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3D Paint Tip |
3D Paint Tip by Alex Alvarez. Ok, this drove me nuts for a good week...
If you are using a 3D paint package to paint texture channels of a multi-patch
NURBS model, you may find that when you import your textures, your edges
display artifacts when rendered. Make sure that Wrap U and Wrap V are
off for all of the 2DPlacement nodes in your scene. If you are painting
Bump, make sure that Adjust edges is turned on for the Bump2D node. |
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Animation - Flipping a Bottle Cap |
Flipping Sosro Crown (Flipping a Bottle Cap) by Daniel Harjanto a.k.a
misterdi. This tutorial will discuss on several issues, how to build the
geometry for the crown, how to bake rigidBody simulation, and how to adjust
the result. Modeling, UV texturing and animating. |

Animating Clothing |
When you animate your character, the cloth solver calculates the collisions
and motion of the cloth. Before you begin animating your character, you
need to move the character from the dress-up pose to the animation start
pose. If want to drape the garment about the character in a particular
way, you can use the drag control to adjust the garment. |

Animating a Domino Effect |
Domino effect animation. This tutorial will discuss on several issues,
how to setup the geometry and how to apply passive to active key switch
among them. |

Animation - Body Language |
The intention of this research was to take a close look at some animations
and see if I could identify the gestures and expressions used to give
character to the models. I started off by looking at some standard body
language cues from a non-verbal dictionary on the web. |

Animating Layered Bump Maps |
This tutorial is for anyone who would like to know an easy to animate
a layered bump map. I will be making veins on a head look as though they
are pumping. This method will allow for certain parts of your bump map
to be affected while the other parts stay the same. |

Animation - Lead & Follow |
The Zen of Lead & Follow
The Context of Animating Forces Instead of Forms
Keith Lango 8-25-04You guys ever play Follow the Leader when you were kids? One kid does
something, the other kids follow along? The leader kid goes out into the
yard and the rest tag after him like a conga line. At the foundation of
good animation is a bit of this Follow the Leader thing. Problem is a
lot of us don't see it and it shows in our work. Follow along as I unfold
the tale.... |

Animating Piano Keys |
Animating Piano Keys with Rigid Body by Daniel Harjanto a.k.a misterdi.
As we already have a lot of headache animating the piano player, now there
is another challenge, how we animate the piano keys following the player?.
Animating Piano Key with Rigid Body
by Daniel Harjanto a.k.a misterdi It is possible to do a key-frame for
each single touch of the finger, but it is a pain in the arse when they
ask to change the piano player animation. So, we need to find out a system
that each key knows when they are pressed by the finger and relax back
to the rest position when the finger is lifted. To make live easier, we
could use a rigidbody rig to do the task. Here is the setup and work flow. |

Animation Principles |
Principles of Animation: Toy Story. The intention of this research was
to closely analyze a few scenes from Pixars "Toy Story" to see
how they were using the principles of animation. The principles of animation
I've listed in this page is not restricted to the ones outlined in "the
illusion of life". I went through a few other books and articles
to come up with this list of principles an animator has to look out for
while animating. So I've included blinks, dialog anticipation/follow-through
and some other issues which has to be kept in mind while animating. Also,
while analyzing the scenes from "Toy Story" I realized that
its not a good idea to try to use all these principles in each and every
scene in your animation. |

Animation - Mouth Shapes |
Preston Blair phoneme series. I've often looked for good examples of
3D phoneme mouth shapes; but there isn't that much material available
out there publicly - It's about time someone uploaded some. So, here goes
:o) Extended
Preston Blair phoneme series. |

Animation - Pickup |
Easy Object Pickup, How to have characters easily grab objects and keep
them in their hand. |

Animation - Rigid Body Collision Detection |
This tutorial shows you how to detect collisions between rigid bodies
and how to use the data to drive your animations - welcome to the land
of rule based animation. I'll assume you are familiar with the basics
of rigid body dynamics (setup, attachment to fields etc.) - if not, please
consult the manuals |

Animation - Rolling Ellipse |
Rolling Ellipse PT.1
This tutorial shows you how to roll an ellipse on the floor, using Maya
expressions. Have no fear, I won't go too much into mathematical details
here, but will provide you with ready to use expressions for copy and
paste. If you really want to dive into the wonders of elliptical calculus,
you'll find the links to sites I used to obtain the mathematical background
information at the end of this tutorial. I'll assume you are familiar
with basic Maya workflow (expression editing, geometry creation, etc.)
and some basic math, your angular unit should be "degrees". |

