Measurements Get as many dimensions of the set as practicable. You will need measuements of reference objects that will be modeled and used to match the virtual camera's position and focal length to the plate. Also take measurements so reference objects can be position relative to each other in the scene. These reference objects don't necesarily need to be ones that will be visible in the final render. Try to get measurements of any straight edged objects that cover a long distance in the frame aligning these objects will give good camera position acuracy. Try to get some measurements of straight objects that go from close to far from the camera. This will help match the focal length especialy with wide angled lens distortion. Take measurements of any of the practical elements that will have virtual duplicates or replacements. Measure the camera's position relative to the reference objects so the virtual camera can be positioned - you can match by eye using your reference objects but you might not get a chance to record the camera focal length so could be useful.
Right, so model the creature in program of choice, today it's in Maya. In the example below, I've added a basic bone system so I could pose the creature.
But before we import image reference one think you must to know is information about height and width size of your image reference. This is example for this tutorial.
It saves you from hours of tweaking UV?s. In this part I?m going to explain how to use simple tri planar (box) projection and planar projection to shade two walls, one with decal, all done in only one material.
Hi everyone and welcome to the final part of the Ford Focus tutorial series. While this is the last part of modelling the body , there might be more tutorials on detailing and interior. This is just for those who want to smooth out their model ready for texturing and son on. So Let's start.
This tutorial will demonstrate how to create custom object attributes. We will also be writing some simple expressions to connect those attributes to the node we want to control.
Once you figure out the basics of expressions in Maya, you'll find yourself using them all the time, avoiding manual keyframing as much as possible. Expressions are, in my opinion, Maya's strongest feature. In order to explain the basic idea of using them, this tutorial will show how to create a very simple animation: a bug flapping its wings with a controllable speed attribute. The model is very sketchy, since it's not the focus of this tutorial.