16.Course Introduction and User Interface - Working with the Viewport - Understanding Primitives - Working with Projects - Extrude and Edge Loop Tools - Bridge, Extrude and Multiple Edge Loops - Manual Boolean Operation - Mirroring and Symmetry - Edge Normals - Understanding UV Maps - Automatic Mapping - Projection Mapping and Unfold - UV Sew and UV Layout - UV Map Arrangement - Delete History and Layer Editor - Edge to Curve and NURBS to Poly - Duplicate Special - Create and Assign Materials - Material Color and Specularity - Applying Substances - Creating the UV Snapshot - UV Snapshot Setup in Photoshop - Creating the Rope Texture - Texture Based Normal Map - Assign the Normal Map - Setup for Projection - High Poly to Low Poly Projection - Finishing Up the Textures - Applying Materials to Game Objects - Unreal Engine 4 Grid Settings - Image Planes - Basic NURBS Shaping - Basic NURBS Shaping Continued - Basic NURBS Shaping Final - Live Surface Preparation - Modeling Toolkit Quad Draw - Continued Work with Quad Draw - Edge Spiders - Component Editor - Smooth Preview - Model Cleanup - Custom Viewport Layouts - MEL Script Basics - MEL Echo All Commands Add a new camera for rendering and keyframing by going to Create > Cameras > Camera. Using keyframed cameras to look around the scene will pop back to the keyframes locations when scrubbing on the timeline. While this camera can be used for final rendering, it is not best when animating with camera movement that requires keyframes on the camera. One camera is the default perspective view that is used to look around the scene, named persp. When Maya opens a new scene several default cameras are created. You can set keys on specific attributes by selecting the channels to key, right-clicking on any of the selected labels in the Channel Box, and then choosing Key Selected from the menu. Usually the current position, rotation, scale and visibility are available in the Channel Box. This sets a keyframe on the selection at the frame indicated on the timeline, for the attributes displayed in the Channel Box. You can set a keyframe on an object, camera or light by selecting it and pressing S on the keyboard. The resolution settings are set in the Image Size section of the Render Settings window. The name of the camera is also displayed in the masked portion below the gate mask. The rendering resolution height and width are displayed in the masked area above the Resolution Gate in the viewport when the resolution gate is active. The Resolution Gate is displayed as a framed area in the main viewport which will be the same camera framing as the final rendered image.
Turn on the Resolution Gate to display a guide in the main viewport that represents the final rendered area. Use resolution gate to compose final render Rendered images, or maps generated, will be stored and saved in the images directory.
Image files used as textures placed in the sourceimages folder will be automatically located when the scene file opens. If the project directory is set, Maya will look for all scene files, Maya ASCII or Maya Binary files, in the scene's directory.
In some cases, working with a single file without a project directory will work, but any associated files with the scene should be kept in a Maya project directory. Maya keeps track of all files associated with a scene in a project directory. Click the icon in the top right to enlarge the image