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Updated On 02 Feb, 19
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
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As you continue to work with an object in Autodesk Maya 2015 the history of that object is always recorded. This history continues to keep track of every change that you make over the course of the models development. Due to this fact, the longer the history gets the more taxing it becomes on system memory. If your computer ever begins to run very slow as you progress in your modeling the culprit may just be the history. We will take a look at how we can delete the history of the object in order to free up some system memory before we move forward into developing the higher detailed version of our object.
We will also want to be protecting our game object in order to prevent accidents such as making changes to the low polygon model. The last thing we want is for all that hard work to get lost because of an accidental selection. We will make a duplicate of our game object and then take the game object and add it to its very own layer. The Layer Editor will provide us with quick access to both our game object and our higher detailed version. Objects can be added to layers and then layers can be hidden and we can freeze the objects within each layer by setting it as a reference. We can also set our layer as a transparent object, which is essentially showing the object in wire frame mode if we so desire. Layers are a great way to keep a scene organized while in production.
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Sep 12, 2018
Excellent course helped me understand topic that i couldn't while attendinfg my college.
March 29, 2019
Great course. Thank you very much.