Wednesday, 24 February 2010

Understanding Maya

Building The Chike 

The first thing I do is make sure that the file will be set to the right project. I then plan what parts of the Trike I will build first. I start with building the body. I choose the polygon cube and then scale it to a thin tube shape. Inserting the edge loop tool gives me extra faces so I can extrude each part I want. When I have extruded, I rotate the polygon to the angle I want it. I do the same process with the rest of the frame work and engine. 

If you don’t do the tires as low poly as you can it can add too many faces to the vehicle. So I chose to bump map my tires which gives a good grip effect. It Is important that you keep saving the scene in case the software crashes.


Once the model is built I texture it from the Hypershader. It is important that you name every texture you do because it will cause confusion and also if you are importing objects in to another environment, you may have two textures with the same name and they could overwrite each other. I chose Blinn’s for all the framework. I added a file to one Blinn using a rusty texture which was a jpeg. Once that file was placed I used automatic mapping which sets the UV texturing in the right place  It is also important that you change the components of the texture so it is right for what you have built, for example, Reflectivity. There was a light on the front of the Trike so I added a glow texture. Once everything is built, I want my Trike to be rendered in the best quality so I turn on the Mental Ray option from the plug in manager. Once it’s rendered I can save the image.

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