Animation - Rolling Ellipse Pt.2 |
Rolling Ellipse PT.2 - Wacky Vehicle
While you have learned in the rolling ellipse tutorial how to roll an
ellipse on the floor, we will now use this expression to build a funny
moving vehicle. As I am no artist I won't focus on modelling issues, but
on the math to make this little thingy move. |

Animation - Rolling Tire |
Rolling Tire with Stationary Bulges. |

Animation - Yoyo |
This tutorial was written by Chas Jarret and invloves animating a yoyo
with the attached string wrapping around the fingers of a deforming hand.
It contains some interesting techniques for solving the problem of realistic
string movement between the hand and yoyo and also, an ingenious solution
for getting the string to seemingly twist and wrap around the cg fingers. |

API - Maya Help Page |
Maya API Help Page by Michael B. Comet. This page is for use with people
interested in developing Maya Plugins. It has some basic information and
sample code for the Maya SDK that may be of use to C++ programmers. |

API - Maya How To |
Long list of tutorials on Maya API by Bryan Ewert. |
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Breath Vapor Simulation |
More and more, cold weather scenes are being shot in mild climates,
or in enclosed studios for budgetary, temporal and comfort reasons. Since
the climate on these shoots is not cold, we lose the little natural nuances
of reality. Therefore, it becomes incumbent on the special effects department
to add these little nuances to add to the scenes overall believability.
One major nuance to contend with in such a shoot is the visibility of
breath vapor when an actor or animal exhales in the cold climate. To that
end, it has become the job of the soda caffeine-addled animator to add
digitally created breath vapor to these actors or animals to further the
illusion need for the scene. |

Bug Surfacing |
Tutorial for speech animation. This page is intended to help people
that are trying to learn the process of surfacing a model in Autodesk
that will eventually be used as a "patch" model, or converted
cleanly into polygons. People would create a model like this for several
reasons. These reasons would include that need to export a model to "Flesh",
or "Amazon Paint". The model that is shown is one of the head
from the ride film "A Bug's Life". The process shown here, if
followed with persistence, should be able to produce 2 models. One model
will be a morph base, the other, a morph target. |
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Camera Setup - Dynamic |
Dynamic Camera Setup by Mads Tuxen. 2003. This is a setup to create
a dynamic camera. 3d movements are often too perfect and lacks noise and
jitters from the real world. There are several ways that you can add noise
to the movements. This one is really fast and allows you to make changes
quickly. |

Cigarette Smoke |
Begin creating an emitter by going to the Dynamics module of Maya, and
then selecting Particles>Create Emitter. By using a directional emitter,
hell be able to control the direction of the particles and their
cone of emission. He sets the direction to 0,1,0 so the particles will
be emitted up, in the Y direction. |

Clouds |
The intent of my tutorial is to give users a basic approach on how to
create realistic procedural clouds within Maya 3.0 using particle clouds,at
affordable rendering times. I added some possible variations to the main
look and some Photoshop/AfterEffects compositing tips at the end of the
document. I based the tutorial on a default Maya project. I added some
extra notes for beginners anywhere I found it helpful. |

Cloth - Demystifying Cloth |
Demystifying Cloth in Maya by Brian J. Immel. An in depth shirt tutorial |

Cloth Manual Online |
Online Manual - Maya Cloth-innovative software for creating and animating
realistic animated cloth. This book, Using Maya Cloth, assumes you have
experience using Maya and using all the basic Maya tools. This preface
introduces the Maya Cloth documentation. |

Cloth - Pants |
In this lesson, you'll make a pair of pants in Maya. |

Cloth - Shirt |
Kurt takes us though this tutorial covering cloth. You will make a shirt
for your character and learn many of the basic functions. A great video
for anyone wishing to explore cloth. |

Compositing Backlighting |
First of all, the composition will need an alpha channel or a key. Since
Hank was done in 3D, the raw untouched render and the alpha channel are
easily separated by rendering with an alpha (RGBA).
This could have been footage from a camera as well with the alpha obtained
by keying out the background through using a luma, chroma, or bluescreen
such as Ultimatte or Primatte keys which speed up the process quite a
bit. |

