You are on page 1of 18

- Recap

• Bring together all the lighting, textures and other parts to make things more realistic.
• Colour inputs are usually darker on images, but when outputted it is made brighter due to
the screen/monitor being used. This therefore loses colour information –eg think of it as a
camera raw image information goes in and gamma image correction comes out.
• Different size images (bits) ranging from 8 (jpg), 16 (tiff) and 32 (exr)
Textures going into maya get gamma corrected if need, this mainly applies to 8 bit files and maya
colours with a gamma of 2.2 that gets correct to 1
• Polygon modelling:
• Low res modelling using in games, higher res models used in film.
• Models can be smoothed in 2 ways. 1 being through physically smoothing the mesh and 2 by
using Sub-D-Divisions (pressing 3 on the key board) to smooth the mesh. Physical smoothing
is more memory intensive than Sub-D.
Non-manifold Geometry.
• Normal Mapping – Are reliant on the camera and Normals are
consist of flipped faces. positive (grey)
• Fix: can reverse the faces so that it flips it to the right Flipped normal
are negative
orientations if that doesn’t work then you will need (black.)
to unlock the normal.

• Duplicated Faces – where you have face sitting on


top of one another that has either been done by
merging vertices causing the shape to collapse.
• Fix: delete top face.

• Vertices – Shouldn't have 1 vertex connected in once


place; it should have a connecting face.
• Fix: add in face to connect.

• Non-manifold – Means there are stray vertices and


they need deleting.
• Fix: can go back and delete verts or when removing
an edge make sure to select the verts as well.

• Extrude – stray extruded edge.


• Fix: Delete face of extruded edge.

• Booleans –Let you take an object, subtract, add or


intersect its geometry onto another object
(merging).
• Never use Booleans, give really bad geometry and
generally lead to a lot of clean up afterwards.

You might also like