The Teddy Bear now has
brown fur and whiskers. The fur in the bear’s ears is a lighter
In this lesson you learned
- Duplicate surfaces across the axis of
symmetry—you duplicated the arm and body surfaces and created
a mirror-copy of them.
- Rename surfaces—Naming objects
as you create them ensures you can easily identify and select them
- Assign parts of a model to display layers—any
surfaces that you did not want fur applied were assigned to a referenced
display layer so they would not get selected accidentally.
- Assign an existing fur description preset
to a model—Fur presets are a useful starting point for
creating various fur types. All of the fur presets included with
Maya can be customized. You also created a new fur description for
the inner ear surfaces and customized its attributes.
You can assign more than
one fur description to a surface. In this lesson, you added a second
fur description to the bear’s snout in order to create whiskers.
- Reverse surface normals so the fur was
oriented to point in the correct direction—Two methods
are possible for correcting the normals; reversing the surface normals,
and reversing the fur normals.
- Modify the direction of the fur description
on individual surfaces using the Fur Description Offset—when
a model is comprised of multiple surfaces the fur description may
point in different directions. You can modify the fur direction
using a variety of techniques depending on the situation.
- You modified the length of the fur description
on the bear’s snout and created whiskers using the Paint
Fur Attributes Tool. This tool lets you paint an attribute
map to modify specific fur attributes on an area of a surface.
You can use the Paint
Fur Attributes tool to paint the direction of the fur.
This technique is also referred to as combing the
fur because it resembles the stroking action you perform when combing
real hair. Combing the fur feedback is useful when you need to hide
a visible seam between two surfaces.
- Modify fur attributes—You learned
how to modify the attributes of a fur description using the Attribute
Though not covered in
this lesson, you can keyframe changes you make to fur attributes
to animate effects such as growing fur or changing fur color. You
can add movement to fur with attractors and dynamics. Using attractors,
you manually keyframe fur movement. Using dynamics, you can make
the fur react to forces, for example, wind and gravity. You can
also use dynamics to cause fur to react to movement of the attached surface,
for example, when a dog shakes itself.
- UV texture coordinates—When
applying fur to a surface the UVs must be laid out so they are non-overlapping
and reside between 0 and 1 in the UV texture space. The UVs were
prepared for the model in this lesson but you should remember this
when you assign Fur to your own models.
For more information
and related techniques about Fur, refer to the Maya Help.