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Thursday 9 May 2013

Adaptation: Maya Tutorial Links

Here is an archive of all of the maya tutorial posts I have put up together to help them be found easier. :)

Modelling 4: Games Modelling: Characters

Head Modelling:

Games Modelling: Head Part 1
Games Modelling: Head Part 2
Games Modelling: Head Part 3
Games Modelling: Head Part 4
Games Modelling: Head Part 5
Games Modelling: Head Part 6
Games Modelling: Head Part 7
Games Modelling: Head Part 8
Games Modelling: Head Part 9
Games Modelling: Head Part 10

Body Modelling:

Games Modelling: Body Part 1
Games Modelling: Body Part 2

Modelling 4: Games Modelling Part 2 - UV Layout

Games UV Layout Part 1: Upper Body (Shirt)
Games UV Layout Part 2: Lower Body (Trousers)
Games UV Layout Part 3: Lower Body (Shoes)
Games UV Layout Part 4: Upper Body (Hands)
Games UV Layout Part 5: Upper Body (Head)
Games UV Layout Part 6: Texture Space (UV Map)

Modelling 4: Games Modelling - Normal Maps

Normal Maps 1: From Geometry
Normal Maps 2: Using Photoshop & Nvidia
Normal Maps 3: Using Photoshop & Nvidia (Corridor)

Dynamics 1: Particles, Emitters & Forces

Sketching Particles: Clouds
Directional Emitter: Explosion
Omni Emitter: Fuse
Volume Emitter: Smoke
Curve Emitter: Fireworks 1
Curve Emitter: Shockwave
Curve Emitter: Water Foam
Curve Flow: Motion Path Dynamics
Emit from particles (Fireworks2)
Emit from surface 1 (Barrel)
Emit from surface 2 (Can Dissolve)
Active Passive Rigid Bodies (Bowling Alley)
Particle Collision (Rain)
Particle Collision (Metal Objects Sparks)
Volume Emitter: Space Travel (Bonus Tutorial)

Dynamics 2: Goals, Instances, & Sprites

Instancing Part 1: Direction Control (Robots)
Instancing Part 2: Scale Control (Bubbles)
Instancing Part 3: Rotation Control (Meteors)
Instancing Part 4: Object Index Control 1 (Shapes)
Instancing Part 5: Object Index Control 2 (Crowds)
Instancing Part 6: Aim Direction (Arrows)
Instancing Part 7: Aim Direction (Rockets)
Instancing Part 8: Rotation Types (Pointers)
Instancing Part 9: Instances & Paint Effects (Trees)
Instancing Part 10: Animation Cycles (Fish)
Instancing Part 11: Animation Cycles (Robots)
Instancing Part 12: Animation Cycles (Spiders)
Goals Part 1: Mud Drop
Goals Part 2: Controlled Mud Drop
Sprites: Pixie Dust

Dynamics 3: Intro to Dynamic Bodies

Active/ Passive Bodies: Stand In Object (Chain Links)
Active/ Passive Bodies: Hinge & Spring Constraints (Catapult)
Active/ Passive Bodies: Nail Constraint (Newton's Cradle)
Active/ Passive Bodies: Pin Constraint (Earing)
Soft Bodies Part 1: Flesh
Soft Bodies Part 2: Cloth/ Marble
Soft Bodies Part 3: Snow
Soft Bodies Part 4: Water
Soft Bodies Part 5: Bubbles
NCloth Part 1: Flags (NCloth, Collider , & Nucleus)
NCloth Part 2: Netting (Indirect Deformation)
NCloth Part 3: Bouncy Castle (Cache Blending)
NCloth Part 4: Rope Bridge (Transform Constraints)
NCloth Part 5: Custom Presets & Component to Component Constraint (Balloons)
NCloth Part 6: Tearable Surface Constraint (Marbles)
NCloth Part 7: Weld Adjacent Borders Constraint (Candy Bag)

Lighting & Rendering 2: Intro to Mental Ray

Mental Ray: Transitioning for Maya Software to Mental Ray
Mental Ray: Optimisation
Mental Ray: Motion Blur Methods
Mental Ray: Depth of Field Methods - Part 1
Mental Ray: Depth of Field Methods - Part 2
Mental Ray: Displacement
Mental Ray: Final Gather
Mental Ray: Global Illumination
Mental Ray: Caustics
Mental Ray: Mia_material_x
Mental Ray: Physical Sun & Sky
Mental Ray: Portal Lights
Mental Ray: HDR (High Dynamic Range) Images Part 1
Mental Ray: HDR Images Part 2 (HDR Gallery Rendering)

Lighting & Rendering 3: Intro to Mental Ray Cont..

Fake SSS & Self Illuminated Shaders
Gallery Rendering Part 1: Facing Ratio Rim Lights
Gallery Rendering Part 2: Render Layers

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