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Monday, 2 May 2016
CG Artist's Toolkit Submission Project 3: Autodesk Maya Tutorials 2015/2016
Intro to Maya 2016
Modelling in 3D Software
Block Modelling (Version 1)
Block Modelling (Version 2)
Texturing Part 1 - Common Shaders
UV Layout
One, Two, & Three Point Lighting
Batch Rendering
Animating in 3D Software
Animation Part 1 - Using Rigs
Animation Part 2 - Using Motion Paths
Animation Part 3 - Using MEL
Animation Part 4 - Dynamics
Modelling 1: Digital Sets
Part 1 - Modelling
Part 2 - UV Layout
Part 3 - Lighting
Part 4 - Texturing
Part 5 - Bump, Spec, & Final Composite
Lighting & Rendering
Part 1: Exterior Lighting for Animation - Mid Day
Part 2: Exterior Lighting for Animation - Sunset
Part 3: Exterior Lighting for Animation - Romantic
Part 4: Exterior Lighting for Animation - Night
Part 5: Interior Lighting for Still Images - Sunset
Texturing & Shading
Shading Networks: Sampler Info Node (Double Sided Shader)
Shading Networks: Sampler Info Node (X-Ray Shader)
Shading Networks: Sampler Info Node (Rim Light Shader
)
Shading Networks: Sampler Info Node (Reflectivity)
Shading Networks: Tileable & Layered Textures Part 1
Shading Networks: Tileable & Layered Textures Part 2
Shading Networks: Intro to Substance Materials
Maya Fur Part 1: Intro to Maya Fur
Maya Fur Part 1: Intro to Maya Fur (lesson
)
Maya Fur Part 2: Santa Hat
Animation I
The Bouncing Ball Part 1 - On the Spot
The Bouncing Ball Part 2 - With Travel & Rotation
Settle & Rest: Pendulum
Secondary Action & Overlap: Hanging Chain
Squash & Stretch: Jumping
Anticipation & Follow-through: Can Snatch
Walk Cycles - Mechanics
Pre-Visualisation I
Camera Control: Pan Shot
Camera Control: Roll Shot
Camera Control: Pitch Shot
Camera Control: Dolly Shot
Camera Control: Crane Shot
Camera Control: Distance Shot
Camera Control: Coverage
Camera Control: Camera Shake
Camera Control: Contra Zoom
Modelling 2
Hard Surface Modelling
Organic Modelling
Rigging & Skinning I
Biped Rigging Part 1: Legs
Biped Rigging Part 2: Spine
Biped Rigging Part 3: Arms
Biped Rigging Part 4: Head, Neck & Final Grouping
Skinning Method 1: Interactive Weighting, Component Editor, & Paint Weights
Skinning Method 2: Post Weights & Interactive Bind
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