Maya Secrets of the Pros
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Maya Secrets of the Pros
Maya Secrets of the Pros
Chapter 1 - Maya Cloth - The tutorials include a skirt, a curtain, and accessories (using cloth for animating jewelry and bracelets). Unfortunately, there are no fully clothed figures (no shirts, no pants, etc) so everything is very basic, but explained clearly.
Chapter 2 - Non-Photorealistic Rendering - First example has textures sketched in pen, scanned, and then mapped onto animated models. It creates a unique "hand-drawn" effect, and with some interesting rendering styles. Second example is how to create an impressionistic rendering style. Emit particles from object, make those particles strokes, and play with the render settings. I haven't seen a tutorial like this one before, and it does a lot for making very basic shaded object into a more intriguing render.
Chapter 3: Realistic Camera Movement - The basics of CG cinematography (if you want more on this, I recommend Digital Cinematography & Directing by Dan Ablan). Also goes briefly into camera lenses and focal lengths. The good parts are the long tutorials on Creating Camera Shake and Creating a Handheld Camera. At the end there is a brief tutorial on capturing motion with Maya Live.
Chapter 4: Radiosity, HDRI, LDRI - This is the best and most thorough tutorial on this subject that I've found in a Maya format. Rendering tutorials on a spaceship, a robot, and a katana sword. The chapter ends with a brief tutorial on how to render a detailed, complex scene.
Chapter 5: The Character Pipeline - The information is here is so basic, I think the only reason it would be included in an "of the pros" books is that it has a few MEL scripts. Naming conventions, character sets, and some rigging scripts by the author. Certainly one of the least interesting chapters.
Chapter 6: Hair Systems - This very unique chapter that talks about using Maya Hair for alternative purposes. Octopus tentacles, Rope/wire, Character's secondary motion, and shark animation. Great tutorials for all these examples, which can obviously be applied to nearly anything.
Chapter 7: Dynamics - This is all very basic stuff, with very basic examples (ie a torus lands on a plane, boxes interacting with eachother). Has a couple pages on using Maya Hair and dynamics to make car suspension.
Chapter 8: The Art of Maya Noises - Basic dynamics tutorials. I have no idea why this was in the book. You WILL find better online tutorials because most of the examples are clones of things you will find elsewhere. 1) A water fountain, 2) spinning particles to create a "vortex", 3) a "hermite electric arc" (two spheres with electricity flowing between them). MEL scripts are included for these examples.
Chapter 9: Polygon/Subdivision modeling a character head (cover of book) - Starts out talking about edgeloops -- which has an interesting twist because the character has a "third eye". Draws curves in the front and side viewports using the EP curve tool, thus creating a skeletal/basic cage that will be used as outlines for poly faces (so, it's like NURBS modeling, but poly). Has a few pages about filling in the curves-wireframe, pointing out problem areas (triangles, five sided polys, and "stars") and how to fix them. The tutorial stops at completing the trapezius and neck muscles. No texturing/lighting/rendering discussion is included.
Download
Chapter 1 - Maya Cloth - The tutorials include a skirt, a curtain, and accessories (using cloth for animating jewelry and bracelets). Unfortunately, there are no fully clothed figures (no shirts, no pants, etc) so everything is very basic, but explained clearly.
Chapter 2 - Non-Photorealistic Rendering - First example has textures sketched in pen, scanned, and then mapped onto animated models. It creates a unique "hand-drawn" effect, and with some interesting rendering styles. Second example is how to create an impressionistic rendering style. Emit particles from object, make those particles strokes, and play with the render settings. I haven't seen a tutorial like this one before, and it does a lot for making very basic shaded object into a more intriguing render.
Chapter 3: Realistic Camera Movement - The basics of CG cinematography (if you want more on this, I recommend Digital Cinematography & Directing by Dan Ablan). Also goes briefly into camera lenses and focal lengths. The good parts are the long tutorials on Creating Camera Shake and Creating a Handheld Camera. At the end there is a brief tutorial on capturing motion with Maya Live.
Chapter 4: Radiosity, HDRI, LDRI - This is the best and most thorough tutorial on this subject that I've found in a Maya format. Rendering tutorials on a spaceship, a robot, and a katana sword. The chapter ends with a brief tutorial on how to render a detailed, complex scene.
Chapter 5: The Character Pipeline - The information is here is so basic, I think the only reason it would be included in an "of the pros" books is that it has a few MEL scripts. Naming conventions, character sets, and some rigging scripts by the author. Certainly one of the least interesting chapters.
Chapter 6: Hair Systems - This very unique chapter that talks about using Maya Hair for alternative purposes. Octopus tentacles, Rope/wire, Character's secondary motion, and shark animation. Great tutorials for all these examples, which can obviously be applied to nearly anything.
Chapter 7: Dynamics - This is all very basic stuff, with very basic examples (ie a torus lands on a plane, boxes interacting with eachother). Has a couple pages on using Maya Hair and dynamics to make car suspension.
Chapter 8: The Art of Maya Noises - Basic dynamics tutorials. I have no idea why this was in the book. You WILL find better online tutorials because most of the examples are clones of things you will find elsewhere. 1) A water fountain, 2) spinning particles to create a "vortex", 3) a "hermite electric arc" (two spheres with electricity flowing between them). MEL scripts are included for these examples.
Chapter 9: Polygon/Subdivision modeling a character head (cover of book) - Starts out talking about edgeloops -- which has an interesting twist because the character has a "third eye". Draws curves in the front and side viewports using the EP curve tool, thus creating a skeletal/basic cage that will be used as outlines for poly faces (so, it's like NURBS modeling, but poly). Has a few pages about filling in the curves-wireframe, pointing out problem areas (triangles, five sided polys, and "stars") and how to fix them. The tutorial stops at completing the trapezius and neck muscles. No texturing/lighting/rendering discussion is included.
Download
- Code:
http://rapidshare.com/files/140698674/sybex_20-_20maya._20secrets_20of_20the_20pros.pdf
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