Part 6 of 6 covers duplicating the big toe for use as the other 4 toes. Tutorial by Autodesk Certified Instructor for Maya: Andrew Klein. For more, visit www.andrewklein.net/ai.html.
Hello there, Welcome to my Third tutorial. In This one I will be texturing the head of the character I made in my modeling tutorial. Now I will be working in Photoshop, I should first say that for a good texture, you need a good UV map with a minimum amount of stretching. In my […]
This tutorial will show the method I used for making my arches in a building. There is obviously more than one way to do it. This is not the standard method to make an arch, it is just my way of making them. Let us begin…. 1. Whenever I start up a new project, I […]
Part 1 of 6, this video from Andrew Klein covers the difference between NURBS and Polygons, and looks at creating the basic sphere shape for the body of our toy chicken.
Introduction This tutorial is intended to show you how to make a Coca-Cola bottle using Maya. Although, you may think making a bottle is trivial, but it is easy to overlook some of the tiny details that make your final image more desirable to watch. I will also try to give you some tips, which […]
This is a step-by-steptutorial that explanehow to create 350Z’s body using polygonal modeling in Maya environment,but you can apply this technique to other poly-modeling software. Step 1 This is my screen-shot after I have correctly placed my blueprints. Step 2 To start with, we’ll concentrate on the front part of the car. I’ve divided it […]
In this maya video tutorial i’ll explain in depth, how to create GrayScale representation of ZDepth as well as Height fields, using many methods including”shading networks” & “mel scripting”. INFO:Original size of movie: 38 MBCompressed size in .ZIP: 34 MBDuration is about: 13 minutes and 22 secondsFormat: QuickTime Movie (*.mov) Download video file Talk about […]
This is an overview of creating high polygon realistic 3D characters ( with a particular leaning toward the creation of the above model ). My inspiration for writing it, was that as a long time videogame artist used to working with real-time constraints, I wanted to learn high resolution modeling techniques, and I couldn’t really find […]