Learning Autodesk® Maya® 2013

A Video Introduction
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  • Lectures 63
  • Length 8.5 hours
  • Skill Level All Levels
  • Languages English
  • Includes Lifetime access
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    Available on iOS and Android
    Certificate of Completion
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About This Course

Published 12/2013 English

Course Description

The perfect resource for 3D animation professionals and students

Learning how to use Autodesk's industry-leading Maya 3D animation and effects software just got a little easier, thanks to Learning Autodesk Maya 2013: A Video Introduction DVD. Competitively priced and professionally produced, it features eight hours of expert, step-by-step instruction from award-winning visual effects supervisor and author, Dariush Derahkshani. Immerse yourself in the dozens of high-definition video lessons and examples (1280x720), with optional full-screen mode) and practice as you go with downloadable files.

This unique video training software provides custom bookmarking, an intuitive interface for easy navigation, and professional examples. You can progress at your own pace, from any place - lessons are viewable on everything from laptops and PCs to smartphones and iPad and Android tablets. And, as an added bonus you get access to a streaming version of the videos that you can view from any computer with internet access.

  • Shows beginners or professionals how to use or enhance their use of Autodesk Maya 2013
  • Features eight hours of video instruction viewable on tablets, smartphones, and computers
  • Gets you up to speed on Maya's core features and functions and includes hands-on exercises with downloadable files, so you put your new skills to use right away
  • Teaches polygonal modeling, shading and texturing, keyframe and inverse-kinematic animation, and modeling with NURBS, subdivisions, and deformers
  • Also covers light, rendering, and effects

Professionals and beginners alike who seek value-priced, short-course training on Maya will want to enroll in Learning Autodesk Maya 2013: A Video Introduction

Visit www.sybex.com and www.wiiley.com

What are the requirements?

  • Display resolution of 1024x768 or higher
  • Pentium 4, 2.6GHz or higher, or Apple Mac G5
  • 512MB RAM

What am I going to get from this course?

  • To show beginners or professionals how to use or enhance their use of Autodesk Maya 2013

What is the target audience?

  • Beginners to Professionals

What you get with this course?

Not for you? No problem.
30 day money back guarantee.

Forever yours.
Lifetime access.

Learn on the go.
Desktop, iOS and Android.

Get rewarded.
Certificate of completion.

Curriculum

Section 1: Hello!
03:51

This introduction explains what Maya is and does.

01:33

Let's look at how to use the project files and folders associated with Maya.

Section 2: Introducing Maya
14:12

Maya's user interface centers on the large view panel where you build and manipulate your scene.

08:13

You need a three-button mouse to navigate the interface, to change your view, and to manage objects.

17:36

Here we explain the hierarchy that governs objects and their attributes.

15:27

The most common windows in Maya include the Attribute Editor, Outliner, Hypershade, Hypergraph, Graph Editor, and the Layer Editor; let's study each.

08:32

You'll want to customize Maya -- just a little at first (keeping Maya at the default will help you learn the program) and more are you gain experience with it.

Section 3: Polygonal Modeling
05:08

No matter how you model, you'll be creating and editing vertices, edges, and faces.

08:12

We'll look at the primitive objects that can be created via polygons in Maya.

08:49

Your tools settings affect every action you take, so know how to reveal and change them to suit your work.

11:50

Here you'll see how to divide a surface further to work with it in various ways.

10:14

Sometimes the best way to create geometry is to extend an object you've already created, using Extrude, Bridge, or Bevel.

09:43

And sometimes the most efficient means of creating more geometry is to duplicate something already existing; check out the Edit > Duplicate Special menu.

Section 4: Subdivision Surface Modeling
06:47

Subdivision surfaces (Subdivs) don't come with option-box menu options; you have to drop the object into your scene and then modify it.

04:39

You can improve on the native, built-in geometry options; for example, you can use regular polygons to create subdivision surfaces.

06:29

Here's how to create some more creased edges on your subdiv geometry.

09:54

Let's look at how subdivision surfaces operate at rendering time, with Maya's native renderer.

07:06

Next, compare rendering subdivision surfaces with the mental ray renderer.

Section 5: NURBS Modeling
03:35

Here you'll begin to understand the difference between polygonal objects and NURBS objects.

06:31

NURBS primitives have a set of controls like other objects, but because they deal with curved surfaces instead of polygonal ones, you'll encounter some new settings.

06:37

We'll look at the tools to model NURBS and how this contrasts with modelling polygons.

08:16

Let's try creating more complex NURBS objects.

Section 6: Basic Maya Shading
08:58

We introduce basic shading, also known as texturing: applying a material to your model for lighting and rendering.

