Wednesday 19 February 2014

Maya Video Training ::.. Lesson 8_ Modelling an LCD (Language Urdu)

Maya Video Training ::.. Lesson 8_ Modeling an LCD (Language Urdu)



Basics of Polygonal Modeling

Polygons are the building blocks of 3D modeling. Just as atoms are the basis of all matter in the universe, polygons are the smallest renderable units that make up a 3D model. Just as atoms can be broken down into smaller particles, a single polygon can be broken down into smaller components. At its most basic level, a polygon is a triangular-shaped face defined by three vertices that are connected by three edges. Any 3D model that you render inside of Maya is made up of polygons,


Polygon Anatomy

here are three different types of components in a polygonal object: a vertex, an edge, and a face. Figure below, shows the components of a polygon, which are listed here:



• Vertex A point in space. The vertex is the most basic component of a polygonal model.
When Maya stores polygonal data it assigns each vertex in a model a unique identification number and gives that point’s location in 3D space. This information allows the software to reconstruct the model when a file is opened by connecting each vertex to another one with an edge. By editing the position of a vertex, you are changing the shape of the face that it creates.

• Edge The polygonal components that connect two vertices. The area between at least three connected vertices creates a face.

• Face A minimum of three vertices enclosed by three edges. Although you can create a face with any number of vertices, the faces will be broken up into triangles at render time. A triangular face is called a tri, a four-sided face is called a quad, and a face with more than four sides is called an n-gon. The collection of connected faces in a model is called a polygonal surface or a polygonal mesh.

• UV Every vertex in a 3D model can be assigned a coordinate in 2D space. Once the UVs are assigned, they can be edited in the UV Texture Editor to control the placement of a texture map on the 3D model.

• Normal Every polygonal face has a front and a back side. A surface normal indicates the direction of the front of the face. You can display the normal of a polygonal object by selecting the mesh and choosing Display | Polygon | Face Normals. The direction of the normal can be changed by selecting a mesh and choosing Normals | Reverse. A polygonal sphere displaying its normals is shown here:


 Video Lecture

In this Tutorial we Lear to Model a simple LCD using Maya Edit Poly Tools

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Maya Video Training ::.. Lesson 7_ Polygons and NURBS (Language Urdu)

Maya Video Training ::.. Lesson 7_ Polygons and NURBS (Language Urdu)

Create and Place Geometry

Now we’ll create some objects and place them in the scene using some of the transform tools. You’ll learn how to manipulate or view objects in the view window so that you can zoom in on objects and orbit around the scene. Since these are some of the most common actions you will use in every project, Maya offers some keyboard shortcuts to access them quickly. These will be discussed in various sections throughout the rest of this

1. To create a NURBS sphere object from the menu bar, choose Create | NURBS Primitives | Sphere. Click and drag somewhere on the grid to place and size a sphere. It does not matter where you place it as we will move it to a precise location later on.

2. Currently, this object is named nurbsSphere1. Let’s rename it to make sure that our project is well organized. Look on the right side of the Maya window and find the Channel Box. The first line in the Channel Box, nurbsSphere1, should be highlighted in gray. This is the name of the object’s transform node. Click in that field and type in Sun. Then press ENTER ( RETURN ). The node will now be named Sun, and Maya will update the shape node name to SunShape

3. We will place the Sun object at the origin of the scene, just as the real Sun sits at the center of our solar system. We can do this numerically by typing a value of 0 in the Translate X and Translate Z fields in the Channel Box.

4. When we created the sphere by clicking and dragging, the position was determined by the object’s transform node. However, the scale, in this case, was set by editing an input node of this object’s shape node.These are two different nodes that are hierarchically connected. To edit the scale, click the makeNurbSphere1 node listed under the Inputs section in the Channel Box. This node’s attributes will appear at the bottom of the Channel Box. Set the Radius attribute to a value of 3.

Video Lecture

In this lesson we learn the basic difference between Polygon and NURBS geometry types. 

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Maya Video Training ::.. Lesson 5_Understanding Maya Toolbox (Language Urdu)

Maya Video Training ::.. Lesson 5_Understanding Maya Toolbox (Language Urdu) 

The Toolbox

The toolbox, shown in Figure below, contains shortcuts to the most commonly used tools for all workflows.


The first three tools in the toolbox are the basic Selection tools. You can select an object in the view window by clicking the Selection tool and then clicking the object in the view window. To select multiple objects, you can either hold down the SHIFT key while clicking objects in the view window or choose the Lasso tool in the toolbox and drag a selection around all of the objects that you want included in your selection. When selecting components (subobjects of a shape), you can use the Paint Selection tool. This not only is useful for selecting multiple components at a time, but also keeps you from selecting components on the opposite side of the object you are selecting from.
 
