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Record Nr. |
UNINA9910460473703321 |
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Autore |
Derakhshani Dariush |
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Titolo |
Introducing Autodesk Maya 2016 / / Dariush Derakhshani |
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Pubbl/distr/stampa |
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Indianapolis, Indiana : , : John Wiley & Sons, Incorporated, , [2015] |
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©2015 |
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ISBN |
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1-119-05966-6 |
1-119-05964-X |
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Descrizione fisica |
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1 online resource (627 p.) |
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Disciplina |
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Soggetti |
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Computer animation |
Computer graphics |
Three-dimensional display systems |
Electronic books. |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Note generali |
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Nota di contenuto |
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Introducing Autodesk® Maya® 2016; Title Page; Copyright; Contents; Introduction; Introduction; Chapter 1: Introduction to Computer Graphics and 3D; A Preview of the CG Process; The CG Production Workflow; Digital Images; Summary; Chapter 2: Jumping into Basic Animation Headfirst; You Put the U in User Interface; Project: The Solar System; Creating a Project; The Production Process: Creating and Animating the Objects; Hierarchy and Maya Object Structure; The Solar System, Resumed; Outputting Your Work: Playblasting; Summary; Chapter 3: The Autodesk® Maya® 2016 Interface; Navigating in Maya |
Exploring the Maya Layout Building a Decorative Box; Mapping the Box's Reference Planes with Hypershade; Organizing Workflow with the Layer Editor; Modeling the Decorative Box; Editing the Decorative Box Model Using the Shelf; Continuing the Decorative Box Model; Finishing the Decorative Box Model; Summary; Chapter 4: Beginning Polygonal Modeling; Planning Your Model; Polygon Basics; Poly Editing Tools; Putting the Tools to Use: Making a Cartoon Hand; Creating Areas of Detail on a Poly Mesh; Modeling a Catapult; Summary; Chapter 5: Modeling with NURBS Surfaces and Deformers |
NURBS for Organic Curves Using NURBS Surfacing to Create Polygons; |
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Converting a NURBS Model to Polygons; Using Artisan to Sculpt NURBS; Creating a Pair of Glass Candle Holders; Modeling with Simple Deformers; The Lattice Deformer; Animating Through a Lattice; Summary; Chapter 6: Practical Experience!; Evaluating the Toy Plane; Building the Landing Pontoons; Oh, What a Body! Modeling the Body of the Plane; The Rear Stabilizers; You Spin Me Right Round-The Engine and Propeller; The Plane's Wings; Assembling the Plane; Summary; Chapter 7: Autodesk® Maya® Shading and Texturing; Maya Shading |
Shader Types Shader Attributes; Shading and Texturing the Toy Plane; Textures and Surfaces; Textures and UVs for the Red Wagon; Photo-Real Mapping: The Decorative Box; Toon Shading; For Further Study; Summary; Chapter 8: Introduction to Animation; Keyframe Animation: Bouncing a Ball; Throwing an Axe; Replacing an Object; Animating Flying Text; Animating the Catapult; Summary; Chapter 9: More Animation!; Skeletons and Kinematics; Skeletons: The Hand; Inverse Kinematics; Basic Relationships: Constraints; Basic Relationships: Set-Driven Keys; Rigging the Locomotive |
Creating a Simple Character Rig For Further Study; Summary; Chapter 10: Autodesk® Maya® Lighting; Basic Lighting Concepts; Maya Lights; Light Linking; Adding Shadows; Raytracing Soft Shadows; mental ray Lighting; mental ray Physical Sun and Sky; Lighting Effects; Assembling and Lighting a Scene; Further Lighting Practice; Tips for Using and Animating Lights; Summary; Chapter 11: Autodesk® Maya® Rendering; Rendering Setup; Previewing Your Render: The Render View Window; Setting the Default Renderer; Reflections and Refractions; Using Cameras; Motion Blur; Batch Rendering |
Rendering the Wine Bottle |
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Sommario/riassunto |
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Start modeling right away with this hands-on guide to learning Autodesk Maya 2016 Introducing Autodesk Maya 2016 is the official guide to the most popular and complex 3D application on the market. Building from the ground up, this book combines straightforward text with practical examples that make it easy to absorb the basics and start designing and animating your own digital models and scenes. The tutorials offer realistic challenges and clear explanations, laid out in fun, step-by-step lessons that help you gain confidence and learn by doing. You'll delve into CG and 3D core concepts and p |
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