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Tutorials

Maya : Modeling Tutorials


| Animation | Fx & Dynamics | Lighting and Rendering | MEL | Misc | Modeling | Textures and Shaders |


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Modeling a Ship in Alias' Maya 2.0

After studying the images of the cruise ships carefully, I roughly sketched the basic shape of the ship in Maya using curves. These curves will then serve as a guideline when modeling the ship. I also applied all the curves to their own layer, so I can turn them all off at once when evaluating the model...

Modeling an SGI O2 chassis.

We start by drawing 2 curves, the first for the frontal section ant the second for the top section. When creating the curves we must pay particular attention to draw the minimal number of CVs

Organic Modeling and Animation

In this segment, I will be concentrating on animation set-up and workflow for my character Lanker. The tools we will be using Bindskin, Clusters, Lattices, Sculpts, Flexors, Blendshape, SetDriven Key and Layers, all of which are features found in the base module of Maya.

PointOnSurfaceInfo

Using pointOnSurfaceInfo, it's easy to attach one object to the surface of another. The attached object will stick to the surface, even if it is deformed. (Or you could animate the object over the surface, using the pointOnSurfaceInfo u and v parameters.) You can also use a normal constraint to orient the object to the surface normal.

Pseudo-Fix for Maya Subdivision Surface Slowness

,I've been recently very frustrated with how hard SubDs are to interact with. I've searched and searched for an answer to my woes, especially when it comes to modeling and animating.
Finally, I found the answer through a combination of the Mastering Maya 3 book, and information on this forum concerning Blind Data nodes. I've only tested this for, like, 3 seconds. But the interactivity with the Poly Proxy is barely slower than working with a straight polygon model

StarWars Walker

The feet
Let's start modeling from the ground up. the toes
We choose Create Polygon Tool and draw the central toe profile in the side view. Enter when we've finished the shape. Now LMB and select Face from the pop up menu. The profile becomes active as a polygonal face..

TUTORIAL: NURBS Head Modeling


This tutorial shows how to build a head out of one continuous NURBS component for the whole head, rather than using multiple components blended together.

Using Wrap deformers, Blendshapes and SubD's to control joint deformations

I started experimenting with this in -99, when Subdivided surfaces became available in Maya. I was looking for a better way to control those horrible joint deformations, without resorting to weight-painting, or dozens of high-res copies of the whole model for Blendshapes. I was also not happy about how 'un-smooth' the result was, when Smooth-Binding a high-res model straight to a skeleton.


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