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Tag Archive 'Maya'

Length: 8 Hours | Author: Jason Edwards | Software Used: Maya 2008 | Format: MPEG-4 (1680×1024) | 1.43GB |10x150mb

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difract
In this series of lessons we will learn how to simulate the light-scattering appearance of a diffraction grating, which can be seen when looking at the surface of a CD or a DVD.
While Maya may not have the capability to simulate a true diffraction grating, we can create a shading network that can very closely mimic the effect. We will learn how to use ramps, layered shaders, anisotropic materials, texture placement nodes, and specular lights to create a realistic rendered CD.

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assorted
In this collection of lessons we will learn about a wide variety of useful Hypershade rendering nodes.
These lessons include using the Displacement node to create displacement-mapping effects, using the Layered Texture node to create complex multi-layered textures, using the Optical FX node to add realistic lens flares to Maya lights, using the different Switch Utility nodes in order to add realistic variation between many objects using the same shading network, plus several other useful Hypershade nodes.

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Vue and Maya integration


This tutorial provides extensive training on e-on Vue 7 xStream and Autodesk Maya 2009 integration. In this tutorial we will:
Create Infinite Terrain and customize its material with the Material Editor.
Setup the lighting and atmosphere using the Atmosphere Editor.
Use Global Radiosity for indirect lighting optimized for animation.
Configure Vue scene for animation inside Maya.
Optimize Maya’s workspace for animation and efficient integration with Vue.
Substitute Vue OpenGL preview with Maya IPR.
Use Maya Dynamics to add particle simulation effects to our animation.
Batch render the scene in separate layers with Maya.
Composite multi layered renders in After Effects.
Add final touch to the renders like color correction, camera shake, motion blur etc.

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12 Maya
In this course, we will guide you through the 12 Principles of Animation in Maya.
Why does my character’s motion look so unnatural and unappealing? How can my animations captivate an audience? What, in my character’s movement, is missing that will enable it to be convincing and entertaining? These are a few questions that will be answered through this training, all with the help of these fundamental rules of animation.

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character
In this DVD, Mark Dedecker guides you through the initial stages of establishing an organized pipeline for modeling and sculpting a Next-Gen or Film character. Mark starts with a deceptively simple concept design and then guides you through the process of blocking out and understanding the technical and artistic needs for realizing this character. From there, he rough sculpts in ZBrush and brings back and forth into Maya, comparing and interchanging them. Special attention is paid to creating realistic forms and silhouettes and how to take them from an “ugly” rough to a nice piece ready for the next stages of re-surfacing UVs and so on.

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node
In this course we will discuss Maya’s General Utility Hypershade nodes
We will be discussing topics such as using the bump 2D and bump 3D nodes in order to create bump-mapping effects, using the condition node to create dynamically-changing shading networks, using the array mapper node to shade particles, using the sampler info node to create complex shading effects, just to name a few of the nodes we’ll be exploring.

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In this introduction to photorealistic texture painting, Justin Holt discusses how a trained eye for detail and keen sense of observation are essential attributes to being a successful texture painter in the the feature film industry. Using BodyPaint and Photoshop, Justin will demonstrate some of his easy to follow techniques and tricks of the trade in order to paint proper color, bump, displacement, specular and opacity maps. But more importantly, Justin will go through essential principles to maintaining a non-destructive workflow while painting textures to ensure a maximum amount of control and flexibility for any revisions and changes that may be requested after the maps are completed in a production environment. Additionally, Justin will complete the lecture with a quick run through in Modo to show how to quickly and easily generate polished renders that showcase all of the finely tuned texture work.

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Qualoth For Maya 2008-2011(64Bit)


Qualoth is a production-proven cloth simulator aimed for high quality cloth animation creation. It has a sophisticated physical model and numerical algorithms that produce realistic wrinkles and animation, and reliable collision handling mechanism and rich set of controls that give users more time for creativity than trouble-shooting.

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In this DVD, director Aristomenis (Meni) Tsirbas reveals the essentials for creating properly animated stereoscopic imagery. Although Maya and LightWave are used, the course is platform agnostic and can be used with any animation software, even if it doesn’t have stereoscopic tools. Meni guides you through a comprehensive overview of all the major principles of stereo filmmaking. Meni begins with a biological discussion of how the human eye perceives stereo imagery, and then covers the principles of 3D, including near and far divergence, the conversion at the screen plane, and working with camera movement. After creating a final render, he completes the lecture by showing how to display animated stereo sequences. This is a comprehensive yet simple to understand lecture that gives artists all the tools needed to generate exceptional stereoscopic imagery.

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