Cooper |
This article focuses on shading and texturing the Mini Cooper, Ill
talk a little about rendering with Mental Ray but I think other people
have covered that in more depth elsewhere. |

Crowd Maker |
Crowd Simulation. To execute this tutorial you must download and install
CrowdMaker 0.5 (or higher). You can download the file at this link: web.tiscali.it/maya_tutorial.
The "CrowdMaker 0.5.rar" contains some scripts, a text file
with an installation guide and sample scenes. On the next pages you can
see the procedure to create a scene and the avaible functions to control
the scripts. We limit the simulation to only 15 particles, the script
work with a maximum of 1000 (visible in the next image). |
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DOF Lens Shader |
DOF (Depth Of Field) Lens Shader The following tutorial shows the use
lens shaders with Mental Ray for Maya. |
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Environment Mapping without Raytracing |
Environment Mapping Without Raytracing by Brian Immel. Raytraced renders
may look nice and add another level of realism but they can kill your
render time. Here are a few techniques that will help ease your render
times. Environment map are mapped to the reflected color attribute. Procedural
maps created in maya: Chrome and Sky. |
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Final Gather |
All of these tutorials require that you are using Maya 5 or greater.
For those that have upgraded to Maya 5.01, most of these new attributes
are now in the Render Globals, they aren't hidden as suggested in this
tutorial! |

Flaming Candle |
By Alex Alvarez. To generate a realistic candle flame, the first thing
to do, of course, is to light a candle and stare at it. What should become
evident are some of the behavioral and visual elements which define its
appearance. In terms of Maya lingo, a flame looks more like a transparent,
incandescent surface than a nebulous object made out of thousands of particles.
Flames have feathered yet hard edges, a very smoothly gradated interior,
varying transparency and fluid behavior more akin to liquid or fabric
than gas. |

Fluid and Particle Dynamics |
Combining Fluid and Particle Dynamics by Zhang Jian. Rising smoke, clouds,
nuclear blast, nebulous gas are common examples of volumetric effects.
There already exist many production-proved models, such as using lots
of planes and spheres with projected textures, to render the look of these
fluid-like effects. But it is still extremely difficult to achieve realistic
fluid dynamics with the common technique of adding together force fields
to drive the motion of passive unconnected particles. |

Fog |
Simple Fog, by Darrin Krumweide. Simple fog is the basic environment
fog settings used when creating fog effects in Maya. As with any environment
fog type, Maya creates a volumetric material. In the case of simple fog
attributes, the clipping distance can be adjusted as well as the height,
saturation point and color. |

Fog Density |
Controlling Fog Density, by Alex Alvarez. Fog is a term often used to
represent a variety of natural phenomenon within a 3D renderer. In nature,
fog consists of water vapor yet in Maya you may use 'fog' to also represent
dust, smoke, air, smog, plasma, nebulae or even magical glows and spells.
To be able to yield such a variety of effects from fog, one must have
a clear understanding of the volume shader associated with it. Specifically,
our focus in this discussion is 'light fog', not volume primitives or
environment fog. These are related topics, yet they use different nodes
and are for another discussion. |

Fur Tutorial |
Basic Procedure: 1) Prepare the scene 2) Create and attach fur to models
3) Modify fur attributes 4) If you are animating the scene, animate fur
attributes 5) If you are animating the scene, add movement to fur 6) Set
up fur shading effects 7) Render the scene (Good luck!) 8) Refine settings
9) Render again |
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Glass Bottle |
A step by step video tutorial by 2keen where you will learn how to make
a bottle from start (using Illustrator) to end (using Mental Ray) with
Maya. |

Global Illumination - Advanced |
In this tutorial I will show you how you can use an image to create
the environment illumination of our scene using Monte Carlos Global
Illumination with Blue Moon. |

Global Illumination Faked |
I had spent two days trying to light this thing, using preposterous
light arrays (10x10x10 attenuated omnis), domelights, whatever. But I
found that the following method works well, simply because it gives you
precise control over every surface. It's a bit more tedious, but it works. |

Global Illumination Tweaking Guide |
Global Illumination Tweaking Guide 1 Rather than starting off with a
scene and tweaking until we have a nice look, I will start with a scene
that is as good as I can get it, then I will experiment with changing
some of the settings. The errors / artifacts introduced will hopefully
help you when you see them, you'll know what's causing them and know what
options to change. |