09:11

The basic shading workflow in Maya begins with the default and common shaders, such as the lambert, phong, and blinn.

08:56

We continue with more advanced shaders, such as anisotropic, ramp, and surface shaders.

09:02

Texture nodes feed into materials. They can be procedural, where you change the texture within Maya without having to go out to an image editor.

10:58

Shading networks, in the Hypershade, define how multiple textures and attributes apply to a shader and relate to or interact with each other.

07:35

A substance texture (created in the Hypershade or simply by clicking the Map button) is a procedural texture that allows you to use many cool presets.

06:53

Let's introduce the wonderful, but perhaps laborious, world of UV mapping, projecting flat images onto 3D geometry.

07:28

We continue with how to modify and apply a UV texture.

Section 7: Basic Maya Lighting
09:17

A popular lighting setup is "three-point lighting". Here's how to establish that setup in Maya.

08:55

Maya has many types of lights, found under the Create > Lights menu. Here's a walk through them.

08:14

You can manipulate and even animate lights.

09:47

In this lesson you'll see how to render shadows for Maya lights.

05:03

You can have different lights affect different objects in your scene.

09:06

Lighting effects include glow, lens flare, and volumetric lighting.

Section 8: Basic Maya Rendering
12:36

As we move into rendering, we'll start by examining what a camera is and where it gets placed, by default and by the user.

13:54

Let's see how to output your renders and cameras.

09:10

Play with your render quality settings, and you'll see that you can very quickly use up a LOT of time and memory making and saving renders.

03:31

Creating an IPR (interactive photoreal rendering) lets you see your render adjust on the fly as you change, for example, lighting.

12:12

Enable raytracing to get true reflections, refractions, and shadows in your scene.

02:29

The Render Stats rolldown provides viewing and rendering options for specific objects.

04:38

Render layers are very powerful, allowing you to render objects in separate passes for use in later compositing.

08:39

Render layers are very powerful, allowing you to render objects in separate passes for use in later compositing.

07:12

To demonstrate compositing several render layers, we'll use Adobe After Effects.

Section 9: Basic Animation
02:37

The basic tool for adding motion to a scene -- animating -- is the keyframe.

08:25

Here's how to fix an object's attributes at a point in time by creating a keyframe.

10:55

Use the Graph Editor to create more complex animations than keyframes alone can produce, and to clean up rough animations.

10:51

Here's how to create and use a basic rig to control your object model.

06:43

The Set Driven Key command can make it easier to position, maneuver, and limit your rig.

07:35

Let's see how the Connection Editor will provide a control item, making selection easier.

07:14

We continue to build controls for our claw rig, this time using the Expression Editor to control and resolve multiple movements of the same object.

04:41

Joints and skinning allow us to deform smooth, continuous geometry as we animate.

Section 10: Mental Ray Shading and Lighting
07:28

See the difference between rendering with Maya's native renderer and with mental ray: mental ray provides more options.

05:54

Regular Maya lights and shaders work fine in mental ray, but check out the additional options available to you with mental ray's settings.

09:34

Let's examine two mental ray shaders to see how this renderer handles them.

09:48

The mental ray physical sun and sky system are controlled from some new nodes in the Outliner and Render Settings.

Section 11: Indirect Lighting with mental ray
08:47

We explore the mental ray render settings further.

08:46

The Final Gathering option for mental ray provides fine-detail light and shadow generated by the objects themselves.

05:05

Here, we continue to see how to control Final Gathering.

04:03

High-dynamic-range images (HDRI) are sets of images at a variety of exposures, which allows you to illuminate from very dark to very bright. First, create an image-based lighting (IBL) node to prepare for HDRI.

08:01

Now we can create lighting based on an HDRI file.

05:27

In this final lecture, we finish the settings needed for our IBL / HDRI light setup.

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Instructor Biography

Founded in 1807, John Wiley & Sons, Inc. has been a valued source of information and understanding for more than 200 years, helping people around the world meet their needs and fulfill their aspirations. Wiley and its acquired companies have published the works of more than 450 Nobel laureates in all categories: Literature, Economics, Physiology or Medicine, Physics, Chemistry, and Peace.

Wiley is a global provider of content and content-enabled workflow solutions in areas of scientific, technical, medical, and scholarly research; professional development; and education. Our core businesses produce scientific, technical, medical, and scholarly journals, reference works, books, database services, and advertising; professional books, subscription products, certification and training services and online applications; and education content and services including integrated online teaching and learning resources for undergraduate and graduate students and lifelong learners. Wiley's global headquarters are located in Hoboken, New Jersey, with operations in the U.S., Europe, Asia, Canada, and Australia. The Company is listed on the New York Stock Exchange under the symbols JWa and JWb.

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