Showing posts with label Maya. Show all posts
Showing posts with label Maya. Show all posts

Monday, 14 November 2016

Online Tut. Digital Sets 1: Part 1 - Modeling

Old Alley Set
Lamp Post
Slats and corner-post for Crates

Online Tut. Modelling 2: Hard Surface Modelling


Online Tut. Intro to Maya: Animation Part 4 - Dynamics


I attempted to create the (unexplained) texture Alan used in his render. However I found NURBs surfaces have a fun habit of creating a separate instance of a texture on each segment. So this was the best I could get from playing around with Mental Ray textures which weren't causing the same issue as the blinn. For some reason though a red element crept in that I couldn't find a way to remove.

Online Tut. Intro to Maya: Animation Part 3: Using MEL

Online Tut. Intro to Maya: Animation Part 2 - Using Motion Paths

Online Tut. Intro to Maya: Animation Part 1 - Using Rigs

Sunday, 16 October 2016

Online Tut. Introduction to Autodesk Maya: Animating in 3D Software

Quick demo of animating 3 balls through use of keyframes + graph editor, scripting, and physics simulation + baked keyframes (left to right).

Friday, 14 October 2016

Maya Session Work - Textured Character Cube + Render

 
Leopard texture made in Illustrator using the cube's UV map as a template.

3 Point lighting used to showcase the textured cube in a 'Studio'. Blinn shader used for texture of both the cube and the surrounding. Exported a much harsher lighting effect than expected due to auto-gamma correction in Maya.
Added Linear Decay to Spot light and Fill light.
Corrected the light intensity to accommodate the decay

Monday, 10 October 2016

Online Tut. Introduction to Autodesk Maya: Batch Rendering

Although it wasn't required, I found how to import the rendered frames to After Effects and export them as an actual video in order to evidence this - I didn't want to resort to screenshots since it's an animation.

Online Tut. Introduction to Autodesk Maya: One, Two, and Three Point Lighting

Single spot light
Higher intensity
Two spot lights (fill light)
Same with soft shadows
Three spot lights (rim light)
Four spot lights (under light)


Sunday, 9 October 2016

Online Tut. Introduction to Autodesk Maya: UV Layout

Rendered selection of textured cubes on a play mat.
UV Map exported from Maya
Texture made in Photoshop using the imported UV Map

Online Tut. Introduction to Autodesk Maya: Texturing Part 1 - Common Shaders (blinn and lambert)

Ceramic
Plastic
Silver
Chrome
Gold
Glass
Glow with solid
Glow without solid

Thursday, 29 September 2016

Online Maya Tut. Introduction to Autodesk Maya: Block Modeling

This is my version of the retro ray gun from the second online tutorial, made using the block modeling method whereby polygon primitives are essentially shoved inside each other to create an overall form. The final render was achieved by applying a three-tone toon style shader to every individual object that the overall volume is comprised of, and an intersecting outline effect.

Anyone that hasn't looked at this yet, I'd strongly recommend watching the video through, and then modeling it from memory as best you can, just referring back to the video for little bits you absolutely can't remember. If you keep pausing the video to do it step by tiny step it will, the exercise will drag out and you'll likely miss important details in the video.

Once you've survived the ordeal of the video (1 hour 10 minutes), making the gun is actually good fun.
"Pew pew"

Tuesday, 27 September 2016

Online Maya Tut. Introduction to Autodesk Maya: Modeling in 3D Software

This is a follow up exercise building on the Maya intro in Monday's session with Simon. Following the first of the online CG Artists Toolkit Lectures, I created 4 different versions of an egg cup I modeled to illustrate the differences between models using NURBS surfaces, low res polygons, SubD surfaces, and subdivided polygons.
From left to right: NURBS Surfaces, Low Res Polys, SubD Surfaces, Subdivided Polys
Alternate Angle
Wire-frame overlay illustrating the key differences in construction of each model

Intro to Maya - NURBS and Polygon Modeling

First Maya tutorial. Although I've previously used Blender for modelling, Blender works very differently to Maya, so essentially I'm learning from scratch anyway.

We were initially introduced to NURBS, and how to use curves to generate NURBS surfaces (in order to form volumes). It's a modelling method I haven't encountered before, which worked really well for rapidly forming organic shapes. I used the method to great a variety of Chalices/Fluted Glasses and a tureen, so which I angled as if they were in the process of being knocked over.

In order to get to grips with poly modelling I modeled a goblet, starting from a cylinder mesh as a base, inserting and manipulating edge loops to push and pull the mesh into the rough form of the goblet, which was then smoothed out by converting it to SubD surfaces.
NURBS Surfaces Crockery
Wireframe Overlay showing the Isoparms
Poly modeled goblet, smoothed out by SubD surface mode
Wireframe Overlay showing the smoothed out poly mesh