Gravity vs. Uniform |
While Gravity and Uniform have different default attribute settings,
they can yield identical behavior with a couple attribute changes. Gravity,
by default, accelerates particles along the negative Y-axis. The field
also has the same effect on particles anywhere in worldSpace, regardless
of the location of the field. Uniform, on the other hand, accelerates
particles along the positive X-axis. Particles which are closer to the
field accelerate faster than those which are further away. |
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HDR Environment Map |
Create your own HDR environment map in Maya/Mental Ray for image based
lighting. |

HDRI - Creating a Light Probe |
A light probe is an omni-directional (360° panoramic) high-dynamic
range image. Because they 'see' in all directions and can record actual
light levels, light probes are useful for providing measurements of the
incident illumination. As such they can be used to provide interesting
and realistic lighting environments and backgrounds for rendered graphics.
This tutorial describes how to create a light probe using HDRShop. |

High Dynamic Range Radiance Maps from Photographs |
Film cameras were developed in order to record light so that it could
be reproduced on photographic paper; digital cameras so that it could
be reproduced on a computer screen. Neither computer screens nor paper
can display nearly the dynamic range (ratio between dark and bright regions)
as what is present in the real world, and as a result cameras are not
designed to capture even close to such a range. However, by taking a series
of pictures with different exposure settings the range can be covered.
With this technique such a series of images can be combined into a single
high dynamic range image called a radiance map. |

HDRI with RenderMan (BMRT) |
What is a High Dynamic Range Radiance Imaging? Computer graphics has long
been concerned with recreating reality. To this end renderers have been
developed to perform algorithms to emulate the way real light behaves.
The most complex interaction happens at surfaces and is a combination
of the surface properties (the BRDF - bi-directional reflection distribution
function) and the nature of the light illuminating the surface (the luminance
the surface recieves). To recreate this mathematically takes much computational
time or artistic skill in setting up basic point lights and phong surfaces |

HDRI Tweaking |
Tweak your hdrs / Synthesised hdrs. It's always the question how good
a hdri is and if you can use it in a smart way in your 3D app. At the
moment everyone want very high sized hdrs which can be used as a BG image
of a rendering too, but IMHO it's better using a smaller hdr which uses
less memory and use a high size and easy to create LDR image for BG images.
I also think that blurring a hdr is a good way to reduce flickering in
animations. |

Head Modeling (Polygon) |
My favorite head modeling tutorial... By Dave Komorowski. First off
you should have a side and front view of the object (sometimes top too,
but I don't need one in this case because most of my detail can be defined
in the front and side). When creating these pictures it's a good idea
to use graphpaper so that you can make sure your detail is lined up horizontally. |
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Instancing Animated Geometry to Particles |
Maya's particle instancing feature saves you time when you need to animate
many identical objects in a scene. For example, suppose you want to create
a group of flying bugs where only the placement and orientation of the
bugs differ. With Maya, you can animate a single bug, then create instances
of the bugs that move with the position and orientation of animated particles. |

Instancing without Instance |
Instancing without instance by Daniel Harjanto a.k.a misterdi. This
tutorial will discuss on how to instance geometry without using instance,
how to implement the concept in making connection for a blendshape target.
The case: * I need to create several objects that have almost the same
geometry, so when I modify the master all duplicates will reflect the
changes too. But, I also need to have freedom to tweak the duplicates
independently.
* If I use duplicate instance, if I select a component in the model with
show affected region on, it also shows it in all other duplicates, and
it is a bit annoying.
* After creating a blendshape, I can not tweak the model. As soon as I
move the blendshape slider all the tweaks that I have made are overwritten
by the other blendshape target. I need to tweak all my blendshape targets
to match the tweak that I want since I have to use several blendshape
slider at once. |
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Light - A Detailed Tutorial |
Having never found a detailed article about light on the internet I
decided to write this one. Most of what I say here is based on my own
observations, so there may be the odd inaccuracy. It may be that this
stuff is so obvious that it doesn't need explaining, however that does
seem unlikely to me since careful observation of the world around is required
you to realise exactly how light behaves in different situations. |

Lights - Angle-Based Hue Falloff |
Angle-based Hue Falloff for Maya Lights. Most CG lights only lose luminosity
as they fall off. This can look dull. If you can calculate what amounts
to the light's facing ratio with respect to objects, you can use it to
drive ramp-based color on the light itself. |

