Modeling
All posts tagged Modeling

SimplyMaya – Ferrari F430 Modeling & Rendering in Production
This is a tutorial set covering the complete project of modeling, shading, lighting and rendering a Ferrari in mental ray. The techniques presented in these videos represent an accurate production workflow for how to create cars in 3d applications like Maya.
We start off by sizing up Ferrari blue prints in Photoshop which are then imported into Maya and used as reference images throughout the modeling tutorial. You will learn how to make all the different component parts of a car including wheels, alloys, bump and rear area, lights, mirrors, windscreen, contoured panels, intake area and fenders using polygon modeling techniques. When building a car it’s important to align your geometry to create clean, seamless transitions so you will see how to do this is done correctly by snapping to points and curves. The entire
Ferrari is created from an initial polygon plane where the edges are extruded and new faces are extracted to build additional geometry following the exact blue prints on the image planes. Some of the modeling tools you’ll be using are append to poly tool, fill hole and split poly tool for inserting edges. We also focus on how to avoid ngons and clean up our geometry to maintain only quads and tris in a model.
When the car model is complete we convert the polygons to sub d’s to add creases along the panels, and then convert back to polygons once again while still maintaining our sub d level detail with the hard creases, the technique shown for this is excellent because working with sub d’s
can be difficult if this is something you haven’t done before and following this tutorial would give you a great start.
During the shading part we do a lot of work in Photoshop where we create displacement maps for the tires treads and damage stripes from photographic images with the pen tool. We also make custom transparency maps for the grid pattern on the front lights by using the alpha channels. In Maya you’ll see how you can build up shading networks for car paint with procedural textures and layered shaders, and how to use mental ray’s approximation editor and projection UV’s to save a lot of time.
The final car is rendered using HDR lighting techniques which is common practice when rendering showroom objects in isolation. We create several environments to take a better look at how different lighting conditions affects our car paint shader and get some more practice with this type of Image Based Lighting.

Character Creation For Videogames ? From Concept to Final Model | .mp4 | 1.80 Gb
Software: 3ds Max ? ZBrush ? Photoshop

English | MP4 679Kbps ? 2128Kbps 1280?720 25 fps | Mp3-128kbps | 6.82 GB

3DMeNow Professional is our top-of-the-range human modeling package. Used to build recognizable human and character models for interactive 3D games and broadcast animation, this software produces amazingly lifelike 3D head data (models, textures and morph states) in a fraction of the time taken with conventional manual authoring techniques.Creates data suitable for use in 3DSMaxTM, MayaTM, SoftImageTM and most industry standard 3D authoring applications.
Cut production time 3DMeNow Pro slashes production time on real-time and fully rendered 3D human character animation for games and full-motion-video: not only in the creation of your base state models and textures, but in animation production ? simply build your model from photos or art, then automatically output up to 56 high quality morphs for facial animation and full lipsynch!
Features:
New enhanced base models including head, bust and torso.
Enhanced morph targets.
Enhanced modeling and texture-mapping.
Export formats:*.3ds/ *.lwo/ *.vrml/ *.X/ *.xsi/ *.stl/ *.obj/ *.RAW/ *.lwo/ *.bio
Realtime output with new audio compression for amazingly low-bandwidth interactive content.
Full Screen Video file output.
Batch morph target export.
Biovirtual 3DMeNow Pro allows the creation of real-time and fully rendered 3D heads for games and full-motion-video.
It makes not only base state models and textures but animation.
The application automatically generates blended morph states for lip sync and facial animation.
Working from just 2 photos, side and front, you can create 3D photometrical head models.
Simply load one front-face and one profile photo (or sketches or artwork) into 3DMeNow and start modeling and animating 3D humans or characters straight away! Just line up the points to your images to create your model ? then load in a standard *.wav file or record your voice to create stunning real-time 3D animations?
Animation with 3DMeNow is incredibly easy ? and amazingly powerful. Build-up complex animations from a palette of 35 available actions, simply by dragging them onto the timeline. With automatic lipsynch, as well as automatic idling animation ? anyone, beginner or professional, can quickly assemble a realistic and expressive animation sequence appropriate to the speech.
With actions you can make your models act in virtually any way you want: actions include whole- face emotions (happy, sad, angry etc) as well as part- face expressions (smile, frown, squint etc); looks (eyes and whole head rotations) and crazy morphs. Fine-tune actions on the timeline to create incredibly realistic, as well as hilarious animations of all kinds.
Record your speech (or anyone else?s!) directly into 3DMeNow ? or load any *.wav file for instant, automatic animation. Edit and optimize the audio for efficient web distribution. Apply effects to change the way your voice sounds for serious, and comic effects.
3DMeNow exports scalable *.bio files for web, presentations and emails: you can ouput models at high, medium and low detail as well as choose audio and image output resolution.
Spectacles can be fitted to a model at any point in your project: choose from 15 available styles, select your frame colour, lens colour and transparency ? and fine-tune into position.
You can model hair in two ways with 3DMeNow ? use the traditional method of drawing-out the perimeters, or choose from one of 60 prebuilt hairstyles as well as ponytails using the new integrated hair modeling wizard.
New enhanced base models including head, bust, torso as well as new accessory objects
User-definable mapping throughout, including separate eyes and teeth
Enhanced morph targets
Enhanced modeling and texture-mapping
Automated lipsynch from audio (from standard *.wav files)
Text-to-Speech lipsynch animation
Keyframe animation
Realtime output with new audio compression for amazingly low-bandwidth interactive content
Full Screen Video file output
Batch morph target export
Scalable (subdivision surface) geometry, morph data and texture export
Polygonal 3D Data Export Formats now include: *.bio, *.3ds, *.lwo, *.vrml, *.xsi, *.x, *.obj, *.raw, extended *.raw, *.stl
Unrestricted commercial license: use the application to generate as much real-time content, data or video as you want.
System Requirements:
Windows 95/98/NT/2000
Tested On Windows Vista. Vista Compatible.


