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 39: Component Editor

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Lecture Details

Using the Component Editor we will be able to view as well as make changes to the exact X, Y and Z locations of all the selected points. You will notice upon selecting multiple points and then opening the Component Editor we can see the value of their positions. These values are listed in columns labeled as vertex.x, vertex.y and vertex.z. Since we can see the values for multiple selected points we will be able to use the Component Editor to quickly line all of the necessary points up in no time flat. We can also copy a value from one point and paste that value onto the other points. This process can be very helpful for lining up areas on your model where you need all the points to be uniform on one plane or the other.

At this point during the series spend some additional time working on your topology. Once we have finished using smooth preview in the next video we will be mirroring our object to complete the main portion of our character model. Take into account the location of edges and attempt to make your topology flow naturally across your model. The idea is to attempt to create a flow so that you can also somewhat identify major joints such as the knees and elbows. Consider other movements that the character might make during animations and design your topology around them. The more time you spend polishing up your topology now the easier it will be to finalize it once it becomes more complex.


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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.