The next four tools in the toolbox are called transform tools—the Move, Rotate, Scale, and Universal Manipulator tools. Select an object in the view window and then choose the tool from the toolbox. A sphere that has been selected, and the Move tool is active. Notice that a transform manipulator appears at the sphere’s pivot point. Three arrows extend from the manipulator tool: one red, one green, and one blue. By clicking and dragging the red, green, or blue arrow, you can constrain the sphere’s movements to the X, Y, or Z axis, respectively. The Rotate and Scale tools have their own unique manipulators whose colors correspond to the same three axes. The Universal Manipulator displays a manipulator around the selected objects that gives you access to all three transform functions. You will get plenty of practice using these tools in every chapter of this book.


TIP
You can use – and + keys to make the manipulators appear smaller or larger, respectively.

The next tool is the Soft Modification tool. This tool lets you quickly manipulate the shape of an object, similar to sculpting in clay. By clicking any object, you are able to move the manipulator and modify a region of the object.


The range of the effect and the falloff can be adjusted in the tool’s settings. 

The Show Manipulator tool can be used interactively to edit the attributes of certain kinds of nodes. Its exact functionality depends on what is selected. A common use for the Show Manipulator tool is to place a spotlight and set its direction. If a light is created and the Show Manipulator tool is chosen, two transform manipulators will show up in the view windows: one to control the position of the light and the other to control the light’s target. We will use the Show Manipulator tool to edit attributes of various types of nodes throughout this book.

Continuing down in the toolbox is a varying option that shows the last tool used. This can be useful when you are using a tool repeatedly. It saves you from having to select the tool from the menu or from the shelf.

Video Lecture 

In this lecture we discusses the basic features of Maya tool box. we talk about using Move, rotate, and Scale Tools.

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Saturday 15 February 2014

Maya Video Training ::.. Lesson 6_ Temple Modelling (Language Urdu)

Maya Video Training ::.. Lesson 6_ Temple Modelling (Language Urdu)

Polygon Modelling

 We are going to begin our modeling adventures in this book by modeling in polygons. In the past, polygonal modeling techniques were used to create rigid, or hard-edged, models for architecture and similar projects. Polygons have always been the standard geometry type used in the gaming industry for modeling both characters and environments. Due to technological advancements in polygonal and texturing toolsets, as well as a computer’s ability to handle large data sets, polygonal modeling has made its way into, and is now prevalent in, the film industry, previously dominated by NURBS modeling. This lecture presents the basics of polygonal modeling and starts you on your way to building creatures, castles, city streets, and more.

Basics of Polygonal Modeling

Polygons are the building blocks of 3D modeling. Just as atoms are the basis of all matter in the universe, polygons are the smallest renderable units that make up a 3D model. Just as atoms can be broken down into smaller particles, a single polygon can be broken down into smaller components. At its most basic level, a polygon is a triangular-shaped face defined by three vertices that are connected by three edges. Any 3D model that you render inside of Maya is made up of polygons,


In This Lesson We Learn how to create a simple Temple in Maya using basic primitive shapes and objects,


Tuesday 4 February 2014

Maya Video Training ::.. Lesson 4_Creating Objects in Maya (Language Urdu)

Maya Video Training ::.. Lesson 4_Creating Objects in Maya (Language Urdu)

Although the 3D production technology, Maya included, attempts to provide solutions to these order-of-operations issues, it is best to avoid them altogether by being educated on how every- thing fits together before you begin production. It is crucial that every single element in a 3D production—be it modeling, rigging, animation, or lighting—not attempt to outdo or become more prevalent than the others. Rather, all elements of production should make the best effort to support each other. The most successful productions are those for which the technology aids in clearly communicating a story.

Figure 1 (below) shows a block diagram of a general production pipeline used in many movie studios today. While individual studios handle everything a little bit differently, all of them follow this same general path.

In general, a good workflow should begin with a story. It becomes more and more evident everyday that just because our culture is blessed with all of this amazing technology, realizing its potential is impossible without great ideas for how to use it. Once a story is defined, the design of every element must be developed. It is very common that the design and story feed back on one another, exposing new possibilities and pushing the visual design further. This whole process falls under the preproduction phase of a production pipeline.



In this Tutorial we learn how to create Objects in Maya. We Discuss polygon, NURBS and Subdiv object type and its properties.

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Maya Video Training ::.. Lesson 3_Maya Viewport (Language Urdu)

Maya Video Training ::.. Lesson 3_Maya Viewport (Language Urdu)


The Workspace

The Workspace is composed of one or more view panels used to access different parts of the user interface. By default, only one panel is displayed when you start up Maya. This is the Perspective view, which is shown back in Figure 2-1. Figure 2-8 shows the Maya UI with three panels loaded: the Perspective view, the Hypergraph, and the Graph Editor. The Channel Box appears on the right side of the UI. This type of window layout may suit the needs of an animator pretty well.

