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modeling tools: Spline curve, revolved surface, lofted surfaces, Planar Srufaces, and attaching curves and nurbs.

Unhide 01, select 02 and open Render to texture dialog

September 13, 2005 | Stryker

Highlight passes (sometimes called specular passes) isolate the specular highlights from your objects. You can render highlight passes by turning off any ambient light and making the object's diffuse shading and color mapping to pure black. The result will be a rendering of all the specular highlights in the scene, over a black background, without any other types of shading.

I'll focus on the 'Non-Human'. It's obvious why we would like the 'Human', and easy to use this - even without knowing it - in art. In fact we do all the time.

5. Sunlight illumination

2) UV map and texture

I already know the overall look of the final illustration. As I know which parts are visible at the end, for evident reasons of optimization I remove the backfaces -almost the half of the head. I'll have some more definition with UV's, Render process and speed up my ZBrush's performance.

This is an old tutorial i wrote to remember how i did it, but since some month is a better tutorial on the Hdrshop webpage.

(some sample shaders and scenes)

(what's new for minor releases)

setDrivenKeyframe -cd nHandControl.Index jIndex_base.rotateZ; setDrivenKeyframe -cd nHandControl.Index jIndex_middle.rotateZ; setDrivenKeyframe -cd nHandControl.Index jIndex_top.rotateZ; We are not going to do anything withthis now, but keep these lines in the back of your head. Continue setting up the finger. At "nHandControl.index" = -10 rotate the joints a bit backwards and set keys to all of them. WRITE DOWN THE VALUES YOU GET!!! in Notepad or somewhere because these values are important when we want to use MEL later.

This will be the base we can copy several times to get the whole bolt. Duplicate it once and move it 1.52 in the z-axis. You'll see that the duplicate lands exactly where the other stops.... Why is that? Because the height of the helix is 1.52 :)

Progression of my texture work , at this point I begun lighting work. I used Dome light script for GI ambient atmostphere light. After I finished lighting, I begun to fine tune my texture. I wanted my model to look old as it was used for a long time so I added more dirt to texture map. Alien shader used subsurface scattering in maya to acheive the creature-skin look.

ID-StudioLab is a community of researchers, teachers and students, who share a focus on designing for user experiences. The aim of ID-StudioLab is to promote connections between people and projects within the faculty in the field of user experience.

$rA = 2.0; $rB = 1.0;

After four corners of a min sample area are taken, the contrast between the corners is used to determine whether or not 5 more samples will be taken, effectively subdividing the area. This can be repeated by as many levels of difference as there are between min and max samples.

(Nurbs) Surfaces Shelf

First of all I have to say that there are two ways (or maybe even more !) to simulate Subsurface scattering.

1. Save your Maya 4.5 out in ascii format (.ma) 2. + click on the resultant file and Select Open With: 3. Select Wordpad or notepad or another text editor from the list (or Browse to the location of notepad.exe) 4. The ascii file should look similar to this:

Notes before you begin:

This tutorial will teach you how to model a basic LCD screen in Maya using some of the very basic tools such as the extrude tool, the scale tool, the move tool, and the split polygon object tool. This is a beginner tutorial and you are not required to have anything more than basic knowledge on how to use Maya. In the first page of this tutorial you will create the main shape of our LCD screen and the second page will describe the way to create the extra details such as the stand and the buttons. An example of what you can make by following this tutorial is illustrated in the image below.

Recently the phrase ‘pre-visualisation’ has been used more and more in the effects world. What is it and what exactly is the benefit?

I have splitted this tutorial about ImagePlane setup in 2 parts...

This article was printed in the 1998 siggraph issue of 3D Design magazine, 'Organic Modeling and Animation in Maya V.1', Alex Alvarez

Discuss this tutorial on our forum!

In this tutorial you will learn how to model kempston pro joystick using polygons and NURBS. References can be found on google images.

Before starting this tutorial it would be a good idea to look at my previous tutorials about particle instancers.

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