Light Linking |
Light Linking in Heavy Scenes, by Alex Alvarez. A crucial technique
to successful lighting is the process of light linking. The process of
simulating reflected light is very much achieved by exclusively associating
lights with objects. Yet new lights are automatically linked to all surfaces
in the scene. |

Light Linking |
Light Linking using three point lighting: Light linking is the art of
using multiple lights to create the illusion of one. I normally start
with a three point lighting scheme (which I will cover later) and then
add lights were needed. Linking a light to an object or objects will allow
you to control what that light affects. This sounds complex but will make
more sense as we get into it later. |

Lighting - Advanced Lighting Techniques Part 1 |
If you wish to only use standard lights, the following method is necessary
to make the scene look more realistic and detailed. In this tutorial I
will show several examples to guide you though the process of simulating
advanced realistic lighting. The most important thing however is to first
make your own observations of lighting in photographs. Advanced
Lighting Techniques Part 2. |

Lighting |
The overall thrust of this writing is to produce photo-realistic images
by applying good lighting techniques. I will use Lightwave 3D to demonstrate
the lighting techniques used, but these techniques can be applied in any
3D software. |

Lighting with Final Gathering |
Mental Ray's Final Gathering feature illuminates your scene by taking
samples of light from nearby surfaces and the environment. When used alone
(ie no GI) it achieves the same type of effect as the skylight in the
Brazil renderer, and produces the now-quite-common 'GI look' that people
use to show off their models. Here's an example rendered in Mental Ray
with no lights, Final Gathering is taking samples from the environment
for lighting (click on the images for the full-sized version): |

Lighting Flat Objects |
You'll need Mark Davies rayDiffuse plugin to generate the self shading
maps (I think it's more or less ambient occlusion maps?). The use of normal
maps is nothing new, but the use of rayDiffuse and « cubic ambient
occlusion maps » adds a nice touch. |

Lighting In Layers |
Lighting In Layers - By Jeremy Birn. The color and shading of the backdrop
is very important to the perceived look of the ant in the final rendering.
Even without the ant appearing in this rendering, you can already get
a sense that it is going to be red and translucent. |

Lighting -Semi-Outdoor Lighting |
The semi-outdoor lighting uses a similar technique to the interior lighting
in my previous tutorial. The semi-outdoor is slightly different in that
the opening is bigger and divided by columns. |

Lighting - Three-Point Lighting |
Three lights: the Key Light, Fill Light, and Back Light, are adjusted
to achieve the classic Hollywood lighting scheme called three-point lighting |

Lipsync |
dreamLipSync is a trade mark of dreamslab.com, but it is also a lipsync
software, as you maybe already understood. So dont loose time in
unusefull words and get in the software. |

Low Poly Hair |
Creating low poly hair for game characters using lots of images and some printscreens directly from the application used ( Maya, Photoshop etc...). The idea for this tutorial came from the polycount forums; for the Dominance War II contest i joined Polycount team and the folks there asked me if i can make a little tutorial about Varga's hair so here it is... |
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MEL How-To |
Extensitve list of Maya Embeded Language (MEL) how to's and how do I's
by Bryan Ewert. |

MEL Recipe |
MEL Recipe by Zhang Jian. These notes are intended to explain the basic
ideas about MEL scripting by providing a series of examples, giving a
recipe for MEL scripting that you can refer to. |

Mental Ray - Caustics |
This tutorial will cover how to create simple reflective caustics in
Maya using the mental ray renderer.
Reflection caustics are caused when light strikes a shiny/reflective surface
and is reflected off the surface and in turn strikes another surface,
causing a specific light pattern to appear on the surface. |

Mental Ray - Depth of Field |
Mental Ray for Maya's depth of field is very easy to use and produces
a very nice effect. |

Mental Ray - Final Gather |
Maya 5 included three new FG features that can both increase FG speed
and improve the render quality! Some of you may be wondering why you haven't
found any of these 'new cool features' yourself? Well, it's basically
because they're in a really un-obvious place. Autodesk must not have had
time to add them to the Render Globals or something. |

Mental Ray - Glossy/Blurry Reflections |
In real life, not all reflections are crystal clear. Glossy surfaces
have reflections that blur the deeper they get. Reflections in 3D rendered
images are typically clear, sharp and... unrealistic for a lot of surface
types. Fortunately these days a lot of renderers now have the ability
to produce blurry/glossy reflections, which can really add a lot of realism
to surfaces that should have them, as in real life. Now that Maya has
Mental Ray, glossy reflections are quite easy to achieve without the use
of plugins. |