In this example, the RT_shoulder object is selected. Its transform node is displayed in its hierarchy in the Hypergraph while the animation data for the object is displayed in the Graph Editor. With all of these panels available, an animator can select objects in the Perspective view window or the Hypergraph and use the Perspective view, Graph Editor, and Channel Box to analyze or make edits to the animation data. The exact use of these panels is discussed later in this chapter in the tutorial section.

The Channel Box

Recall from Chapter 1 that attributes of nodes are also referred to as channels. The Channel Box, shown in Figure 2-9, lets you view, edit, and keyframe all of the keyable attributes on any node of the object that is selected. A keyable attribute is an attribute that a keyframe can set on to enable that attribute to be animated. You will soon learn that most nodes contain a lot more attributes than those displayed in the Channel Box. However, by default, only certain attributes are set up to be animatable.

Maya’s Cameras

As you look at your scene through one of the view windows, it is important to realize that you are actually looking through one of Maya’s cameras. While cameras will be discussed in detail in Chapter 20, it is imperative that you learn right from the start how to manipulate your view as you look through them. The three most common tools used to manipulate a camera are Tumble, Track, and Dolly. The illustration here depicts these three actions as a camera that is viewing a cone object in the scene.
  • Tumble
  • Track
  • Dolly
The Tumble tool allows you to orbit, or rotate, around the camera’s center of interest. This tool will work only in Perspective view, because, for example, if you were to tumble in the Front view, you would no longer be looking at the object’s front—right? This tool can be accessed from the view window by choosing View | Camera Tools | Tumble Tool.
 

The Track tool will move, or pan, the camera from side to side or up and down. It can be accessed by choosing View | Camera Tools | Track Tool. 

The Dolly tool moves toward or away from the center of interest. This tool can be accessed by choosing View | Camera Tools | Dolly Tool. While these tools are all available from the view window’s menu bar, you will probably find it much more efficient to use keyboard/mouse button combinations to access them. The following table describes the shortcuts for accessing these tools. (Note that the Macintosh actions appear in parentheses.)

ACTION TOOL FUNCTION

ACTION                                                            TOOL                   FUNCTION
ALT -LMB-click
( OPTION -LMB-click) and drag—                   Tumble        View your scene from
                                                                                           all around by orbiting

ALT -MMB-click
( OPTION -MMB-click) and drag                     Track          Move a view              
                                                                                        horizontally and vertically

ALT -LMB-click-MMB-click
( OPTION -LMB-click-MMB-click)                Dolly       Move the view forward
                                                                                     and back
ALT -RMB-click ( OPTION -RMB-click) and drag

 

Video Lecture

In this video tutorial we learn the basic working of Maya Viewport and the camera navigation techniques.


Thursday 30 January 2014

Maya Video Training ::.. Lesson 2_GUI Basics

Maya Video Training ::.. Lesson 2_GUI Basics (Language Urdu)


 Maya’s interface hasn’t changed much since its conception, probably because the development team at Alias created a functional and easy-to-grasp user interface from the start. In this lecture, we explore the Maya interface by first learning the placement of the most use full buttons and windows and then by using them in a simple step-by-step tutorial.


The Title Bar

The title bar displays the Maya version number, the name of the scene you are working on, and the name of any object you have selected. It also includes standard Minimize and Maximize buttons and a Close button.

The Menu Bar

The menu bar lets you quickly access numerous functions in Maya via pull-down menus. The contents of each pull-down menu give you access to related tools, commands, and settings, and, when available, the menu lists the keyboard shortcuts for executing tools or commands.

Menu Sets

Because Maya has so many menus, they won’t all fit in a single-row menu bar. The Maya interface solves this space problem by partitioning menus in menu sets. A menu set is divided up based on tools and commands related to a particular workflow.

There are five menu sets available in Maya Complete: Animation, Polygons, Surfaces, Dynamics, and Rendering. Maya Unlimited has one additional menu set for Cloth. You can access these menu sets from the menu selector’s drop-down list on the status line, as shown in the illustration. After you have selected a menu set, you will notice that some of the options in the menu bar will change according to the set you chose.

 You can also access these menu sets by pressing keyboard commands, or hot keys, as shown below.

You can also choose a menu set by pressing the H key while you hold down the left mouse button in the view window. A marking menu will appear, containing each menu set, as shown in

HOT KEY      MENU SET
    F2                Animation
    F3                Polygons
    F4                Surfaces
    F5                Dynamics
    F6                Rendering

The Status Line

The status line includes valuable tools you can use while you are working, such as selection masks, snapping modes, and a rendering button. We will explore
some of these tools and buttons in the tutorial later in this chapter. We’ll use
others throughout the book. Figure 2-4 shows arrangements of useful buttons on the status line.


