Download Maya Studio Projects Photorealistic Characters by Todd Palamar PDF

By Todd Palamar

Create life like characters with Maya instruments and this project-based book

Maya personality iteration instruments are super subtle, and there is no greater approach to examine all their features than via operating during the initiatives during this hands-on publication. This legit advisor specializes in realizing and imposing Maya's robust instruments for growing practical characters for movie, video games, and television. Use a number of instruments to create characters from skeleton to garments, together with hairstyles and facial hair, and find out how to use functionality seize. A DVD contains supplementary movies, undertaking help records, textures, instruments, specialist shaders, and more.

  • This project-based e-book specializes in Maya's robust instruments for developing life like characters for television, movie, and games
  • Covers key thoughts essential to make a personality paintings in a qualified atmosphere: texturing, sub-surface scattering, hair, fur, do-it-yourself motion-capture, muscle platforms, and clothing
  • Includes a DVD that includes supplementary video clips, undertaking aid documents, textures, instruments, expert shaders, and more
  • An Autodesk legitimate education Guide

Maya Studio tasks: Photorealistic Characters is a wonderful education relief for either Maya rookies and pro pros.

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Extra resources for Maya Studio Projects Photorealistic Characters

Sample text

You only need to concern yourself with the options related to animation. We’ll go through each section, ignoring the ones that are irrelevant to this export. 8. Open the Animation section: it has seven subsections. Make sure Animation is selected. Under Extra Options, make sure Use Scene Name is unchecked. You don’t want to alter the name of anything in the scene; doing so would prevent the identical nodes from being updated (see Figure 1-38). Figure 1-38: The Extra Options section of the FBX options 9.

You can see in Figure 1-33 that clavicleLft_JNT is too strong of an influence. Figure 1-33: ClavicleLft_JNT weights 8. You don’t want to paint the weights on this model. Doing so would break the smooth blending between the head and body. Instead, return to the single-mesh weighted character to perform the fix. Before proceeding, save your scene file. ma on the DVD. 9. ma, from the chapter1\scenes folder on the DVD. 10. The correctly weighted mesh is loaded into the scene. The two versions of Jack overlap each other.

Table of Contents Cover Title Page Copyright Publisher's Note Acknowledgments About the Author Introduction Who Should Read This Book How to Use This Book Contacting the Author Chapter 1: Character Skeletons Character Pipeline Weighting Motion Capture FBX Summary Chapter 2: Face Rigging Facial Anatomy Muscle Movement Modeling Muscles Muscle Motion Summary Chapter 3: Hair Hair 101 Digital Hair Basics Digital Hair Styling Summary Chapter 4: Fur Fur Basics Facial Hair Summary Chapter 5: Blood and Sweat Sweat Blood Summary Chapter 6: Clothing nCloth Geometry Jack’s Outfit Summary Chapter 7: Performance Capture Motion Capture Capturing Motion Exporting to Maya Summary Chapter 8: Composition Connecting Data Skin Shading and Lighting Summary Appendix: About the Companion DVD What You’ll Find on the DVD System Requirements Using the DVD Troubleshooting Customer Care Index Wiley Publishing, Inc.

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