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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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Shader Glow
Shader Glow
It is important to remember that specularity is a reflection of a lightsource. Therefore, if a light is bright enough to create an optical effect, a specular highlight from that light should also create an optical effect. Maya allows for this via the use of Shader Glow.
Shaders - Using Animation Curves in Shading-Networks
Shaders - Using Animation Curves in Shading-Networks
In this tutorial you will learn how to use animation curves as a general functioncurve allowing you to set up relationships between nodes and modify them in the graph-editor. I will show an example where the animationcurve is used in a shading network to create the "curves-function" from photoshop, but it is a workflow that you can use in a lot of different set-ups.
Skin Shading
Shading Alien Skin
This tutorial shows how to use a mix20layer material to render passes with mental ray. There are a few advantages of rendering passes instead of the whole image. One of them, is the ability to make changes to specific parts of the image (and save time). Only a few shading components require raytracing.
Shading Human Skin
Shading Human Skin
By Steven Stahlberg. This could be the single biggest hurdle in realistic cg since Gouraud shading... :)
...as for me, I've been wrestling with this since -95. Like many others, I've been extremely frustrated by it, mainly cause until about -00 very few knew much about it, and no one could answer my questions. So -99 I found my own home-made method, a pragmatic approach that sidesteps simulation. (When we have the software and the power to do nice simulating, of course we should, but until then this kind of 'kludgy' approach might serve ok.) My terminology is astronomy-based, because it's clearer and more concise: Dayside = Where light hits. Nightside = Where light doesn't reach. Terminator = The transitional zone between night and day.
Using Shading Switch in Hypershade
Shading Switch in Hypershade
Using Shading Switch in Hypershade. by Daniel Harjanto a.k.a misterdi. One of the most useful things when dealing with a lot of variation in surface color is using a switch node. Maya comes with 3 kind (4 kind in Maya 5.0) switch node, all are located as utility node in Create Bar.It has: * single shading switch * double shading switch * triple shading switch * quad shading switch (in Maya 5.0 only)What makes the different is the output of the node. With single shading switch, the output will be a scalar, while other will be a compound value of 2, 3, and 4 respectively.
Shelf Customizing for Polygonal Modeling
Shelf Customizing for Polygonal Modeling
SubD-modeling is the same as polygon-modeling in Maya, workflow-wise. But polygon-modeling in Maya is trickier than in some other packages, here are a few tips that may make it easier. We want to create a special shelf for the tools we use the most, we want to keep it fairly clean and not over-crowd it, so we can find the items quickly, and have a small learning curve.
Skeleton Basics
Skeleton Basics
In this tutorial Kevin shows you the set up a a simple dog skeleton. You will cover: * Joint Tool. * Remove Joint Tool. * Add Joint Tool. * Edit Joints. * Set rotation Limits and more... Dog scene file included, thx to Kurt for the model.
Spotlight Decay
Spotlight Decay
All lights in Maya (area light excluded) emanate light from a finite point in space. This is completely unnatural as all lights in nature have a measurable size. The effect that light size has in nature is found in the shadow and specular qualities present. Simulating this issue in a render is for a separate discussion, as we are now going to focus on a particular situation where the finite origin of a spotlight becomes problematic... not in how objects receive light, but how one controls the origin of light.
Subdivision Modeling a Human
Subdivision Modeling a Human
Subdivision modeling is a procedure for creating smooth mod- els while keeping the total polygon count at a low level. Point counts are small so that the sculpting process is less confusing. New software developments, such as those in Maya and XSI, offer more robust subdivision modeling tools, an improved interface, and the ability to render objects without converting them to high polygon models. This makes a compelling argument for implementing subdivision modeling.This tutorial will take you through the process of creating a human model. The software that was used was Lightwave 3D but it should work with any program that has subdivision modeling.
Simulating - Subsurface Scattering
Simulating - Subsurface Scattering
Simulating Subsurface-Scattering with Maya/Mental Ray. First of all I have to say that there are two ways (or maybe even more !) to simulate Subsurface scattering. You could use a real material-volume-shader and a few sampler/light-info nodes and a lot of time for tweaking and tuning! Pros: maybe a better look. Cons: very slow, new calculation for each frame, complex setup. So.... 'I did it my way!' and this one is pretty fast and easy to setup!
Subsurface Scattering
Subsurface Scattering
Subsurface Scattering: Using the Misss_Fast_Simple_Maya shader. Subsurface scattering is the term used in 3D graphics to describe the effect we see when, in the real world, light enters a surface (at least to some degree), bounces around a bit and is then either absorbed or reflected back out again. The effect is usually associated with soft/organic surfaces like skin or wax, and is a major factor in the look of those materials. How can we demostrate this effect in an obvious way? Well, I'm sure most people have seen that if you hold a torch up to the back of your hand, you can see a red glow that spreads all the way through to your palm. Some of the light has travelled through the inner (subsurface) layers of your hand, picked up the reddish colour of your blood/tissue and made it all the way out through the other side.
Active Sword
Sword - Active Sword
Simple Collisions - This tutorial/recipe is about how to make a sword that causes multiple victims to "bleed" anytime it strikes them. The logic is to make the sword have particles that can collide with the victims and have a particle collision event cause the bleeding. P.S. There are better ways of doing this -- particularly through MEL Scripts. But this tutorial was written originally in mind for those not savvy with MEL.
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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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