Creating Cartoon Sets in Maya
Learn a time-saving workflow to creating cartoon sets, look development for environments, and production techniques for modeling, UV layout, texturing, and shader assembly. Software required: Maya 8 and up (2008 required for project files).
What you'll learn
Learn a time-saving workflow to creating cartoon sets, look development for environments, and production techniques for modeling, UV layout, texturing, and shader assembly. Contains over six hours of project-based training and guides artists step-by-step through a proven approach to the modeling, texturing, and shading processes of creating stylized cartoon sets and environments as seen in animated feature films. Popular highlights include: Look Development; Asset Referencing Workflow; Texturing with UVs and Projection; Creating Stylized Models; Methods for Exaggerating Proportions; Organic Modeling Techniques; Hard Surface Modeling Techniques; Asset Preparation for Pipeline Setting; Adding Textural Detail Procedurally; Working with Multiple Geometry Types; Creative Use of UV Layout; Shader and Material Assembly; Building Models in Sections; Creating Foliage Cards; Nested Ramps; Working with Scale; Importing Vector Art; Placing Foliage with geometryPaint; Working with Proxies; Creating the Illusion of Detail; Blend Shapes to Create Variation; Adding Local Subdivisions to Terrain; Marking Geometry for Textures with 3D Paint. Software required: Maya 8 and up (2008 required for project files).
Table of contents
- Starting the Circus Tent 17m
- Finishing the Tent 14m
- Adding Flags to the Tent 11m
- Working with UVs and Textures on the Circus Tent 14m
- Using Blend Shapes to Create Variation 9m
- Creating Low-resolution Proxies 8m
- Preparing the Assets for Export 17m
- Building the Vendor Stand 12m
- Using Deformers to Finish the Stand 17m
- Working with UVs and Texture on the Vendor Stand 14m
- Dressing the Stand 9m
- Building the Hammer Bell 14m
- Finishing the Base of the Hammer Bell 15m
- Creating 3D Geometry from Illustrator Curves 7m
- Building the Ferris Wheel in Sections 13m
- Finishing the Ferris Wheel 10m
- Starting the Funhouse 14m
- Finishing the Funhouse Face 11m
- Distributing Lights Along the Funhouse Sign 7m
- Painting Textures Using UV Snapshot 11m
- Using Ramps and Placement Nodes to Quickly Add Painted Detail 6m
- Starting the Terrain - Adding Selective Subdivisions 5m
- Sculpting the Terrain 7m
- Using UV Snapshot and 3D Paint to Aid in Texturing 7m
- Painting the Terrain Texture 12m
- Creating Foliage 'Sprites' 8m
- Building the Roller Coaster Path 9m
- Creating the Track Profile 7m
- Building a Material for the Roller Coaster 11m
- Adding Supports to the Roller Coaster - Dealing with Scale Issues 6m
- Modeling the Roller Coaster Building Using Deformers 8m
- Adding 3D Text in Maya 9m
- Assembling the Set - Referencing Assets; Swapping Proxies 9m
- Making Changes to Individual Assets; Replacing References 10m
- Methods of Placing Foliage 9m
- Conclusion 2m