[Digital Tutors] Introduction to Maya 2015-KTR
PUBLISHER....: Digital Tutors
LANGUAGE......: ENGLISH
LEVEL.........: BEGINNER
RELEASE DATE..: 2014.08.27
RUNTIME......: 11H 31M
SOFTWARE.....: AUTO DESK MAYA
About this course::
This in-depth Maya 2015 tutorial is designed to help you get a solid understanding of the core features found in Maya and help you to ease your transition into this very powerful program. So during the course of these lessons, you'll have a chance to learn about different aspects of Maya from several of our instructors here at Digital-Tutors.
Digital-Tutors is the worlds largest resource for Autodesk training, and over the years, we've had the honor and the privilege of teaching some of the top artists and studios all around the world. And for the next several hours, we'll be giving you the most structured, well-rounded and easiest to follow Maya training that you'll be able to find anywhere.
In the first portion of this tutorial, we'll be getting you familiar with some of the vocabulary and foundational skills that you'll need in order to begin moving around and working in Maya. From there, we'll move into exploring some of the modeling features found in Maya, and we'll begin building the mech that will be our central project for the remainder of this course.
We'll take you through the entire process of adding textures and materials to the mech, adding animated movement and animation controls, adding dynamics and finally we'll learn how to add lights, shadows and output our final animated sequence.
This training is designed for new Maya users, so our goal is not to weigh you down with a lot of technical information. Instead, we want you to form some really good habits and workflows – getting to see the entire start-to-finish pipeline for this project – and by the end of this tutorial, we want you to be at a point where you can feel very comfortable using Maya.
Topics include:
1.Introduction to Maya 2015
2.Navigating the viewport
3.Working with the Maya interface
4.Creating Maya projects
5.Working with scene files in Maya
6.Viewport shading and selection modes
7.Transforming objects in Maya
8.Using component mode
9.Using the Attribute Editor
10.Grouping and parenting
11.Using the Maya hotbox
12.Writing a MEL script
13.Creating custom shelves
14.Modeling overview
15.Adding image planes
16.Creating a blank for the body
17.Using Quad Draw to create the body
18.Finishing the main body topology
19.Cleaning up the main body
20.Modeling the thrusters
21.Adding edges for smoothing
22.Adding tubes using curves
23.Adding ribs to the tubes
24.Modeling the shoulder guards
25.Building the upper arm
26.Beginning the lower arm
27.Adding the extending gun
28.Adding the claws
29.Modeling the front detail on the body
30.Modeling the underside of the body
31.Building the upper leg
32.Modeling the lower leg
33.Adding the shield
34.Hierarchy and model prep
35.Materials and texturing overview
36.Applying simple materials
37.Using ramps to drive material channels
38.Adding multiple materials to objects
39.Working with procedural textures
40.UV Basics
41.Using Substance to add metal detail
42.Using the Ramp Shader
43.Adding file textures
44.Adding a bump map
45.Rigging overview
46.Cleaning up our scene
47.Building a control object for the mech's center-of-mass
48.Finishing the mech's center-of-gravity control
49.Rigging with Driven Keys
50.Building your first joint chain
51.Completing the setup of our initial joint chain
52.Mirroring joints in Maya
53.Connecting our leg joints to follow the mech's root
54.Binding geometry
55.Creating joint chains for the mech's arms
56.Controlling the mech's arms
57.Adding Inverse Kinematics to the limbs
58.Limb controls
59.Connecting attributes with the Connection Editor
60.Controlling the mech's toes
61.Wrapping up our foot controls
62.Rigging the mech's weapon
63.Finishing the initial setup process of the mech's weapons
64.Controlling the guns
65.Adding a global control
66.Making our scene animator-friendly
67.Animation overview
68.How to create and edit keyframes in Maya
69.Managing keyframes in the Graph Editor and cycling animation infinitely
70.Working with Auto Key and creating simple expressions in the Graph Editor
71.Working with expressions
72.Path animation
73.Starting on the mech's sequence
74.Animating the mech's platform
75.Blocking in the mech's performance
76.Finalizing our blocking pass
77.Working on the mech's polishing pass
78.Finishing the mech's polishing pass
79.Adding a shot camera
80.Finalizing the shot and previewing animations in real-time with Playblasts
81.Dynamics overview
82.Key concepts of dynamics in Maya
83.Emitting nParticles from a mesh
84.Editing nParticle properties, using the correct space scale for particle simulations, and setting up collisions
85.Finalizing our nParticle settings
86.Shading nParticles
87.Animating nParticle attributes
88.Adding more particles to enhance our simulation
89.Animating our new nParticle object
90.Adding wind effects to nParticles and improving the quality of your simulation via the nucleus solver
91.Finalizing our nParticle simulation and working with the nCache tools
92.Rendering overview
93.Understanding various light types
94.Controlling light color and intensity
95.Adjusting light decay and specular contribution
96.Altering the Render Stats of Maya objects
97.Using images to generate realistic lighting
98.Adding secondary illumination sources to our scene
99.Baking Substance textures for mental ray rendering
100.Fine-tuning the rendered appearance of materials
101.Fine-tuning the rendered appearance of particles
102.Adding final quality adjustments to our render
103.Preparing render settings for final output
104.Rendering the final sequence from Maya