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Infinitee Designs Autodesk Maya Tutorials Infinitee Designs
Infinitee Designs Infinitee Designs Infinitee Designs
Infinitee Designs

Autodesk Maya Tutorials - Autodesk Maya 3D modeling tutorials & Mental Ray rendering tutorials, tips & tricks, sites, resources, plug-ins, models, meshes, cartoon and photo realistic textureing & UV mapping, animation, Paint Effects - hair, compositing, education, lessons & special effects training.


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Infinitee Designs
Infinitee Designs Infinitee Designs Infinitee Designs

Infinitee Designs Infinitee Designs Infinitee Designs
Infinitee Designs

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Infinitee Designs
Infinitee Designs Infinitee Designs Infinitee Designs

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3D Paint Tip
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 - Fliping a Bottle Cap
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
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.
http://cloud.prohosting.com/misterdi/tutorial/dominoeffect/domino.html
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
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
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.
The Zen of Lead & Follow
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
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.
Principles of Animation: Toy Story
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
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.
Easy Object Pickup
Animation - Pickup
Easy Object Pickup, How to have characters easily grab objects and keep them in their hand.
Animation - Rigid Body Collision Detection
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 Pt.1
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".
Rolling Ellipse PT.2 - Wacky Vehicle
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.
Rolling Tire with Stationary Bulges.
Animation - Rolling Tire
Rolling Tire with Stationary Bulges.
Animating a Yoyo
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.
Maya API Help Page
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.
Maya API How To
API - Maya How To
Long list of tutorials on Maya API by Bryan Ewert.
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Breath Vapor Simulation
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 scene’s 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
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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Dynamic Camera Setup
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
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, he’ll 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
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
Cloth - Demystifying Cloth
Demystifying Cloth in Maya by Brian J. Immel. An in depth shirt tutorial
Cloth Manual Online
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 - Panys
Cloth - Pants
In this lesson, you'll make a pair of pants in Maya.
Cloth - Shirt
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
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.
Mini Cooper
Cooper
This article focuses on shading and texturing the Mini Cooper, I’ll talk a little about rendering with Mental Ray but I think other people have covered that in more depth elsewhere.
Crowd Maker
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 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
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
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
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.
Combining Fluid and Particle Dynamics
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
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
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.
Maya Fur Tutorial
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
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
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 Carlo’s Global Illumination with Blue Moon.
Global Illumination Faked
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
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
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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Create your own HDR environment map in Maya/Mental Ray for image based lighting.
HDR Environment Map
Create your own HDR environment map in Maya/Mental Ray for image based lighting.
HDRI - Creating a Light Probe
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
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)
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
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.
Modeling a Head (Polygon)
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
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
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
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
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 in Heavy Scenes
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
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
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
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
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
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 - By Jeremy Birn
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
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.
Three-Point Lighting
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
Lipsync
dreamLipSync is a trade mark of dreamslab.com, but it is also a lipsync software, as you maybe already understood. So don’t loose time in unusefull words and get in the software.
Low Poly Hair
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
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
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
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 - 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
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
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.
Adding the Mental Ray shaders tab
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
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
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
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)

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
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
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
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
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
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.
What is Continuity?
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.
Cartoon Dog
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.