Real World Scaling In Autodesk Maya 2016


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http://www.MichaelHurdle.com
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Free Maya Models: https://free3d.com/3d-models/maya

Check this post for more on real world scaling

https://forums.autodesk.com/t5/maya-modeling/modeling-to-real-world-scale/td-p/4220473

http://www.worldofleveldesign.com/categories/ue4/ue4-set-up-maya-grid-to-match-unreal-engine4.php

In This Maya tutorial, I talk about how I make the transition from old world scale to real world scale. This show was recorded for Brooklyn Free Speech TV and was uploaded to youtube as 1080p.
This website is where I got some of the models used in this video.

source


11 responses to “Real World Scaling In Autodesk Maya 2016”

  1. Thank you so much! Now I understand why every model I download is way bigger than my entire scene! Up until now I was just practicing modeling, not caring so much about real world scaling. Just didn't know how to do it and thought I'm gonna learn it eventually. But it just didn't feel right, you know? People don't talk about or use it in their tutorials but I'm really glad you do because I too want to do this right. Especially because I want to sell my models. Thank you million times!

  2. Damn dude! I clicked this video cause i thought there will be something interesting about scaling during that half an hour speech. Stop talking to yourself and next time prepare yourself to make tutorial cause this I could make tutorial about scaling in maximum 10 min or less. And if you do not know how to use a measuring tool in maya do not say it is stupid. Moreover do not call yourself professional if you do not know how to prepare a scene before you start working.

  3. Bottom line… it seems as though you have your wrap on real world scaling… well. I just don't like Maya because it has too much procedure.. also building a model by geometric/geometry input is not a good method for efficiency's sake. I myself am a concept design and visual design artist from base/college I prefer the quad window interface so I can jump around and coordinates and build quickly i.e. X,Y,Z, perspective – Modo is that tool. Then I export to Maya or import. all this is irrelevant if what you are doing works for you.. AND you are able to achieve the result you want. don't get me wrong.. I like Maya it actual has more add ons and tools. Just the interface is as your friend Corey put it. quote CUMBERSOME quote.

    Any way… you know what your are doing.

  4. One again.. its fun watching you learn as demonstrate your wrap on things. I went through the same perceptions and learning pitfalls doing 3d modeling from the days of my Lightwave modeling journeys. I like Modo a lot more.. I know Maya a bit as well.. its just a "cumbersome" interface and method – but it works "well" (industry standard). Folks I know that do animation solid body and organic are pretty good to still looking like stiffies from Film school in their techniques. Everyone in schools today must learn "the quad methodology" building and texturing ease. I really don't care about any method because I can UV anything. You are GOOD!!! you learn well and have an almost forensic approach. 😉

    Zbrush is a game changer for organic modeling.

  5. From my understanding it is easier to light a scene if it is in real world scale as the light would be correct from whatever sources you are using, as well as in texture application to prevent skewing of high res textures from scaling. The UV's can really be thrown off when you do this unless Maya has texture scaling ability in 2016, but I only have 2012.
    Good video. Thanks for giving me some new ideas!

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