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Maya 2018 Essential Training

Understanding the basic shader types

From the course: Maya 2018 Essential Training

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  • Course details

    Learn to create high-quality 3D models and animations in Maya 2018. This course covers the core Maya skills—modeling, texturing, rendering, and animation—within a real-world, project-based workflow. The techniques you'll learn here translate equally well to film, motion graphics, game design, and animation.

    First explore the basics of the Maya interface, including selecting and manipulating objects, organizing scenes, and customizing the interface. Next, learn about polygonal modeling, creating and refining meshes, sculpting, and working with NURBS surfaces. Once you understand modeling, discover how to create and apply materials—adding color, texture, and reflectivity to your creations. Then integrate cameras, lighting, and effects into the rendering process, and leverage the new Arnold for Maya renderer. Last but not least, instructor George Maestri show how to add movement and life to your work with Maya's animation tools.


    Skills covered in this course

  • Welcome

    - [Lecturer] In Maya we use materials to define the character of the object surface. Now that surface can define how the object interacts with light, it can determine the color of the object, the shininess of the object, whether or not the object is bumpy or smooth, it can really define a whole host of parameters. And the material is what contains and controls all of these parameters. Now, materials will change from renderer to renderer, so I'm going to first show you some basic Maya materials that work for most renderers and then we'll move on to some Arnold-specific materials a little bit later. So let's take a look at these objects here. Now I want to assign materials to these, so the best way to do that is to just highlight them, so I'm going to highlight this first sphere and cylinder, and if we go into our Rendering menu set you should, under Lighting and Shading, have a number of different options here. In fact, I'm going to go ahead and tear this off, and you'll see we have…

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