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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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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.
Modeling a  NURBS Dragon
Modeling a Dragon (Nurbs)
This piece of article will show you step by step of how the dragon is created using Maya. There are three type of modeling method in Maya, NURBS modeling, Subdivision modeling and Polygon modeling, each of them have their advantages and disadvantages. However we will build the dragon using patch NURBS surface techniques. The tools that I use to model this dragon are Birail tools, NURBS primitive, Fillet Blend Tools and etc. Texture Mapping the Dragon.
Modeling a Human Ear
Modeling an Ear
It's always a good idea to have good reference material. I recommend Atlas of Human Anatomy for the Artist. It's a great resource for all your human modeling… Anyhow, there are basically four major areas to the ear. The outer helix: the outer rim, the antihelix: the top curls of the inner area, the lobe and the ear hole area. (My simple explanation.. heh) If you look at it, there is basically a single line that follows the outline of the ear, then moves inside and branches into two areas. Keep those curves in mind when you model.
Modeling a foot in Maya by Steven Stahlberg
Modeling a Foot
Modeling a foot in Maya by Steven Stahlberg. I won't explain every detail in the beginning, you can get to the state in the next image several different ways. For example like this: polygonal box modeling. (This isn't meant to be a step-by-step cloning; it's more of a general workflow thing.)
Modeling a Head (Polygon)
Modeling a Head (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.
Modeling a Head (Polygon)
Modeling a Head (Polygon)
Although polygons have some disadvantages, they also have some compelling advantages. One of the main ones is that extra polys can be inserted into areas that require more detail. NURBS and splines, on the other hand, run throughout the mesh. When one inserts extra isoparms, these will appear from the beginning to the end of the mesh. In other words, if an isoparm is inserted at the eyelid, then this extra curve will flow all the way down to the base of the neck. If your software is capable of modeling with hierarchical b-splines (h-splines), then this will not be a problem. H-splines allow you to have one mesh with varying levels of detail in it.
Modeling a Head (Subdivision)
Modeling a Head (Subdivision)
In this tutorial I will show you how to create a human head using Maya's subdivision surface.
Modeling a Head (Subdivision)
Modeling a Head (Subdivision)
Perhaps I should preface this tutorial by acknowledging that many different methods exist for creating 3D characters for broadcast. To date, probably the most popular method has, in my estimation, also been the most complex one - that is, modeling with the use of NURBS surfaces. In the past, NURBS modeling was generally credited with many distinct advantages over polygonal modeling. Specifically, its advocates appreciate the excellent performance of NURBS geometry in wireframe mode, the ability to easily modify organic shapes with a minimal number of CVs while retaining a smooth surface continuity, a virtually infinite degree of control over the tessellation of the model at rendering time, the ability to easily add detail to a NURBS surface without changing the topology of the piece (through the insertion of isoparms at specified locations), and in some cases an added level of control over texture application because of the inherent UV directionality that is associated with NURBS and patch surfaces.
Modeling an Island
Modeling an Island
Modeling an Island beach sceene. Complete with beach sand and Palm trees. By Brian J. Immel.
Molecular Data in Maya
Molecular Data in Maya
This tutorial is broken down into several mini-tutorials designed to give you some techniques to build on when bringing macromolecular data into Maya. Specifically, we'll be working with the ever-popular, and often misrepresented, DNA. Of course these techniques can also be used on any of the thousands of molecules and proteins whose structure is freely available online at the Protein Data Bank website (www.rcsb.org/pdb/).
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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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