The Video Lecture


In this Lecture we learn the basic User Interface of Maya in Urdu Language.

Wednesday 29 January 2014

Adobe Photo Shop 7.0

Adobe Photo Shop 7.0 (Urdu Tutorial) 

By Arshman Saleem

source (http://arshmansaleem.blogspot.com/p/adobe-photo-shop-70.html)

Introduction to Photoshop

Photoshop is unlike other common software interfaces which emulate virtual typewriters or graphing paper. Photoshop creates an artist's virtual studio/darkroom. When you open the program you see a toolbox on the left with tools you will use to manipulate your images, and on the right, a white square which is your "canvas" or work area. The gray area surrounding the canvas is not part of your image, but only defines its edges.

With Adobe Photoshop, the premiere program for digital image manipulation, you can create the highest quality images for print (photos for magazines, or illustrations) or for the Web.

This introduction to Photoshop discusses basic program features and functions such as menus and toolbars, file extensions, and introduces basic image adjustments.



Format: Notice there are several formats to choose from when saving a document. We will look at a few of them.

Image File formats

 
TIFF (*.TIF/*.TIFF) – Tagged Image File Format – is the most widely supported format used for storing bit-mapped images. Every program that understands graphics languages understands (tagged image file format .tif/.tiff).

CompuServe GIF (*.GIF) – Graphics Interchange Format – a graphic format supported on the Web. Two things to be aware of about GIF:  
  • The .gif format only supports 256 colors (so it is useful for images with only a few distinct colors), and  it uses lossless compression – meaning no data is lost (but it only reduces space needed by approximately 50%).


JPEG (*.JPG /*.JEPG) – Joint Photographic Experts Group – another graphic file format supported on the Web. Two things to be aware of about JPG:
  • .jpg images support 16 million colors (so this format is best suited for photographs and complex graphics), and it uses lossy compression – meaning some data is lost (in an attempt to eliminate unnecessary information).
BMP (*.BMP/*.RLE/*.DIB) – Bit-Mapped – the graphics format that all Windows operating systems use. (For example, if you want a picture be used as wallpaper, it needs to be saved as .BMP.
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Tuesday 28 January 2014

Maya Video Training ::.. Lesson 1_ Introduction

Maya Video Training ::.. Lesson 1_ Introduction (Language Urdu)

Maya is not only one of the most powerful 3D software packages available, it’s one of the most complicated. The possibilities are as limitless as the paths to get to them. This maze of tools can be very difficult to traverse for those looking to begin “high-end 3D” work. I think your guides, Tom and Shin, will make this journey much easier. I met Tom when he was my student. I was still with Industrial Light & Magic, and Tom was just beginning his 3D work. Along with a handful of other students, we began to work on projects that required us to approach the work not from a student or teacher perspective, but as a production artist. While this may seem like a subtle difference, production is a completely different world. The saying, “The map is not the territory” perfectly describes the 3D market. So many things seem to make sense in theory and work in isolated cases, but they quickly fall apart under the weight of the “Real World.”
 
When thinking about graphics, production, or life in general, this is one of the most important things to remember. We often think of learning as a set of skills, a collection of “tricks up our sleeve.” Many classes and books provide many of these tidbits. But this rarely leads us to a profound understanding of our art that truly provides a foundation for inspiring work. Small problems become days of 
frustration or failure. We follow what we are “supposed” to do for weeks when the most effective, and often unconventional, solution is only days away.
 
The key is to understand the underlying principles of the process. With these principles in mind, one has the agility to handle the issue at hand with a solid footing and clear vision. Through true understanding of the art in which we are immersed, we can have a bird’s-eye view of the process to help us make intelligent and grounded decisions.
{by: Alex Lindsay }

What is MAYA

Maya is the state-of-the-art, industry- standard application that is widely used for
3D modeling, animation, and effects. Users of the program produce content for film and television production, video game development, architectural design, and web and print production.

Maya is a culmination of technologies created by some of the most prominent computer graphics developers of the past two decades. It is the largest commercial computer application ever written, with levels of complexity and functionality exceeding other high-end 3D animation packages.

Maya Video Lesson

If you’ve gone to the movies lately or played a video game on an Xbox system or Wii, you are familiar with the types of animation that Maya can produce. Maya is currently the industry-standard application for producing animation and effects for film, television, video games, and the Internet. This book was written to demonstrate how the program works and how it is used to produce content for these industries.
 
Not so many years ago, access to Maya by someone outside of the animation industry was limited. The software cost tens of thousands of dollars and the hardware required to run it was just as expensive. Attending a school was just about the only option for anyone interested in learning about this exciting new technology.
 
In this lesson I briefly discuss what is Maya, Where, Why and How Maya is used in industry. The lecture has been recorded in Urdu language so that the local students can easily understand and follow the training session.

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