1. Unload plugins for faster load times
Maya provides
a vast number of features for its users, but the more are added, the longer it
can take to boot, and when on a deadline every minute counts. Go to Windows
> Settings & Preferences > Plug-in Manager to find a number of
roll-out menus where you can Load, Unload or Auto load various plugins.
Unloading
anything you don’t need will speed up Maya’s boot time as it can just skip any
of the heftier features. For example, I primarily work as a modeller so I’ll
unload any advanced rigging options (see image) as well as FX-heavy plugins
such as Bifrost.
2. Use
Soft selection options
Soft
Selection is a well-known modelling feature accessed via the ‘B’ hotkey. By
default it’s a great tool, but it’s worth diving into the Tool Options to gain
more control. Changing the Falloff mode from Volume to Surface for instance
will allow better accuracy when adjusting areas such as eyes and lips (see
image).
If
your model is in separate parts, setting the Falloff mode to Global will expand
the falloff to the whole model. You can also adjust the Radius and the Curve
Falloff to fine-tune your selection, which I find invaluable when creating
facial shapes.
3. Try
the Relax Brush
In
recent versions of Maya, sculpting tools from Mudbox have been incorporated
into the toolset. For me, however, they still don’t have the immediacy or
performance of using them natively in Mudbox. This is where the Sculpt Geometry
Tool comes in handy.
Found
in Surfaces > Sculpt Geometry Tool, this tool has a set of basic but
practical brushes. The most useful of these is the Relax Brush, which is an
excellent way to keep faces uniform while modelling, and for removing detail
without losing much of the form, which is likely to happen when using the
Smooth option.
4. Improve
viewport speed with backface culling
The
ability to work smoothly with large data sets in Maya has improved with every
new release, however, you will find that the viewport will still lag from time
to time. One way around this is to enable the Backface Culling option from
Shading > Backface Culling – this will stop the viewport from drawing faces
that are not currently facing the scene camera.
You
can see how this improves viewport speed by going to Display > Heads Up
Display and enabling Frame Rate, then toggle Backface Culling on and off to see
how much your viewport speed improves.
5. Edit
Edge Flow
The
Edit Edge Flow feature was a welcome addition to the Maya modelling toolset.
Essentially it enables you to intelligently and quickly average out an inserted
edge loop so that it conforms to the form of an existing model, negating the
need to edit manually and allowing you to model quicker and more
accurately.
This
is perfect for creating clean and accurate meshes, and is accessed by going to
Edit Mesh > Edit Edge Flow. Or, when you have an edge loop selected, hold
Shift and press the right mouse button to bring up a marking menu with the command
available at the bottom of the menu.
6. Create
a custom UI
Make
a custom marking menu and custom hotkeys – it’ll speed up your work and you’ll
have easy access to the tools. Arrange the Maya Shelves according to your taste
and add any tools you’re going to need to them. This method enables you to
quickly access the commands in the menus on the shelves. You can even create
new icons for tools, changing Maya to suit your taste.
7. Create
a custom UI
Use
the camera rig for animation and motion in your scenes. This is the best way to
control the camera in 3D scenes. You can rig any type of camera, with so many
options for controlling it available.
8. Use
low-poly for speedy retopology
Try
this tip for speedy Retopology. Import your high-poly model then create a
low-poly primitive object that resembles the high poly. Edit and resize the
low-poly object UVs to make them like the high-poly model, then delete the
history and freeze transform the low-poly object.
Select
the high-poly then low-poly mesh and go to: Mesh > Transfer Attributes.
Finally, edit Transfer Attributes as seen in the screenshot.
9. Create
a low-poly tree
Create
a circle and some curves, then extrude the circle on the curves and deform it.
Create a UV for the trunk. Create a low-poly plan and assign some branch
texture with alphas set to transparency. Make the tree trunk live and add
branches.
10. Tackle
complex shapes
Create
a plan and 10 subdivisions in width and height, then select the inner edge and
go to Create > Sets > Quick Select Set. Select all of the faces and go to
Edit Mesh > Poke. Go to Select > Quick Select Set > Set, and delete
the edges. Finally, delete the selected face.
11. Organise
your files properly
Maya
uses a folder structure to organise project files, keeping all the files
associated with the project in one directory. When opening a scene associated
with a Maya project, and especially when switching between projects, set the
project folder first before opening the scene file.
