Category Archives: Maya

Maya week 8

This week Maya focused on learning how to layer renders for import into Nuke and to make the whole face mapping more realistic.

First we found texture maps online that resembled flesh and then used photoshop to blend the textures with the face material. This gave the figure a flesh like texture on the face. After that I added a few more scars to the face. This also made me feel very happy with the result.

Afterwards, using layered rendering in Maya, six different layers are added to the model. Batch rendering was then performed. Import the sequence frames into Nuke for colour grading.

Light in Maya is also very important. I have created two point lights and one side ambient light. This makes the whole model more realistic.

MAYA WEEK 7

This week we focus on using the shape editor to create human facial expressions. We made people have various expressions. For example, smile, angry, etc.

Before starting to make it, the teacher asked us to bind the bones on the head. After building the bones for skinning. Finally assign the weights to each place.

Afterwards, the facial expressions are created through the shape Editor.

I mainly make 8 expressions. The most difficult one is the kissing action. Because the kissing action is not only the raising of the corners of the mouth, but also the influence of the muscles on the side. So the adjustment of the whole movement needs hen’z

And the shape editor can be used to constrain the timing of facial movements to create a combination of facial expressions. For example, the rise of the corners of the mouth and the rise of the eyebrows are synchronized during anger. This can make the expression more realistic.

Maya week 6 (2)

This lesson focuses on creating a series of simple movements with a skeleton-bound miniature. This lesson focused on creating a ball pick-up action.

First I’ll start by k-framing a few of the main moves. The main ones are the bending motion and the reaching for the ball.

The main thing after the big motion as a whole is to get the ball off the ground and out of the restraint of the ground. Afterwards the restraint is attached to the hand. Here the main thing is to k-frame the ground ball restraint before the villain picks up the ball. After the next move the hand is lifted from the ground to remove the restraint of the ball from the ground. The restraint is then transferred to the hand of the little man and k-framed. This completes the entire ball movement.

Afterwards, to make the action more fluid. I added a few more details, such as adding some limb wiggles and little head-turning animations. It makes the movements look more realistic.

Finally the action curve is tweaked a little. Make the rhythm of the movements smoother. This is the end of the animation.

Maya week 6

This week’s Maya focuses on teaching us how to build a skeleton and how to create character animations and movements.

In Monday’s lesson we started by building a simple robot model using square polygons. Then we used the rigging system to create six bones to build the bones of the figure’s legs. When the bones on one side are built, use special copy to copy one side of the bones to the other leg. And add a joint to the figure’s hip bone as well. Make a parent set relationship between the bones of both legs and the joint on the hip bone. That’s how the leg bones are created.

Once the bones are created, the next step is to create the IK. First, create an IK in rigging to connect the joint of the thigh to the joint of the heel. Then create an IK to connect the heel to the IK of the foot. Finally, create an Ik to connect the joint of the ball of the foot to the joint of the toe. This way the IK of the leg is created. Similarly, the other leg will also be Ik production. ik production is complete after the foot ik all set to sticky so that when you move the character when his feet will be bound to the ground.

After the skeleton of the entire leg has been built up. To facilitate movement we bind the key joints to the curves in a parent set relationship. This makes it easier to manipulate when adjusting the animation.

Afterwards learn the laws of motion of a small ball. Start by making a small ball with no bounce to roll down a staircase. First use two curves Loft to create a staircase. After that a spherical polygon is created. Then the state of the ball is keyframed in the first frame.

Afterwards move the cursor to frame 100 to move the ball from the top to the bottom of the stairs. Afterwards the xy axis is adjusted to the right position according to the position of the ball on each flight of stairs. This completes the whole movement of the ball down the stairs. At this point open the animation curve tool and adjust each curve. Adjust for a natural way of descending the stairs. The ball rolling down the stairs is now animated.

After that a bouncy little ball is created. The steps are the same overall just in the adjusting the curves section. In order to make the little ball bounce. The slope of the curve needs to be adjusted to be more inclined.

Maya week 5

This week the Maya modelling focuses on the construction of a fireplace with a candle. As my computer is down I will upload the photos on Monday.

