Poly Extrusion Tools The Wedge Face Tool The Poke Face Tool The Bevel Tool Putting the Tools to Use: Making a Simple Hand Creating Areas of Detail on a Poly Mesh The Add Divisions Tool The Interactive Split Tool The Insert Edge Loop Tool The Offset Edge Loop Tool The Combine and Merge Functions The Cut Faces Tool The Duplicate Face Tool The Extract Tool The Smooth Tool The Sculpt Geometry Tool Modeling a Catapult The Production Process The Base The Wheels The Winch Assembly The Arm Suggestions for Modeling Polygons Summary
Chapter 5: Modeling with NURBS, Subdivisions, and DeformersNURBS! NURBS! NURBS Modeling Levels of Detail NURBS Surfacing Techniques Combining Techniques Surface History Using NURBS Surfacing to Create Polygons Converting a NURBS Model to Polygons Editing NURBS Surfaces Project Curve on Surface Trim and Untrim Surfaces Attach Surfaces Detach Surfaces Insert Isoparms Patch Modeling: A Locomotive Detail Starting the NURBS Pump Adding End Caps Stitching and Tangency Integrating the Pump into the Locomotive Model: Importing a Scene Using Artisan to Sculpt NURBS Modeling with Simple Deformers Modeling Using the Bend Deformer Adjusting an Existing Axe Model The Lattice Deformer Creating an Alien Hand Creating Alien Fingers Animating Through a Lattice Subdivision Surfaces Creating a Starfish Converting to a Subdivision Surface Building a Teakettle Creating the Base Polygon Model Converting to Subdivisions Converting Back to Polygons Taking the Kettle Further Summary
Chapter 6: Practical Experience Evaluating the Table Lamp Modeling the Base Creating the Lamp Stem The Stem The Lampshade Bracket Modeling the Lampshade Making the Toy Airplane Reference Images Creating Reference Planes for the Images Creating the Fuselage Using Booleans to Finish the Fuselage Cleaning Up the Fuselage Creating the Propeller and Nose Using References Finishing the Toy Airplane Making the Wheels Updating the Reference Summary
Chapter 7: Autodesk Maya Shading and TexturingMaya Shading Shader Types The Lambert Shader Type The Phong Shader Type The Blinn Shader Type The Phong E Shader Type The Anisotropic Shader Type The Layered Shader Type The Ramp Shader Type Shader Attributes Texturing the Table Lamp The Socket, Stem, and Lampshade The Metal Parts Textures and Surfaces UV Mapping Using Projections Texture Nodes Textures and UVs for the Red Wagon Assigning Shaders Creating a Shading Network for the Wheels Putting Decals on the Body Working with UVs Texturing the Floor Shading the Wood Railings Finishing the Wagon Photo-real Mapping: The Decorative Box Setting Up UVs (Blech!) Color Mapping the Box For Further Study Summary
Chapter 8: Introduction to Animation Keyframe Animation—Bouncing a Ball Creating a Cartoon Ball Setting Up the Hierarchy Animating the Ball Throwing an Axe The Preproduction Process Setting Up the Scene Preproduction: Keyframes and Motion Study Animating the Axe: Keyframing Gross Animation Adding Follow-Through Adding Secondary Motion Motion Trails Path Animation Axe Project Summation Replacing an Object Replacing the Axe Transferring Animation Animating Flying Text Rigging the Locomotive, Part 1 The Scene Setup Selection Handles Animating the Locomotive Animating the Catapult Animating with Deformers Summary
Chapter 9: More Animation!Skeletons and Kinematics Skeletons and Hierarchy Forward Kinematics: The Block Man Creating the Skeleton Attaching to the Skeleton The Block Man: FK Walk Cycle Skeletons: The Hand Rigging the Hand Binding to Geometry Binding the Hand: Rigid Binding the Hand: Smooth Binding the Hand: Interactive Skin Bind Inverse Kinematics Rigging the IK Legs Creating an IK Walk Cycle Further Uses for IK Chains Basic Relationships: Constraints The Point Constraint The Orient Constraint The Point on Poly Constraint The Aim Constraint Geometry and Normal Constraints Scale, Parent, Tangent, and Pole Vector Constraints Basic Relationships: Set-Driven Keys Creating a Set-Driven Key An Advanced Set-Driven Key: The Hand Application: Rigging the Locomotive Setting Up Wheel Control Controlling the Wheel Arms Controlling the Pump Arm Controlling the Back Wheel Finishing the Rig Summary
Chapter 10: Autodesk Maya Lighting Basic Lighting Concepts Learning to See What Your Scene Needs Three-Point Lighting Practical Lighting Maya Lights Common Light Attributes Light Types Lighting a Scene Light Linking Adding Shadows Creating Shadows in Maya Controlling Shadows per Object Raytracing Soft Shadows mental ray Lighting Global Illumination: A Downloadable PDF Exercise Image-Based Lighting mental ray Physical Sun and Sky Lighting Effects Volumetric Lighting Lens Flare Shader Glow Effects Lighting the Table Lamp and Decorative Box Further Lighting PracticeTips for Using and Animating Lights Animating a Light Using the Show Manipulator Tool for Lights Summary
Chapter 11: Autodesk Maya Rendering Rendering Setup Choosing a Filename Image Format Frame Range Camera Setting Resolution Selecting a Render Engine Previewing Your Render: The Render View Window Saving/Loading an Image Keep/Remove Image IPR Rendering Reflections and Refractions Raytraced Reflections Rendering Refractions Using Cameras Creating a Camera Camera Types Camera Attributes Motion Blur Batch Rendering Rendering the Wine Bottle Selecting Render Settings Options Setting Up the Scene Setting Up the Camera Batch Rendering and Playing Back the Sequence mental ray for Maya mental ray Quality Settings Render Settings in Action! Motion Blur with mental ray Render Layers Render Passes in mental ray Rendering the Still Life in Layers Final Gather Ambient Occlusion The Living Room Rendering the Results Compositing the Results HDRI Displacement Mapping the Decorative Box Reflection Map Displacement Mapping Rendering the Lamp and Decorative Box Adding an IBL Fixing Final Gather Noise Blurring Reflections with the mia_material Let’s Get a Little Closer Adding Depth of Field Wrapping Up the Lamp and Decorative Box Summary
Chapter 12: Autodesk Maya Dynamics and Effects An Overview of Dynamics and Maya NucleusRigid and Soft Dynamic Bodies Creating Active and Passive Rigid Body Objects Moving a Rigid Body Rigid Body Attributes Animating with Dynamics: The Pool Table Creating the Pool Table and the Balls Creating Rigid Bodies Animating Rigid Bodies Additional Rigid Body Attributes Baking Out a Simulation Simplifying Animation Curves Fun Dynamics: Shoot the Catapult! nParticle Dynamics Emitting nParticles Emitter Attributes nParticle Attributes nCaching Particles Creating an nCache on Disk Animating a Particle Effect: Locomotive Steam Emitting the nParticles Setting nParticle Attributes Setting Rendering Attributes Introduction to Paint Effects Paint Effects Attributes Toon Shading Customizing Maya User Preferences Shelves Hotkeys Color Settings Summary
Where Do You Go from Here? Index Gallery: Beginners’ Gallery
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