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More About This Title Maya Studio Projects: Texturing and Lighting
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English
Lee Lanier is a 3D animator, digital compositor, and director. His films have played in more than 200 museums, galleries,and film festivals worldwide. Before directing the shorts Millennium Bug, Mirror, Day Off the Dead, Weapons of Mass Destruction, 13 Ways to Die at Home, and Blood Roulette, he served as a senior animator in the lighting and modeling departments at PDI/DreamWorks on Antz and Shrek. He created digital visual effects for such films as Mortal Kombat while at Walt Disney Studios. He is the author of Professional Digital Compositing, Advanced Maya Texturing and Lighting, and Maya Professional Tips and Techniques. You can view his work at BeezleBugBit.com.
- English
English
Introduction xiii
Chapter 1: Texturing and Lighting a Product, Part 1 1
Project: Reviewing the Scene File 2
Material Types and Critical Attributes 4
Hypershade Functionality 8
Project: Assigning Materials 9
Lighting Techniques and Maya Light Types 12
Project: Creating Lights and Shadows 16
2D and 3D Procedural Textures 19
Project: Applying Textures 21
Scanline and Raytraced Rendering 31
Project: Raytracing Reflections 33
Chapter 2: Texturing and Lighting a Product, Part 2 35
Project: Accentuating the Logos 36
Batch Rendering 38
Project: Adding Strategic Fill Light 40
Project: Splitting Material Assignments 41
Project: Fine-Tuning the Shadow 43
Light Width 44
Project: Switching to mental ray 46
Anti-Aliasing Theory 47
Project: Blurring Reflections 52
The Final Gathering System 53
Project: Activating Final Gathering 54
Optimizing the Scene 59
Project: Creating the Final Render 60
Chapter 3: Texturing and Lighting a Character, Part 1 63
Project: Preparing the Scene 64
Project: Assigning Materials 67
1-, 2-, and 3-Point Lighting 68
Project: Roughing in the Lighting 72
Examining the UVs of NURBS Surfaces 75
Translucence 76
Project: Roughing in the Textures 76
Project: Creating a Custom Skin Bitmap 87
Project: Switching to mental ray 90
Chapter 4: Texturing and Lighting a Character, Part 2 93
Custom Connections in the Hypershade 94
Project: Adjusting the Skin-Shading Network 96
Project: Activating Image-Based Lighting 100
Project: Deactivating Shadows 104
Project: Addressing Texture Warp 105
Project: Fine-Tuning 108
Color Space and Monitor Calibration 112
Maya Color Profiles 115
Chapter 5: Texturing and Lighting a Vehicle, Part 1 119
Project: Preparing the Scene 120
UV Maps 123
Project: Assigning Materials 126
Project: Roughing in the Lighting 128
Project: Creating a Sky in Maya 131
Project: Roughing in the Textures 135
Displacement Maps 140
Project: Displacing the Hill 142
Paint Effects 143
Project: Painting Grass 144
Chapter 6: Texturing and Lighting a Vehicle, Part 2 147
Project: Completing the Texture Maps 148
Project: Refining the Materials 158
Motion Blur 163
Project: Adding Motion Blur 166
The Render Layer Editor 166
Project: Breaking the Scene into 170
Render Layers
Project: Adding Reflectivity 172
Project: Creating the Final Render 174
Chapter 7: Texturing and Lighting an Environment, Part 1 177
Project: Preparing the Scene 178
mental ray Shaders 178
Project: Assigning Materials 181
Physical Sun and Sky and Portal Lights 182
Project: Setting Up the Skylights 183
Project: Adding Textures 187
Global Illumination 192
Project: Activating Global Illumination 194
Chapter 8: Texturing and Lighting an Environment, Part 2 197
Project: Preparing the Scene 198
Ambient Occlusion 198
Project: Adding Occlusion 198
Multirender Passes 200
Project: Creating Multirender Passes 202
Project: Fine-Tuning the Render 205
Stereoscopic 3D 206
Project: Setting Up a Stereoscopic Camera 208
Appendix: About the Companion DVD 211
What You'll Find on the DVD 212
System Requirements 212
Using the DVD 213
Troubleshooting 213
Customer Care 214
Index 215