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LinkedIn Learning

Maya: Natural Environments

via LinkedIn Learning

Overview

The Maya toolset for 3D environment modeling and shading is extensive and powerful. Learn to build natural exterior scenes in this series of video training tutorials.

Syllabus

Introduction
  • Natural environments in Maya
  • What you need to know
  • Using the exercise files
1. Layout
  • 360-degree scene layout
  • Camera-centric scene layout
  • Understanding scene scale
  • Adjusting Grid settings
  • Camera position and clip planes
  • Modeling a spherical backdrop
  • Setting up a camera for a cube map
  • Rendering cube map images
  • Modeling a skybox
  • Mapping a skybox
  • Shading a skybox
  • Modeling a planar backdrop matte painting
  • Shading a backdrop matte painting
  • Constraining backdrops to the camera
2. Terrain
  • Setting terrain level of detail
  • Creating a polygon disc primitive
  • Applying a 2D height map with Texture Deformer
  • Applying a 3D procedural height map
  • Creating a texture reference object
  • Resolving incompatibilities using Layered Texture
  • Combining height maps with Layered Texture
  • Using the 3D Paint tool
  • Adjusting height maps with 3D Paint
  • Modeling with Mesh Sculpting tools
  • Modeling with Sculpt Geometry tool
  • Altering topology with Edit Mesh tools
  • Optimizing UV layout
3. Entourage
  • Procedural modeling with 3D Paint Effects
  • Drawing Paint Effects strokes
  • Customizing Paint Effects strokes
  • Customizing a Paint Effects brush
  • Converting Paint Effects to polygons
  • Controlling Paint Effects level of detail
  • Preparing a scene for XGen
  • Binding an XGen preset description to polygons
  • Managing XGen file assets
  • Adjusting XGen primitive attributes
  • Understanding XGen attribute expressions
  • Using the XGen Expression Editor
  • Introducing SeExpr syntax
  • Editing a random expression in SeExpr
  • Loading SeExpr scripts from disk
  • Binding XGen to a camera-based polygon selection
  • Painting XGen attribute maps with Ptex
4. Shading
  • Preparing an XGen scene for shader development
  • Shading XGen splines
  • Developing the look of the hair physical shader
  • Previewing XGen colors with a global expression
  • Shading Paint Effects with standard surface
  • Converting Paint Effects textures
  • Correcting Paint Effects transparency
  • Rendering translucency with subsurface scattering
  • Shading terrain slope with Snow texture
5. Atmosphere
  • Creating a 3D fluid container for clouds
  • Texturing a 3D fluid container
  • Rendering volumetric clouds in Arnold
  • Rendering haze with Arnold Standard Volume
Conclusion
  • Next steps

Taught by

Aaron F. Ross

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4.8 rating at LinkedIn Learning based on 15 ratings

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