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Maya 2018 Essential Training

Use the Bevel tool

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

    - [Narrator] When we model objects, there are many times when we'll have to smooth or round edges. And probably the best tool for this is Bevel. So, let's take a look at how this works. Now, I'm going to start simply so I'm going to go ahead and just select this chair. And let's hide it by hitting Control H. Now, I'm going to start with a simple polygonal cube. So I'm going to select Cube and let's just go ahead and drag out a very simple cube. Now Bevel works best on edges and faces. So, I'm going to start off with edges here. And I'm going to right click over this and go into Edge mode and I'm going to select one, two, three edges. So I'm going to leave this bottom one open. And then we can find Bevel under Edit Mesh, Bevel. Now the Hot Key for this is Control B, which is a very handy one to know. And let's go into our options just so we can see what they are. Now the options for this are the Offset Type. Now by default it's fractional, which means the fraction of the adjacent edge.…

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