To make the fireplace I built it in two main sections. One is the interior of the fireplace and the other is the exterior of the fireplace and the decoration. First I built a square polygon and then made 9 copies of the same square polygon with the special copy tool. Then I used the band tool to turn these square polygons into arches. The square polygons were then sculpted into irregular stone shapes using the sculpting tool. The mantel is now ready for decoration.

For the interior of the arch I used plane for this. First create the plane and then combine it with the arch decoration and delete the planes outside the arch. Then extrude and scale. Finally the faces are joined. The interior of the fireplace is now complete.

Finally add the red brick material to the fireplace. The whole fireplace is then finished.

For the candles I am using cylindrical polygons. The details are then carved out using the carving tool. The candle is then given a plastic material. To reduce the reflection of the material. Finally the candle is finished.

Maya week 4

This week we have been learning about using curves to quickly create a model. On Monday we made three models: a wine bottle with curves, a curtain with curves and a plate with curves. We also made a bread knife, a cheese and a fireplace.

First, we start by creating a cutout of a wine bottle using the curve. Then use the Rotate tool to rotate the curve and duplicate it 360 degrees to create the bottle shape. Adjust the curve to the shape of the bottle. Make the bottle look perfect. Because my curves are not perfect. So I made the shape of the bottle more complete by adjusting the points.

Afterwards, add a glass material to the bottle. Give the bottle a green base color. Then adjust the transparency of the bottle according to the render. After several attempts, I found that a less transparent bottle works better in brighter environments.

After that, we use curves to create the curtains. First make a curve with the Curve tool. After adjusting the shape of the curve with the Curve Point, use the Release tool to turn the two curves into a single plane. This creates the general shape of the curtain. Then adjust the shape of the curtain with the curve points.

模型已创建,调整窗帘的 UV,然后添加您为窗帘找到的图片材料。给定材料后,调整窗帘的透明度,使其能透过阳光看到。窗帘现在完成了。

bread knife

Next, I created a bread knife.

First I found the image I wanted to refer to. After that the blades were created using polygonal cubes. The shape of the blade was extruded by adding a looped edge to the polygon to create the serrated edge.

Afterwards, one blade is copied into several by using the mirror function. Finally a complete bread knife is formed.

Afterwards I made a knife handle using a cube polygon. Using extrusion I created the shape I wanted.

After the handle and knife had been made, I added a chrome material to the blade. The hilt was UV and given a wood material. Finally my bread knife was finished.

maya week 3

Modelling

This week we have been learning to make bread and taps in Maya. First we created a sphere polygon and then subdivided it. The polygon was adjusted to the shape of the suitable bread by means of a lattice.

Once the model is roughly built, we open the UV editor to keep the UV more or less consistent. We separate the bottom of the loaf from the top with the clipping tool. This will make the UV more flat.

In the next step I gave the model the textures I had downloaded from the internet in turn. The textures were adjusted in hypershade. Once the texture was created, the bread was further shaped with the sculpting tool. This gives the bread a perfect look.

After the bread was finished, we cut the bread using Boolean differences. after the bread slices were made, below I adjusted the UV of the cut side. after the UV was adjusted. The material is given to the slice.

At this point, the main body of the loaf is complete. Next I made a plate for the bread by means of a cylindrical polygon. And I gave it a wooden texture.

Lighting and Rendering

In terms of lighting and rendering, I am using Arnold for rendering. Added spotlights to the scene as well as ambient lighting. Render settings and texture roughness were adjusted according to the rendered effect. This hopefully creates a bread as close to reality as possible.

Taps and bottles

In the second session we learned to tap. We started with the end of the tap. The whole part was created using the extrusion tool. After that, several cylindrical polygons and a spherical polygon were created. Then the switch part of the tap was created.Once the tap was built, a preset plastic material was added to the model. The model was also given a roughness. Finally, parallel and ambient lighting was added and rendered.

Maya week 2

This week at school I’ve been learning to model furniture in Maya, so over the weekend I wanted to start working on a Japanese interior scene.
For now it’s a simple model which I will gradually refine over the next week.

Because of my love for Pokémon, I also make models of them. I will gradually improve it in the future.

The export section was not understood and will be added in full this week.