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 9: Edge Normals

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Lecture Details

To understand edge normals it is important to first understand gradients. Edge Normals define to a 3D engine how light will travel across an edge. Hardened edge normals can tell the 3D engine that once light attempts to travel from one face to another that there will be a sudden abrupt change in light values. While softened edge normals will inform the 3D engine that when light travels from one face to another across the softened edge there will be a gradual change in light values.

When working with edge normals be sure to keep in mind that certain concepts should be considered regarding how light reacts with object surfaces in real world scenarios. The idea behind edge normals is to attempt to mimic that real world effect. For instance, a ninety degree angle would not have a soft edge as there would be an abrupt change in light from one surface to another. While a ninety degree angle can have the edge softened there is a risk of the model producing deformed lighting that doesnt really look right. It is commonplace that a modeler will attempt to only soften edges that are over one hundred degrees in angle.

Edge normals can be used to completely redefine how an object looks. Well placed edge normals can make all the difference in how well presented the object is with the surrounding light. Poorly placed edge normals can often ruin the appearance of a model. It is a good idea that when setting up edge normals you always take into consideration how the light would react with the object in the real world. Again, the idea of edge normals is to mimic how light reacts with similar surfaces and edge angles to that of the real world.


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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.