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Time Editor

comprehensive tool for creating and editing animation. It combines animation editing workflows from existing editors to give you an intuitive, clip-based workflow for non-linear animation editing that lets you easily navigate between clip-level views and key-level details. SOURCE: https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/Maya/files/GUID-E4B5DB7D-7351-4561-BD8B-60AC9D48DDF6-htm.html

NURBS

Visit Wolfman Art SOURCE: https://www.ebalstudios.com/blog/introduction-nurbs NURBS is a way of using curves to create rectangular patches that can be trimmed and aligned*. i.e., class a surfaces (a car)

Catmull Clark - Subdivision

Visit Wolfman Art Source https://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface an algorithm used for a type of subdivision surface modeling a mesh of a polyhedron Image Source: https://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface the image above shows the 4 phases that the cube gets subdivided with this algorithm the reason why cubes is the best standard primitive when modeling a base mesh is that it gives you more flexibility to either subdivide it or retain it's sharp corners

Essential Hotkeys

G - HIDES GRID Z - ZOOM EXTENTS (fit objects to view) (THIS ONLY WORKS IN PERSPECTIVE; YOU MUST CHANGE PHYSICAL CAMERA OR MAKE SURE PHYSICAL CAMERA IS NOT ON.) T - Top B - Bottom View R - front view L - left view  D - Pivot Mode spacebar (tap) - see all viewports CTRL+H - See lighting right-click - polygon editing modes (face, vertex, edge, etc.) spacebar (hold down) - see menu Alt+W+cursor - enter viewport Middle Mouse panning Soft Selection Mode Soft Selection (B+click+hold+left click) Scroll - Zoom alt-middle click - orbit alt+rick-click - zoom f8 - component mode J+left-click-drag - moving shape to snap on grid points alt-q - isolation mode s -p exit out of snaps CTRL+V - CLONE Ctrl+Shift+Click - Quick Select (while in polys mode) Alt+X - Make visible/invisible 4 - Wireframe 5 - return back to default shading (after in wireframe) Altered UI Hotkey(s): Shift+T - Transform Toolbox

Gamma Correction

www.djx.com.au/blog/2008/09/13/linear-workflow-and-gamma/ apply gamma correction to the output of the renderer monitors use srgb color space the color in 3ds max and maya are linear which, is problematic. if the darks are looking too dark, then, you will have harsh blacks in the final render.

3D Art Blogs - Linktree

3D Buzz https://www.3dbuzz.com/forum/activity.php# 3DTotal https://3dtotal.com/WolfmanArtist CG Society: https://wolfmanart.cgsociety.org/ Art Station: https://www.artstation.com/thewaningcrescent DeviantArt: https://www.deviantart.com/wolfmanartist Cube Brush: https://cubebrush.co/settings/profile Social Media: Twitter: @WolfmanArtist Instagram: @wolfmanart Facebook: @WolfmanArtist YouTube: https://www.youtube.com/channel/UCVOawdlviyazItuXNtLeqwA Twitch: https://www.twitch.tv/darkmysticstudios Steam: Shops: etsy shop: https://www.etsy.com/shop/DarkMysticStudios website shop: https://www.williamwolfman.com/shop