View topic - Sintel's Eyes
For the colour maps to save some time I used some high detail photos from http://www.3d.sk/ To add to these maps I painted lots of spot maps and colour maps that I could quickly apply to each texture. above is the texture for his right lower arm veins were painted in deepaint 3D models, Tutorials, Gallery, Art works, Animation
Autodesk Maya, or simply Maya, is a high-end 3D computer graphics and 3D modeling software package originally developed by Alias Systems Corporation, but now owned by Autodesk as part of the Media and Entertainment division. Maya is a powerful, 3-D modeling, texturing, and rendering application, with all of the tools needed to do nearly every type of animation imaginable, from simulations of real-world physics to character animation with a wide spectrum of emotive expressions. In this article below, we’ll take a look at Various Maya Tutorials for your source of inspiration which help you to deal with high-end 3D computer graphics. However, they all have something in common: they all give you clean idea about latest techniques. For those, who don’t know what is Maya?
Making of the Standing Beauty Making of the Standing Beautyby Asan Umerov, Ukraine Zbrush and Refinements Definitive operational development of model and extraction displacement maps, I did in Zbrush. After work completed in Zbrush, I imported the model back in Maya and applied definitively adjusted materials. For textures improvement, in a Photoshop multiply the layers of the textures with a displacement maps. Rendering and Compose
Compositing Maya 2009 Render Passes with After Effects | Aloe Design Studios, llc I’ve been experimenting with Maya 2009′s Mental Ray Render Passes feature. It’s intended to easily allow separation of different elements of the render into separate images. An easy example would be separating the diffuse light from the shadow. In practice it seems to be way more finicky ( or broken) than it ought to be. After many trials I’ve developed a workflow via After Effects that successfully composites all my passes so that they just about match the default composite render. Step 1.
Maya Tutorials, Makings, Videos
To produce realistic 'soft shadows' in Maya, you have two solutions. # Ray-traced shadows (with radius > 0); it works pretty well, but the higher rays samples (at low value, you get a noisy shadow), the longer it'll take to compute an image. # Depth-map shadows, which is the quickest way, but has some limitations in realistic rendering: by default a depthmap shadow is sharp or blurred (according to the Dmap filter size value in the shadow section of a light) Faking ray-traced shadows with depth-map shadows i - Page 2 - Free Shaders Rendering / Lighting Tutorials for Maya
The main level I worked on during Blacklist's production was the 'Safehouse' level set in Benghazi, Libya. It is the first real gameplay level after the initial Air Force Base tutorial. I worked with Jon Boujos (Level Artist), Nick King (Level Designer), Tim Bergholz (Modeler/Texture Artist) and Pierre Thériault (Texture Artist) with support from Kent Wilson (Lighting Artist) and John Lee (VFX Artist). I was on it from initial greyblock all the way to closing the map for goldmaster. Towards the middle of production, I shifted from doing prop work to doing a lot of level art for our map and supporting my Level Artist heavily. Jobye Karmaker's Online Portfolio
Download: lcHairShader.cgfx (save as) Updated: 08/21/2010 – fixed some problems with the shadowMap texture and AO texture and vertex color code. This one is pretty cool – I’ve been reading some of the papers coming out of Siggraph and one by the Uncharted 2 Team referenced an old 2004 paper called “Practical Real-Time Hair Rendering and Shading” by Thorsten Scheuermann. Its a really great paper and I decided to make a cgfx implementation of its hair technique for Maya. blog.leocov.com: lcHairShader.cgfx – Maya Realtime Hair Shader
Valid for: Maya Unlimited 2008 2009. Tools used: Fur, Hair. Goal: creation of grass with Fur and dynamic simulation. Global overview: Grass simulation with Fur and Hair
Low Poly Game Character Hair And below are the textures for the head; remember to treat the hair on the head geometry in the same way regarding color/specular (same colors/brightness for the diffuse and specular textures). If the head geo will be covered by the alpha planes this does not mean that you will have to skip detailing the head geo ... there will be places where the hair geo will not cover entirely the head geo so the details on the head will be visible. Diffuse Normals Specular
Cloth & Fur Tutorials
I've been animating a big 'ol dinosaur lately and here are some tips I've picked up along the way before and during this test: Animating a heavy character - -Big up and down as the legs absorb all that weight Animating a Heavy Character
I'm posting a very simple tutorial on how to model and apply shaders to get realistic eyes, the "windows of your character's soul". A lot of times, bad eyes can "kill" your character literally, even if it has the most perfect modeling of the world. The importance of the eyes is exactly this: give life to your character. Tutorials
Modeling Interior Environments Tutorial in Maya Part 3 of 3 April 11, 2009 Category: 3D Modeling Part 3. Modeling furniture. In the next 8 videos we will cover modeling the furniture for our interior environment.
Tutorials Linking to UV Sets with the UV Relationship Editor The purpose of this demo is to provide an educational framework for two common uses of the UV-Centric, UV linking, Relationship Editor. First of all, a little context: Why would we want to go through this trouble of establishing UV sets?
Maya 2011 Graph Editor (Pendulum Swing) on Vimeo
I was washing my paintbrushes this afternoon, and I realized that I didn't remember having finished a couple of brushes that were sitting clean to one side. This used to happen when I drove across Los Angeles: suddenly I'd be closing in on Santa Monica, and I would have no memory of going through Beverly Hills. I guess I've gotten that good at cleaning paintbrushes. Subsurface Scattering
Animate cracking terrain
Basic Walk Cycle, part 2 <- go to Part 1: Creating Extremes This is the second installment on applying information found in The Animator's Survival Kit by Richard Williams to creating a 3D (CG) character walk cycle. The first installment covered creating the first poses or extremes using a pose to pose method.
ENVIRONMENT AND VECHICLE MODELLING AND TEXTURING //
Maya Unlimited Cloth Fur Tutorial
Paint FX Tutorials for Maya
Making of PhotoRealistic Actress In 3D
Tutorial: Renderman displacement rendering with Zbursh3 - MD3 Tips& Tricks
Maya Displacement Maps
Maya 2011 Tutorials | Creating Textures and Shaders
Honey leaking effect on the delicious pancake.
5 Creative Ways to Hack Your Facebook Profile Photo
Photo Editing Photoshop Tutorials - Tutorial King
How to Enhance Photos With a Pen Tablet
Create a Colorful Cake Illustration in Photoshop
Create Light Painted Typography From Scratch in Photoshop
PSGallery :: Metal Text
Rusty Silver and Gold Text Effect - Photoshop tutorial
Free Maya Video Tutorials - Wrinkle Feature in Maya 2010 Muscle
3D Tutorials, 3D modeling tutorials and CG Tutorials. - Page 6
Blending Life 2010 « BenSimonds.com