Mental Ray Shaders Tab |
Adding the Mental Ray shaders tab. Mental Ray for Maya comes with quite
a lot of Mental Ray specific shaders, that give you the ability to use
more of Mental Ray's functionality and features. By default, those shaders
are not available in Maya even with Mental Ray loaded (probably because
some of them aren't completely finished yet). |

Mental Ray Volume Scattering
(Ray Marching) |
The method to generate this image is called volume scattering, or ray
marching. This can be seen in real life when light beams hit dusty or
smokey volumes of air. For example light beams coming through a window
into a dusty room, or the beams of lights at a concert, as they pass through
the smokey atmosphere. The light hits the dust or smoke particles, and
is scattered in various directions. |

Mental Ray Volume Scattering
Through Colored Materials |
This tutorial is a follow up of my frirst volume scattering tutorial but
with a slight addition. Basically we're going to simulate the same effect,
but this time the light will be entering our smokey room through a stained
glass window (or simply put a coloured, transparent surface). |

Modeling a Beast Horn |
The purpose of this tutorial is to guide you through the process of
modeling in Maya. It illustrates some of the modeling techniques used
in Maya that some of us might have forgotten about. Then we are going
to export our model to Zbrush for details. Once the Zbrush phase is done,
we are going to export the details as Displacement map and apply it into
Maya. ZBrush
Portion of tutorial. |

Modeling a Car (Ford Focus) |
Tutorial series by Alex. A very in depth tutorial on car modeling. Pt
. Set up the image planes for good reference. Pt 2. Create the wheels
for the car Pt 3. Start making the low polygon model of the car Pt 4.
Convert the car to Sub-D.
* This is the Tutorial that I used to build my 1970
Mustang Mach 1. |

Modeling an Eye (Realistic) |
In this tutorial we will create a 3D Eye utilising Maya's Nurbs Technology.
I will be showing you some extra tips and techniques that aren't usually
shown when creating an eye, these tips will make sure that your images
stand out better than anyone else's due to the 'thinking' behind them. Texturing
the Eye. |

Modelling - Female Character (Comic) |
This approach can also be adopted when creating subdivision surface
models. Start with good reference material and use as much as you can.
Using your reference as an image plane, block out the rough shape of the
character using cylinders. When adding finer details make sure to follow
the muscle lines strictly. You must end up with a nice clean model, symmetrical
where possible. Try and keep to a grid system, this will give you a neat
model to work with, and result in better deformation. Do not put polygons
where they are not needed, even if this is to be a high-resolution model. |

Modeling a Giraffe |
Model a Giraffe from a Polygonal Cube. In this tutorial you will learn
how to start from a polygonal cube using Maya, and extrude the faces to
create a giraffe, you will use the Append to poygon to re-create deleted
faces, and Subdivide and Split tools to split a face into more faces,
and more... The tools are fairly simple, and the tutorial is great for
beginners... |

Modeling Kreacher |
I'm not sure if you can call this a tutorial as I will just be showing
different stages in the building of a character called Kreacher. Kreacher
is a house elf character taken from the harry potter books. But, first
I will be showing the modeling of is the house elf Dobby |

Modelling - Male Character |
This is an overview of creating high polygon highly realistic 3D characters.
There are different surface types available to us achieve a high resolution
model. Most of the time, I use smoothed polygons as opposed to true hierarchical
subdivision surfaces. With true SubD's you wont see any faceting associated
with traditional polygonal geometry, since a subdivision surface is the
result of an infinite mathematical refinement process to smooth'
a model at render time. 1. Model 2. UV map and texture 3. Rig 4. Pose/Animate
5. Apply polygon smooth node 6. Render. |

Modeling - Continuity |
What is Continuity? by Alex Alvarez. Continuity applies to both curves
and surfaces. It simply refers to how two curves meet at a point, or how
surfaces meet at an edge. When using a patch-modeling approach, where
a character, vehicle or whatever are modeled from a series of patches,
like a quilt, one wants to avoid visible seams between the individual
patches. |

Modeling a Cartoon Dog |
Kurt shows you how to create this cool looking cartoon dog - Starting
with the image planes and moving onto the modeling which covers nurbs,
polygons and sub divs. |
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