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Maya : Textures and Shaders Tutorials


Bug Surfacing Tutorial

This page is intended to help people that are trying to learn the process of surfacing a model in Alias that will eventually be used as a "patch" model, or converted cleanly into polygons

Camera/Light texture projection

Create a normal projection texture. This will give you the texture and a 3D placement node feeding into a projection node...

Creating Clouds in Maya using Particle Clouds

The intent of my tutorial is to give users a basic approach on how to create realistic procedural clouds whitin Maya 3.0 using particle clouds,at affordable rendering times.

Hypershade

Different types of Materials:
Blinn
Lambert
Phong
PhongE
Anisotropic

Maya Fur FAQ

Contents:
General Questions
Troubleshooting

Metallic Shaders with Cris Hunt

Types of shaders Anodized Aluminum
Fine Metallic

Simple Pearl

Metallic Paint with Flakes

Pearl Flake



Putting a label on a bottle

For shading I used a layered shader with the phong glass in one layer and a lambert in another

Shader transparency from image file alpha channel

We often create image files with an associated alpha channel, then we want to use the rgb as a color texture and the alpha as a transparency texture. It is normal to have the alpha channel be opaque = white. Unfortunately, the Maya workflow for using these file isn't as straight forward as we'd like. Here's what to watch out for.

TEXTURING A HEAD CREATED IN MAYA WITH SUBDIVISION EMULATION

With the modeling complete, the next step is to begin texturing the geometry. Ordinarily, texture mapping information can be applied directly to an animated mesh without adverse effects. However, smoothed polygons and meshes created using the subdivision emulation technique must be textured using a duplicate texture reference object if the artist expects to animate them and still have complete control over the texture mapping process...

Transparency Shadows

Be aware that volume shadow occlusion only works with depth-map shadows. This creates problems if you have transparency mapped objects, as is the case with the wall. So how can we get an object with a transparency map to cast accurate shadows without raytracing?

Using the Switch Utility

This is a basic tutorial on how to use Maya's switch node. This will allow crowd texturing, or rock texturing, or any thing that exists in your Maya scene in multiples that need a bit of variance using only one shader.


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