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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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When developing a complex model it is very helpful to have reference images immediately visible. We can import out images directly into Maya through the use of Image Planes. An Image Plane will display our reference images directly inside of the viewport window. We can also make use of multiple reference images in order to add Image Planes to each camera angle. The idea behind using Image Planes for the application of reference images is so that we can create our model’s shape based on the background image behind it.
It is best to have multiple reference images from specific angles when working on a complex model. We will be making use of front, top, side and back reference images for our character model. Using the various angles we will be able to develop our character model with much more precision having taken out much of the guess work. Importing reference images as Image Planes is an extremely valuable tool as you will come to learn over the course of the next few tutorials.
We will also take some additional steps to set up our image planes to scale. Using the snap to grid and interactive primitive creation we will create a box that will represent a six foot tall character. Once we have a visual indicator for how tall the character should be we can then scale our Image Planes to match the height of the character reference box. We will also want to group and name our Image Planes for quick access from the Outliner when we need to hide or show an Image Plane.
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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.