Creating an Old Farm
The Quiet Room
Cheese Plate
Creating CG Nature
72 magnificent Maya tutorials
CG Tuts Maya Tutorials
Monday, November 22, 2010
Monday, October 25, 2010
Thumbnail gallery
Check out Victor Navone's thumbnail gallery below. Victor works @ Pixar, so he knows what's up.
http://blog.navone.org/2007/11/animation-thumbnail-gallery-added.html
For Wednesday, please have your characters rigged, and at least a full page of thumbnails. The point of thumbnails is to explore actions with ROUGH sketches - NOT high quality drawings. Stick figures work great.
http://blog.navone.org/2007/11/animation-thumbnail-gallery-added.html
For Wednesday, please have your characters rigged, and at least a full page of thumbnails. The point of thumbnails is to explore actions with ROUGH sketches - NOT high quality drawings. Stick figures work great.
Monday, October 18, 2010
Stick figure theatre
Stick figures rule! Check out some of the links below to see some really great stick figure animations. Remember - stick figures take very little time to model, leaving you more time for...animation!
Link
Link2
Link3
This one is a bit long and could be "snappier", but the concept is great. Feel free to animate a cube for this project!
Link
In addition, check out Carlos Baena's animation gallery below. Carlos is an animator at Pixar, and almost all of his personal work is comprised of simple, short animations with 3d stick figures!
Carlos's Gallery
Link
Link2
Link3
This one is a bit long and could be "snappier", but the concept is great. Feel free to animate a cube for this project!
Link
In addition, check out Carlos Baena's animation gallery below. Carlos is an animator at Pixar, and almost all of his personal work is comprised of simple, short animations with 3d stick figures!
Carlos's Gallery
Neat animation test
Check out this super cool animation test. Simple character, simple scene, simple story = success.
Link
Link
Wednesday, October 6, 2010
Monday, September 27, 2010
Model and Texture a Posh Living Room Scene in Maya
CG Tutorials - Maya Texturing
Here's a robust collection of tutorials on a variety of texturing/shading subjects, including realistic material rendering, such as metal and water. Some of these use an advanced renderer called Mental Ray which we will be discussing in class today. Click on the links below to explore.
cgtutorials.com - Maya Texturing
creativecrash.com - make sure to read "UV 101" under the most viewed section
cgtutorials.com - Maya Texturing
creativecrash.com - make sure to read "UV 101" under the most viewed section
Wednesday, September 22, 2010
Studio Day - 9/22
Today will be mostly a studio day, where I focus my efforts with you one-on-one to help you build cool stuff. If you'd like me to repeat a demo or technique from any of the past classes, please ask and I will do so.
Below is more cool CG artwork for inspiration!
Matt Rousell
Alessandro Prodan
Jonatan Catalan Navarrete
Qian Xie
Brian Jones
Carl-Mikael Lagnecrantz - #2
Maria Ivanova
Marta Wysocka
George Pourikas
Below is more cool CG artwork for inspiration!
Matt Rousell
Alessandro Prodan
Jonatan Catalan Navarrete
Qian Xie
Brian Jones
Carl-Mikael Lagnecrantz - #2
Maria Ivanova
Marta Wysocka
George Pourikas
Common Modeling tools and operations
Below are some of the more common menu commands used when modeling in Maya.
