Maya for Games: Modeling and Texturing Techniques with Maya by Michael Ingrassia

By Michael Ingrassia

Having simply entered a assessment for Lee Lanier's very good and totally exhaustive treatise on "Advanced Maya Texturing and lighting fixtures" (and rendering), I came around to study Michael Ingrassia's ebook, which i purchased even as to assist me to wake up to hurry on Maya after an replace to Maya 2009.

This booklet is totally assorted in procedure. i'd describe it as an try by means of many years online game asset modeler to express his personal method of modeling and UV structure, and his personal utilization of Maya to do that paintings. The publication doesn't faux to be neither is it an summary of Maya's huge modeling toolsets, and its dialogue of texturing (shading) is for the main half constrained to straight-forward image-based UV mapping. Given the sport asset construction context, the writer makes a speciality of the explicit polygonal modeling software and strategies he prefers, after which is going into nice intensity on UV mapping, what your total goals are, and what instruments and methods he makes use of to complete them. i feel this can be the most in-depth therapy of that advanced topic i have encounter. i presumed it unusual that there has been little (no?) dialogue of a few of the extra automatic instruments for unwrapping UVs (provided by means of the Maya UV Texture Editor, or third occasion Roadkill, Headus UVLayout, etc.).

I consistently get pleasure from it whilst execs exhibit me their artistic instruments, strategies, and workflows, and proportion their wisdom of the way to supply top of the range paintings. the writer labored not easy to do that, and it made for a precious learn. He does contain a few fabric on what's rising as a severe workflow -- Maya to/from a sculpting app (Mudbox, during this case), and that is a plus. It at the least offers a style of that, notwithstanding it is very important search different assets to get into that subject in depth.

As mentioned in prior studies, the textual content can have used extra wide editing/proof studying, and on-line assets pointed out within the textual content weren't on hand on the time i began to paintings during the e-book (annoying, yet i think that has considering the fact that been corrected).

So, the ebook pretty well lives as much as its identify, and that i might suggest it for overdue newbies to early/intermediate parents wishing to benefit the ropes of constructing online game resources. a person looking forward to a extra basic remedy of Maya modeling instruments or shading/texturing should still search different assets.

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Extra resources for Maya for Games: Modeling and Texturing Techniques with Maya and Mudbox

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Scroll down to the bottom and uncheck Grid. Make sure you are in the correct view mode and direction by selecting Panels/ Orthographic/Side. The Stone Archway Begin Modeling Our goal is to create a simple box model of the column. This object is a simple shape that will be mirrored once the initial column is created, saving us a great amount of work time. ● Create a poly cube. Translate the X and Y over to the right column, and move it into position just above the bottom ledge. 991 23 Maya for Games We’re starting here so we can scale the cube more accurately than if we started from the bottom.

Tif. Paste (ctrl ϩ V) them into the sourceimages folder located within the stoneArchway project folder. Why Are We Copying and Pasting? Why we are copying and pasting instead of simply opening a project folder from the book’s DVD? Because in the real world, you will not have the convenience of simply opening a file and having everything you need waiting for you. The purpose here is to develop a good understanding of workflow and housekeeping. 16 The Stone Archway Step 2: Preparing the Modeling Template Creating a New Template ● ● ● ● Create a new polygon plane.

IMPORTANT: After you complete these changes, make sure to select Save at the bottom of the Preferences window. Plug-In Manager Because we are setting up preferences, let’s make sure of a few things with the Plug-In Manager too. OBJ files: ● ● ● 6 Select Window/Setting/Preferences. Choose Plug-In Manager. mll, check both Loaded and Auto Load. Maya Fundamentals: User Interface Maya Fundamentals: Hot Keys Maya’s hot keys allow users to work quickly. Several of the keys I use frequently are listed next.

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