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Infinitee Designs Autodesk Maya Tutorials Infinitee Designs
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Autodesk Maya Tutorials - Autodesk Maya modeling & 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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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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Credit and many thanks goes out to all the people who created this wonderful application for they have infinitely renewed my artistic creativity.

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