Maya 2015


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


Lecture 17: Duplicate Special

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Lecture Details

Creating multiple duplicate objects is very easy to do with using the Duplicate Special option within Autodesk Maya. Many times you will encounter a situation where you need the same object duplicated several times within your scene but in different locations. Using Duplicate Special you can define how many times you want your object duplicated and how far apart you want those new copies to be from one another. Duplicate Special will even allow you to group all the new duplicates so they are easier to keep track of within your scene. We will be using Duplicate Special to create multiple ropes going all the way up the handle through a single operation.

Prior to using Duplicate Special it is a good idea to get your scene cleaned up and ready for the process. We will also want to setup the UV map for the object that we will be making multiple copies of. One duplicating an object you also retain the UV map for that object on the new copy. This can make texturing very easy to do as you will only need to texture the object one time and that texture will match the UV map for all the individual copies. This can be a major time saver as UV mapping several copies of the same object could be very tedious. Since we will be baking both the normal map and diffuse map from our high polygon object to our game object we will want the ropes to have a UV map setup so we can texture them.


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Excellent course helped me understand topic that i couldn't while attendinfg my college.

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Great course. Thank you very much.