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In this presentation where going to look at a variety of workflow improvements in Maya 2013 that will increase your productivity. The improvements cover many everyday tasks such as file referencing, hardware rendering, skinning, and managing complex nodes
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27 responses to “Autodesk Maya 2013: Workflow improvements”
how to get DirectX 11 Shader plugin for maya2013? please abdusemet.abduqdir@qarluq.com
You guys know that autodesk makes maya and max they would not screw over maya over 3ds max since maya is there more used product
Loving the fact that they've included the Node Editor. It's kind of like the slate material editor in 3DS MAX. The Hypershade was a pain in the butt to use in my opinion. Glad to see they've moved on to something more user-friendly.
Maya, 3dsmax, Mudbox, Softimage, Scaleform 😉
I presume transparency still doesn't work with shadows and SSAO though. and no light linking, no soft shadows… to name some of the few major problems of 2.0
Autodesk's some program that serves to make games?
i have a problem whit maya 2013
every frame is separated in 100 other frames
is really annoing becouse when i try to chose frame 5 i get frame 5.21 or 5.12 or 5.03
how can i fix this please?
Meh. I'm still not impressed. So glad I went with Max. Like, the 2013 release is just adding in new workflow improvements? 2013… and this is finally happening? That's just ridiculous.
People have been complaining of the forums for a while now for more modeling tools for maya and they add less modeling tools each year while Max Graphite Polytools adds alot more tools.Maya has been left behind in terms of modeling and its a shame, why cant they transfer the tools from max to maya and borrow ideas from other programs like Modo.
Maya needs retopology tools,symmetry by topology,flow connect&make planar (like max),multiple smoothing methods and so on.NEX is a great plugin but still
Hey I am pretty new to maya and I would like to know if anyone knows any good basic tutorials that you use.
derp.
apple fanboy found
relax little kid you can still play with your instagram
you're clearly a little too juvenile to be posting… your contrarian comments about apple and "social status" are nonsensical.
Hah, QUADRO 6000 is not for us mortals 😀
YOU ARE NOT APPLE!
stop saying things like
it just werks and its magic
we're not retarded hipsters and we want the product for what it can do for us
not because we care about our social status with Maya at our workplace
don't treat us like we're idiots
depends what u want to do with them. A dual core machine with a gpu made in the last 3 years and 4gb of ram should be more than enough to get you started. you'll need allot more if simulations come into play or if you want to render at decent speed.
Avoid anyone who says software x > software y. In imageworks alone you will see c4d, Houdini and Maya depending which way you look and when.
Maya if you want to be serious about CG and really put effort into it, I'd say Cinema 4D is better if you want to toy around with tools
noob here whats better this or cinema 4d coz they look very similar :S
FINALLY!!!!!!!!!!!
IT's the 3ds max material editor in MAYA! the world as we know it is saved!
the big question is if viewport 2.0 supports linear workflow. otherwise it's useless for shading and lighting previewing
Whoa! Hypershade looks different!
Darn! Do you have any idea if this feature will be implemented in future releases?
Fluids are supported now but particles are not.
Sorry, vp2.0 does not support Mental Ray materials.
I made this on a Dell 2.6MHz six-core box with a nVidia Quadro 6000
The Node Editor does not add any new features to control dynamics, you will still need to use expressions.