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

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By Michael Ingrassia

Recognized Maya specialist, Michael Ingrassia, takes readers via his detailed kind of modeling: "Image established Modeling" the place effective, real looking versions may be created in a short time. Ingrassia's ideas permit modelers to create precise replicas in their suggestion characters or gadgets. The options offered are very effective and make allowance video game modelers to speedy construct out stand on my own props to populate environments and online game degrees.

Presented are attempted and actual thoughts that the writer has used effectively in video game creation for the earlier 10 years. so much, if no longer all 3D books, specialize in uncomplicated "box" modeling thoughts, that are the root for correct 3D modeling yet now not the total answer. within the author's adventure, scholars who've discovered throughout the photograph dependent Modeling model, have speedy excelled into powerful modelers.

One of the toughest issues for any modeler to do is fit their version precisely to the idea that paintings or pictures they're supplied. The insider counsel during this e-book stroll artists via this strategy. Artists commence with simple modeling and improve to a making a whole scene and set design/game point. instead of together with sporadic versions with 0 organization from to each other, every one version within the ebook turns into a vital part of an total subject real looking in online game improvement at the present time.

The accompanying DVD contains eight particular video tutorials on complicated Maya options as bonus tracks for artists offering priceless modeling, rigging and texturing samples. additionally, an in-depth video on assembling a "Killer Demo Reel" displaying easy yet potent video modifying suggestions utilized by the writer in order that artists can easy methods to get their paintings obvious. The publication not just teaches powerful technique, yet presents the person with striking content material for generating potent demo reels and portfolios. execs and cons of demo reel, web site and artist illustration are given, in addition to insights into the expectancies of online game studios this day. The video tutorials convey clients the completed product, after which run in the course of the technique of step-by-step construction of that exact procedure.

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First we will lay out the UV on the wall as before, using planar maps from various angles. 2. Any trouble spots can be “automatic mapped” or from “camera angle” and sewn together. 3. When we are finished, we’ll make a duplicate mesh. One will become the Source mesh, the other our Target mesh. 4. We’ll lay out the UVs on the Target mesh more efficiently and maximize the UV space as best as possible. 5. We’ll then use a technique called “transfer maps” that will “bake” a new color map onto our Target mesh.

Select the wall mesh. Click on Extrude, and pull out (or push back) the blue arrow to the required depth shown on the on the Side template. The Broken Archway Adding Basic Details ● ● Continue selecting and extruding the ledges and trim to match the template. ma file to get an idea of what the mesh should look like. Creating the Texture Map Shader ● ● ● ● ● ● Open Maps (hypershade) again. Select the Template shader. Select Edit/Duplicate/Shading Network. Double-click shader to open Attribute editor.

The Stone Archway You’ll notice a bounding box displays, showing the region that has become UV mapped. Now we will create a new shader with the template texture that doesn’t have the grid. Duplicating a New Shader Sometimes you want a new shader that has many of the same settings as another shader but perhaps one small difference such as base color or image map. Rather than redoing the shader from scratch, we can duplicate an existing shader and, in this case, simply replace the texture. ● ● ● Click on Maps (hypershade editor).

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