I would mostly look around the internett for free tutorials or search the forum for information, but it's completly up to you.
It has gottn good reviews tough, so if you are going to buy a book, this isnt the worst
Well Gnomon is amazing when it comes to learning about anything, their master class has some good stuff, I have that book it pretty good but I haven't had time to read the whole thing yet.
Well Gnomon is amazing when it comes to learning about anything, their master class has some good stuff, I have that book it pretty good but I haven't had time to read the whole thing yet.
There is an annual subscription of the Gnomon Workshop, but it is so expensive! Is it worth the U$500/year for everything or better buy individual trainings?? =o
honestly i don't know the answer to that question, i think its great and yeah 500$ is expensive unless you can find another way to get it >_> <_< but anyway its all up to you mang there's also digital tutors.
What is it you want to learn? Offline rendering? Real time rendering? Just whatever rendering?
One thing that I personally finds helpful is doing photography on my spare time. Giving your shots a thought before snapping them. Also I like to light subjects with whatever is available. A studio would be ideal, but who has one of those around right?
Yeah it would be easier to know if its right for you, if we knew what you wanted the book for,
if you just curious about maya shaders and want a lil idea on how to get started there i say check out the book, Gnomon offers some great advice that can be used anywhere, I watched some stuff that was in maya using Mental Ray that same principles of Light and color that I apply when lighting a scene in Unreal but its up to you, everyone has thier own way of getting the knowledge they want.
Honestly, Maya has barely changed since 2008, so it's not really a question of whether it's still relevant. The biggest difference is that 2011's interface looks fairly different, but that's about it. The biggest differences are that somethings are moved around but if you use Maya's help file (which is really good), then you should be able to find everything you're looking for.
Honestly, Maya has barely changed since 2008, so it's not really a question of whether it's still relevant. The biggest difference is that 2011's interface looks fairly different, but that's about it. The biggest differences are that somethings are moved around but if you use Maya's help file (which is really good), then you should be able to find everything you're looking for.
I would beg to differ here on a tremendous scale.
There have been several developments that have changed since 2008 aside from the UI. In specifics with rendering (which is the topic at hand here), Mental Ray shaders, stability with using them in different environments, not having to connect up pesky networks manually, better stability of real-time preview updates.... HUGE differences. And not just between 2008 and 2011, just between 2008 and 2009 there are great differences along those same lines. Texturing tools have also changed, and implementation of several modeling and selection features.
IMO, the book is out dated. You would learn more by experimenting, reading up on what specific nodes do and can help you achieve. The help file IS really good. LAMRUG is a great resource as well, and in combination with Google, you'll be just fine without it.
If anything didn't really change between any version, it would be 2009-2010.
Not trying to be a douche, but to say it has barely changed in the past 3 versions can be misleading to some.
Replies
It has gottn good reviews tough, so if you are going to buy a book, this isnt the worst
There is an annual subscription of the Gnomon Workshop, but it is so expensive! Is it worth the U$500/year for everything or better buy individual trainings?? =o
What is it you want to learn? Offline rendering? Real time rendering? Just whatever rendering?
One thing that I personally finds helpful is doing photography on my spare time. Giving your shots a thought before snapping them. Also I like to light subjects with whatever is available. A studio would be ideal, but who has one of those around right?
if you just curious about maya shaders and want a lil idea on how to get started there i say check out the book, Gnomon offers some great advice that can be used anywhere, I watched some stuff that was in maya using Mental Ray that same principles of Light and color that I apply when lighting a scene in Unreal but its up to you, everyone has thier own way of getting the knowledge they want.
I would beg to differ here on a tremendous scale.
There have been several developments that have changed since 2008 aside from the UI. In specifics with rendering (which is the topic at hand here), Mental Ray shaders, stability with using them in different environments, not having to connect up pesky networks manually, better stability of real-time preview updates.... HUGE differences. And not just between 2008 and 2011, just between 2008 and 2009 there are great differences along those same lines. Texturing tools have also changed, and implementation of several modeling and selection features.
IMO, the book is out dated. You would learn more by experimenting, reading up on what specific nodes do and can help you achieve. The help file IS really good. LAMRUG is a great resource as well, and in combination with Google, you'll be just fine without it.
If anything didn't really change between any version, it would be 2009-2010.
Not trying to be a douche, but to say it has barely changed in the past 3 versions can be misleading to some.