Deformers:
Create Deformers> Create Lattice
Create Deformers> Non-linear > Bend, Squash, Twist, etc
Mesh:
Edit Mesh > Keep faces together (turn on/off to change the way extrude works)
Edit mesh> Extrude (push/pull/scale in/out a selected face)
Edit mesh> Split Poly tool
Edit mesh> Cut Poly tool (use sparingly - can make geometry messy)
Edit mesh> Merge (welds vertexes together)
Mesh> Combine (combines multiple polyObjects into one)
Mesh>Sculpt Geometry Tool
Mesh> Booleans
Surfaces:
Revolve
Loft
Extrude
Misc
Edit> Delete By Type> History - deletes "history and bakes in shape changes
Modify>Center Pivot (moves object's pivot to its center)
"G" hotkey - repeat last command (Ex: Extrude)
"Y" hotkey - repeat use of last tool (Ex: Sculpt Geometry Tool)
Deformers:
Create Deformers> Create Lattice
Create Deformers> Non-linear > Bend, Squash, Twist, etc
Mesh:
Edit Mesh > Keep faces together (turn on/off to change the way extrude works)
Edit mesh> Extrude (push/pull/scale in/out a selected face)
Edit mesh> Split Poly tool
Edit mesh> Cut Poly tool (use sparingly - can make geometry messy)
Edit mesh> Merge (welds vertexes together)
Mesh> Combine (combines multiple polyObjects into one)
Mesh>Sculpt Geometry Tool
Mesh> Booleans
Surfaces:
Revolve
Loft
Extrude
Misc
Edit> Delete By Type> History - deletes "history and bakes in shape changes
Modify>Center Pivot (moves object's pivot to its center)
"G" hotkey - repeat last command (Ex: Extrude)
"Y" hotkey - repeat use of last tool (Ex: Sculpt Geometry Tool)
Tips for making great models
- Get reference images whenever possible, and texture map them onto planes in the workspace. Align the planes along the correct axis, and assign it to a new display layer.
- Think like an engineer. How would you build it in real life? The solution in Maya may be very similar.
- Consider the overall shape you are trying to construct, and select the most efficient construction method you are comfortable with.
- Add less detail in areas that have less complex shape changes. Add more detail to reinforce areas that have more complex shape changes.
- Try to keep most polygon faces 4 sided, with 3 sides being the second choice.
- Understand how smoothing works. Select a model, and press the 1, 2 and 3 keys to cycle through smoothing displays. If you are modeling something organic/curved, you will probably want to use this feature.
- Starting a complex shape using a simple, low division primitive is a popular modeling method. For example, an artist who was modeling a head could start with a polyCube with only 2 or 3 divisions on each axis. The artist would model this basic shape into the dimensions of a head before adding additional detail, and eventually smoothing the model.
- Modeling only half of a symmetrical model can save time if the model is complex enough. For example, the artist in the example above could delete the faces on one side of the cube, and model only one side of the head. The geometry could later be duplicated and mirrored on the other side, completing the shape.
- Model around the origin. It offers numerous advantages, and many common modeling operations perform better when you create objects centered around the origin. Once you're done modeling, then move it where you need it in your scene.
Monday, September 20, 2010
Even more inspiration!
Gate, by Thunder Studio
Horse, by Priymuk Sergey
Ceremonial Cats Li, by Nenad Jalsovec
Furniture on the Run, by Wes Ware
Home Sweet Home, by Iker Cortázar Vitoria-Gasteiz
Wednesday, September 15, 2010
More inspiration...
Check out Joji Johnson's Mysterious Rider
Cthulhu byChris Nichols
Metropolitan Station, by Margarit Constantinescu
Domo! by Monique Wray
Renewed Escher's Impossible Cube, Pawel Hynek
The Duet, by Balázs Pápay
Stairs, by Sigurd Fernström
Vulcan, by Caleb Ashmore
Monday, September 13, 2010
3d inspiraion
Check out
Untitled 1, Nikita Veprikov
and
Waiting for Lunch, Lukas Zahradka
and
Bigtooth, Serkan Ertekan
at the cgtalk.com
3d still image gallery
Wednesday, September 8, 2010
Light and Dark values
Here's a great blog post on how to effectively use light and dark values in drawings to communicate mood, feeling and information. While the post is talking about drawing, the same concepts can be applied to 3d modeling.
http://sevencamels.blogspot.com/2010/09/quick-primer-on-values.html
Establishing where your light and dark tones are on paper before you start modeling/lighting in 3d can really help you quickly discover ways to create mood and feeling, and is another great reason to quickly sketch your ideas on paper before creating them in 3d.
http://sevencamels.blogspot.com/2010/09/quick-primer-on-values.html
Establishing where your light and dark tones are on paper before you start modeling/lighting in 3d can really help you quickly discover ways to create mood and feeling, and is another great reason to quickly sketch your ideas on paper before creating them in 3d.
Saturday, August 28, 2010
Subscribe to:
Posts (Atom)