Infinitee Designs 3D Digital Art & Web Design by Artist Ralph Hawke Manis Translate into German Translate into French Translate into Spanish Translate into Italian Translate into Portuguese Russian Chinese Japanese Korean Greek Dutch Infnitee Designs
 
Shipping | Returns     
Bookmark and Share
Infnitee Designs
Favorites Bookmark this site

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

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.


Autodesk Autodesk Maya The Area

Infinitee Designs
Infinitee Designs Infinitee Designs Infinitee Designs

Infinitee Designs Infinitee Designs Infinitee Designs
Infinitee Designs

# | A | B | C | D | E | F | G | H | I | J | K | L | M-Me | Mf-Mo | N | O | P | Q | R | S | T | U | V | W | X | Y | Z

Infinitee Designs
Infinitee Designs Infinitee Designs Infinitee Designs

U
UV Smoothing
UV Smoothing
Why does Maya create ugly UV distortions when smoothing polygons? When you apply a polySmooth in Maya, new vertices will be created, as well as new UV coordinates for these vertices. Both the space coordinates and the UV coordinates of these new vertices will be derived from the old vertices (the original or « low res » mesh). The problem is whereas new vertices position are obtained through smooth interpolation, the new UV coordinates are obtained through simple linear interpolation. This is the cause of disrependancies between these new vertices space coordinates and UV coordinates and thus, map distortion.
V
Venetian Blinds
Venetian Blinds
This tutorial demonstrates a technique using a basic MEL (Maya Embedded Language) script to easily control a number of objects in a Maya scene. An example Maya scene file is included. Maya is built on the concept of interconnected "nodes" of data. The reason for this is for flexibility and adaptability. In Maya's node architecture there are what we call attributes. If a node is to be useful in this system it needs to have compatible attributes with other nodes so they can share information down the (node) chain.
W
Walk with Expression
Walk with Expression
This database derives from a personal experiment using expressions. I was looking for a cycling mathematical equation that could allow me to develop almost any cycling actions in human characters and four legs animals. This tutorial is divided into two parts: the first one is a little math lesson; the second is the database tutorial that will teach you to use the skeleton for almost any human cycling actions I'll explain the expression procedure that to give you a better understanding of the math involved so that you will be able to produce similar or more advanced expressions in Maya.
Water
Water
For this tutorial, I'm going to go over creating a certain type of water effect. No two effects are the same, so you may need to modify your own scenes to show how you want the water to look. For my scene, I'm going to simulate a large gush of water emitting from some sort of tube like you'd see in a sewer or something. The water will then hit the ground and accumulate in a corner.
Wireframe Rendering
Wireframe Rendering
This tutorial will show you how to render your Maya objects in wireframe mode, without seeing the backface wires. This tutorial uses no plugins or scripts, and only knowledge of the Maya interface is needed. Here are some example renderings to compare the difference between having backface wires, and having no backface wires. It also shows what the quality of the renders will be like. By the end of this tutorial you'll be able to create either effect.
Wire Tool
Wire Tool
The Wire Tool can be a very useful tool for creating things like landscapes, mountain ranges, and the like. It could also be used creatively to create things like scars or something on characters. However, know that for the Wire Tool to be most effective, a good amount of geometry needs to be present. Too less, and the effect won't be that apparant.
X
   
Y
   
Z
   
Infinitee Designs
Infinitee Designs Infinitee Designs Infinitee Designs

Infinitee Designs Infinitee Designs Infinitee Designs
Infinitee Designs

# | A | B | C | D | E | F | G | H | I | J | K | L | M-Me | Mf-Mo | N | O | P | Q | R | S | T | U | V | W | X | Y | Z

Infinitee Designs
Infinitee Designs Infinitee Designs Infinitee Designs

Infinitee Designs Infinitee Designs Infinitee Designs
Infinitee Designs
 Highly Recommended  

Highend 3D

Gnomon Online

Autodesk


Autodesk User Group International

tutorials

CG Channel

My CG Channel Gallery

Infinitee Designs
Infinitee Designs Infinitee Designs Infinitee Designs

Infinitee Designs Infinitee Designs Infinitee Designs
Infinitee Designs

Submit a Tutorial: To suggest your tutorial for addition to these pages - "Add a Tutorial"

Autodesk Maya ™ is a registered trademark of Autodesk.

Credit and many thanks goes out to all the people who created this wonderful application for they have infinitely renewed my artistic creativity.

Infinitee Designs
Infinitee Designs Infinitee Designs Infinitee Designs

 

Previous Galleries Next

Home | Bio | 2D Artwork | 3D Graphics | Galleries | Free Downloads | Free Wallpaper | Cool Stuff | Prints | Search | Links
Web Design | Sites by Us | T-shirts | Tie Dyes | Nudes | Shop | Add URL | US Art Schools | Intl. Art Schools | Awards | Contact
Services | Site Map | Link To Us | Send Card | Portraits | Fun Stuff | Tutorials | Artist of the Month | Archived News | Publications

Infinitee Designs 10 Ocean Drive Rehoboth Beach, Delaware (302) 934-6994

All content © Infinitee Designs - Ralph Manis 1998 - 2008. Unauthorized use prohibited. Contact | Privacy Policy | Terms & Conditions. Valid HTML 4.01 Transitional  Valid CSS!