A procedural modeler, Acropora combines volumetric modifiers with multi-octave 3D noise sampling to generate detailed surfaces in far less time than conventional surface modeling software. Acropora adopts a less deterministic approach to generating complex, organic shapes by applying sequences of modifiers on large voxelized meshes. The effect is to create an endless, seamless expanse of surface that undulates and changes in a natural way. The resulting meshes contain caves, ridges, overhangs and other natural features that are not possible with height maps. Meshes can then be broken up into segments, with segments further divided into different levels of details.

Digital Tutors – Modeling Architectural Destruction in Maya
English | VP6F 782×646 | MP3 96 Kbps | 715 MB
Genre: eLearning
In this series of lessons we’re going to use a variety of modeling tools and techniques to create damage effects using a building.
Damaging 3d models presents some interesting challenges and creates new issues from a modeling point of view. Perhaps you now need to build an engine because a shot calls for the hood of your CG car to be damaged. Or the walls of your set have been damaged, displaying their inner structure. We’ll cover some basic techniques for adding the needed resolution to the models. We’ll talk about how different types of materials react to damage – wood vs. metal or concrete. We’ll cover methods for breaking apart pieces of geometry as well as dressing the set and using dynamics to add rubble very quickly. Once done, you’ll be able to apply what you’ve learned and start destroying your own 3d models.
Lesson Outline (12 lessons)
1. Introduction and Project Overview
2. Isolating relevant geometry
3. Removing large chunks of the building
4. Manipulating the ceiling interior
5. Manipulating the floor interior
6. Dressing the set with props and debris
7. Dressing the window areas
8. Breaking concrete and stone pieces
9. Breaking wood pieces
10. Assembling rubble with dynamics
11. Detailing block damage in Zbrush
12. Detailing wood damage in Zbrush
* Project files are included
DOWNLOAD LINKS:
http://rapidshare.com/files/397960555/DT.MADiM.part1.rar
http://rapidshare.com/files/398008602/DT.MADiM.part2.rar
http://rapidshare.com/files/398047181/DT.MADiM.part3.rar
http://rapidshare.com/files/398082301/DT.MADiM.part4.rar
ENJOY!

This tutorial shows you how to model in the style of Pixar, specifically the modeling of the character Flick from ‘A Bugs Life’
Software: Maya
415mb
DOWNLOAD LINKS:
http://rapidshare.com/files/396661659/CGWHAT_Flick.part1.rar.html
http://rapidshare.com/files/396661705/CGWHAT_Flick.part2.rar.html
http://rapidshare.com/files/396661982/CGWHAT_Flick.part3.rar.html
http://rapidshare.com/files/396661687/CGWHAT_Flick.part4.rar.html
http://rapidshare.com/files/396661459/CGWHAT_Flick.part5.rar.html








