Showing posts with label Maya. Show all posts
Showing posts with label Maya. Show all posts
Tuesday, 22 November 2016
Online Tut. Modeling 2: Organic Modeling
Sunday, 20 November 2016
Final Leopard Cube Animation
Labels:
3D Animation,
After Effects,
Artist's Toolkit,
Maya,
Year 1
Monday, 14 November 2016
Online Tut. Digital Sets 1: Part 1 - Modeling
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.
Friday, 11 November 2016
Animated Leopard Texture for Maya
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. |
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| Added Linear Decay to Spot light and Fill light. |
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| 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
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| Single spot light |
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| Higher intensity |
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| Two spot lights (fill light) |
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| Same with soft shadows |
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| Three spot lights (rim light) |
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| Four spot lights (under light) |
Sunday, 9 October 2016
Online Tut. Introduction to Autodesk Maya: UV Layout
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| Rendered selection of textured cubes on a play mat. |
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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.
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.
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| From left to right: NURBS Surfaces, Low Res Polys, SubD Surfaces, Subdivided Polys |
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| Alternate Angle |
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| 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.
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| NURBS Surfaces Crockery |
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| Wireframe Overlay showing the Isoparms |
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| Poly modeled goblet, smoothed out by SubD surface mode |
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| Wireframe Overlay showing the smoothed out poly mesh |
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