Simplify
setting projects by opening Maya first, then choose File > Open Scene. In
the Open window, click Set Project to open the Set Project window. Choose the
project directory, click the Set button, then open the scene file from the Open
window after the Set Project window closes.
12. Set
up a Maya project directory
Maya
keeps track of all files associated with a scene in a project directory. In
some cases, working with a single file without a project directory will work,
but any associated files with the scene should be kept in a Maya project
directory. If the project directory is set, Maya will look for all scene files,
Maya ASCII or Maya Binary files, in the scene’s directory.
Image
files used as textures placed in the sourceimages folder will be automatically
located when the scene file opens. Rendered images, or maps generated, will be
stored and saved in the images directory.
13. Use
resolution gate to compose final render
Turn
on the Resolution Gate to display a guide in the main viewport that represents
the final rendered area. The Resolution Gate is displayed as a framed area in
the main viewport which will be the same camera framing as the final rendered
image. The rendering resolution height and width are displayed in the masked
area above the Resolution Gate in the viewport when the resolution gate is
active. The name of the camera is also displayed in the masked portion below
the gate mask. The resolution settings are set in the Image Size section of the
Render Settings window.
14. Use
hotkeys to set Animation Keyframes
You
can set a keyframe on an object, camera or light by selecting it and
pressing S on the keyboard. This sets a keyframe on the
selection at the frame indicated on the timeline, for the attributes displayed
in the Channel Box. Usually the current position, rotation, scale and
visibility are available in the Channel Box. You can set keys on specific
attributes by selecting the channels to key, right-clicking on any of the
selected labels in the Channel Box, and then choosing Key Selected from the
menu.
15. Create
a shot camera for animation
When
Maya opens a new scene several default cameras are created. One camera is the
default perspective view that is used to look around the scene, named persp.
While this camera can be used for final rendering, it is not best when
animating with camera movement that requires keyframes on the camera. Using
keyframed cameras to look around the scene will pop back to the keyframes
locations when scrubbing on the timeline. Add a new camera for rendering and
keyframing by going to Create > Cameras > Camera.
16. Make
ornaments with Flow Path Object
When
making something repeatable like an ornament or stitch pattern, use Attach to
Motion Path and Flow Path Object in Maya. These are very useful for scattering
many detailed objects across a complex surface.
17. Create
natural Hair with Xgen
You
can make beautiful hair with few guide curves if you can use XGen modifiers.
Start by making hair from guide curves with XGen. Create a clumping modifier to
clump a big bundle of hair, then create a second clumping modifier to clump a
medium bundle of hair, followed by a third to clump a small bundle of hair.
Making a cut modifier will help you achieve natural tips of hairs. Lastly,
create a noise modifier to obtain a natural hair stream and frizz.
18. Use
procedural nodes for face texture
Make
face textures with only procedural nodes because they’re easy to make and
reuse, plus gradation is beautiful. First, construct the shader tree before
blending the textures with the layered texture node. You can find the best look
by adjusting the Alpha amount. Connect the layered texture to SubSurface Color,
and adjust the skin shader to look like the image.
19. Use
guide curves for stylised hair
This
tip is useful for creating guide curves for a stylised character’s hair. Create
the base hair, but be sure to make holes on both ends to extract the curve from
the mesh. Next, create some joints and use a spline IK handle to deform easily,
then skin using them. Scatter hair objects on the head with a spline IK handle.
Next, extract curves from the mesh.
Finally,
you have to arrange the directions, select the opposite direction’s curve, and
select Curves > Reverse Direction. With this method, you can make guide
curves as you design.
20. Try
Cryptomatte for look development
Cryptomatte
is an ID matte creation tool created by Psyop, it creates ID mattes to do look
development or final adjustments automatically. After installing, create the
Cryptomatte AOVs in Render Settings. Select an AOV and view it in the Attribute
editor. It should be visible in the Shader under Custom AOV. You can export
three ID mattes to follow demand object, material, asset. You may find it
useful to make big changes in Photoshop or Nuke using the ID mattes, this will
help find a new look when you’re stuck with an image. This tip is especially
useful when you’re on tight deadlines and need something new quickly.
Hope
these sharing will help you in the process of working with maya. Currently
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