Tuesday, 18 October 2011

texture / uv mapping

Create a pollycube. turn off interactive design.
all primitives have uv maps set.
pollygons _ edit uvs _ uv editor
shows an unfolded box.
when you right clik on the model. vertex and face are the primitive model. go to uv after vertex. uvs are in the same position in the vertex. THEY ARE NOT.
UV are wo dimensional. they look like there in the same spae but there not.

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checker pattern is used to check to see if the UV is undistorted.
Window _

Middle click, hold and drag the checkers on to the sepherical object.
not sure, hover mouse over arrow to find out what it is.
double click on sephere to open up atributes
give it a name.
middle click drag and drop onto the object on the grid that you want to texture.
4= wire frame
5= shaded
6= check to se if its worked.
click face to turn off the uv and see the map again.
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planair mapping - doing it one plane at a time
celindrical - sephires
pollgon autonmatic mapping

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planiar is the most used, as is celindrical and sepherical,

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choose face - select faces.
planar - go to the options - tick bounding box - x axis - tick two tick boxes.
drag the section to one side. then re map the other sides.
select faces again, planiar mapping
to join, sect the edges on which they touch. click sow edges, this pulls them together, move and sew moves them over to touching. this is the best option.

Understand natuaral seems. they dont have to be joined!!
select one uv, then press select shell.
Move uv shell tool.
Flip selected uv's when they're facing the wrong wa. blue means its good, red means its bad.
v= horozontal
u = vertical.
all the componant parts need to go in the plus square



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turn off the checker pattern. go to pollygons, right down to the bottom and click uv snap shot.
If folders are set up correctly then the image will automatically go to the image folder.
Name it.
resoloution size is 1024 x 1024
image format should be PNG.
GO UV, DRAG OVER IMAGES SO EVERYTHING IS SELECTED.
open photoshop
open your file.
image - adjustments - invert
create new layer - fill with black - zoom in to view the lines.

Monday, 17 October 2011

UV mapping

online tutorial.
http://www.unwrella.com/files/unwrella_maya_tutorial.pdf
Good luck.
Objects for testing can be found on the blackbord site under tutors name.

Monday, 10 October 2011

Maya 10/10/11 part 2

Taurus
Modify- freeze transormation: re sets the object as if it was just created.

Mesh - Combine. before any merging the objects have to be combined.
Deleate the end surface, control - edit mesh - bridge. good for pipes and bridges.

Mesh - Fill hole to create a face for the edge of your pipe / tube ect.
can select a single edge to do this provided there are no gaps.

Creating stairs ect:
Duplicate special rotate direction needed, type the angle. need number of, add the number needed.
V key to snap to corner. create first object. press control d. rotate y
go edit- duplicate special - rotate y (add rotation value) and then add number of copies.
can do the same with railings. use cirlce tool to create banister.
Allways X, Y, Z
create, nurbs primatives, simple cirlce. hold the v key to snap to a certain point
Serfaces drop down menu - loft

Maya 10/10/11

Under the Animation tab

surfaces- Make sure all surfaces are facing the same direction, otherwise you wont be able to join then together or merge.
to merge select edges, click merge edges.

Twist
To change the shape of an object, can use animation tool to change the path of a CV.
Select curve - go to animation- create deformance- select non liniar - select twist
Select the twist itself, hold middle mouse button to twist the sha pe of your object. reduce high boundry and low boundry to stop the twist having effect on the top and bottom of your shape.
If you move the object away from the handle, you can create faults. Make sure the handle is the child of the object,
go edit parent - that means when you move the object, you can move the handle with it.
Deleate the history.

Flair
Can inlarge object (make it fatter and thinner) good for showing something traveling through tight spaces / pipes. also good for making satilite dishes ect.
on the animation tab.
Make sure envilope is not on zero, this changes the influence of the handle. trial and error. Experiment with.
Possibly a good option to make chandeller.
Deleate History.

Bend deformer
Create cillinder with lots of subdivisions. bend deformer parralel to object, can use to drag around edges of cillinder to create circular objects / tubing. Good for tires ect.

Deformers are hugely important, reserch in own time for better understanding of inner workings.

Squash / stretch
Create ball - non lineir - squash. this is used for squash and stretch ball rigs. can manipulate angle that the ball is bouncing, also can reduce to make a more balloon / raindrop like shape. Good for modeling too. dont limit to just animation, experiment with.

Lattice
Create tube, edit the lattice for shape dynamics.