zmei116 21.06.2007, 12:08 --Maya-- Muscle Rigging
Maya tutorial to create muscles that will contract and expand a muscle a few frames before the limb moves. A simple technique to simulate weight & tension.
<object width="425" height="350"><param name="movie" .... name="wmode" value="transparent"></param><embed .... type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object> zmei116 21.06.2007, 12:10 --Maya-- Mysique (X-Men) - Sampler Deformer
Tutorial on how Stroika's sampler deformer was used to create the Mystique transformation effect in the X-Men movie series
<object width="425" height="350"><param name="movie" .... name="wmode" value="transparent"></param><embed .... type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object> zmei116 21.06.2007, 12:11 --Maya-- Моделирование с деформерами non-linear deformers
Короткий урок о том как найти интересные формы используя non-linear deformer. Просто и на 100% понятно
<object width="425" height="350"><param name="movie" .... name="wmode" value="transparent"></param><embed .... type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object> zmei116 21.06.2007, 12:12 Maya 3D Урок по анимации
Анимация поршней
<object width="425" height="350"> <param name="movie" .... /> <param name="wmode" value="transparent" /> <embed .... type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed> </object> ....
Просто абалденные уроки по созданию персонажа в Maya от моделинга до текстуринга в сборнике 4DVD диска Розмер 6,5гб
Creating Digital Humans 1: Volume and Muscle
Highlights include: polygon and subdivisional modeling techniques, anatomical structure, anatomy concepts, primitive modeling, blocking-in form, establishing volume, organizing topology, creating edge flow, adding muscle structure, evaluating proportions, modeling to photographic reference, re-routing edge loops, strategic use of edge loops, symmetrical modeling, and connecting geometry.
Creating Digital Humans 2: Definition and Detail
Highlights include: polygon and subdivisional modeling, anatomical structure, anatomy concepts, creating believable likeness, refining edge flow, strategic use of small detail, hair construction using curves, sculpting geometry, muscle definition and flow, matching facial features and characteristics, localizing detail, detailing hands and feet, adding wrinkles to skin, adding asymmetrical details, matching photographic reference, creating eyeball geometry, problem-solving common geometry concerns, and optimizing geometry for uv mapping and texturing process.
Creating Digital Humans 3: UV and Texture Mapping
Highlights include: making resolution considerations, using UVLayout from Headus, UV layout in Maya, UV snapshot, using reference images as texture base, blending multiple images seamlessly, warping textures to fit UV layout, color correcting texture sections, blending seams, blending between multiple maps, texturing NURBS surfaces, adding realism to hair with transparency maps, creating procedural eyes, creating eyelashes with transparency, troubleshooting common UV concerns, and moving details with Photoshop tools.
Creating Digital Humans 4: Shading and Rendering
Highlights include: fast skin shader in mental ray, sub-surface scattering techniques, generating sub-dermal maps, generating epidermal maps, creating shading networks, adding bump maps, adding specularity, scene maintenance, creating hair strands with Paint Effects, adding digital makeup, creating lighting setups, and understanding the effects of light on skin.
Creating Digital Humans 1: Volume and Muscle
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