- 404
- 15 030
Digital Opus Creative
United States
Приєднався 4 вер 2022
Step by step tutorials for Maya/Arnold, Photoshop, and now also After Effects.
Beginner to intermediate.
3D modeling
3D Animation
Arnold Render
Lighting and Rendering
Global Illumination
Beginner to intermediate.
3D modeling
3D Animation
Arnold Render
Lighting and Rendering
Global Illumination
9- Floragato Modeling- Neck Socket Topology Strip
#floragato #charactermodeling #3dmodelingtutorial #pokemon #3dmodeling #mayaforbeginners
Переглядів: 12
Відео
8- Floragato Modeling- Pelvis Socket Topology Strip
Переглядів 97 годин тому
#floragato #charactermodeling #3dmodelingtutorial #pokemon #3dmodeling #mayaforbeginners
7- Floragato Modeling- Torso Hips Nicely Refined
Переглядів 159 годин тому
#floragato #charactermodeling #3dmodelingtutorial #pokemon #3dmodeling #mayaforbeginners
5- Floragato Modeling- Continued Refining Upper Torso
Переглядів 79 годин тому
#floragato #charactermodeling #3dmodelingtutorial #pokemon #3dmodeling #mayaforbeginners
6- Floragato Modeling- Torso And Hips Almost Done
Переглядів 99 годин тому
#floragato #charactermodeling #3dmodelingtutorial #pokemon #3dmodeling #mayaforbeginners
4- Floragato Modeling- Further Refining Torso For Roundness
Переглядів 129 годин тому
#floragato #charactermodeling #3dmodelingtutorial #pokemon #3dmodeling #mayaforbeginners
3- Floragato Modeling- Adding Resolution To Body For Roundness
Переглядів 89 годин тому
#floragato #charactermodeling #3dmodelingtutorial #pokemon #3dmodeling #mayaforbeginners
10- Cat Dude Modeling- Merging Thigh & Pelvis Finished
Переглядів 1712 годин тому
10- Cat Dude Modeling- Merging Thigh & Pelvis Finished
9- Cat Dude Modeling- Important Prepping Alignment For Thigh To Pelvis
Переглядів 812 годин тому
9- Cat Dude Modeling- Important Prepping Alignment For Thigh To Pelvis
8- Cat Dude Modeling- Prepping Torso And Thigh For Merging
Переглядів 712 годин тому
8- Cat Dude Modeling- Prepping Torso And Thigh For Merging
5 Jester Modeling- Merging Upper Limb To Torso
Переглядів 1412 годин тому
5 Jester Modeling- Merging Upper Limb To Torso
4 Jester Modeling- Prepping Upper Limb To Torso
Переглядів 1012 годин тому
4 Jester Modeling- Prepping Upper Limb To Torso
3 Jester Modeling- Merging Neck To Torso
Переглядів 812 годин тому
3 Jester Modeling- Merging Neck To Torso
2 Jester Modeling- Prepping Neck To Torso Connection
Переглядів 1512 годин тому
2 Jester Modeling- Prepping Neck To Torso Connection
1 Jester Modeling- Refining Torso And Legs
Переглядів 2012 годин тому
1 Jester Modeling- Refining Torso And Legs
22- Power Puff Gurl Modeling- Merging Neck To Rib Cage
Переглядів 1119 годин тому
22- Power Puff Gurl Modeling- Merging Neck To Rib Cage
21- Power Puff Gurl Modeling- Creating Neck
Переглядів 3119 годин тому
21- Power Puff Gurl Modeling- Creating Neck
2- Floragato Modeling- Continued Blocking Out Body
Переглядів 1619 годин тому
2- Floragato Modeling- Continued Blocking Out Body
1- Floragato Modeling- Blocking Out Main Body & Head
Переглядів 1919 годин тому
1- Floragato Modeling- Blocking Out Main Body & Head
10- Vampire Gurl Modeling- Further Boots Modeling...
Переглядів 2321 годину тому
10- Vampire Gurl Modeling- Further Boots Modeling...
9- Vampire Gurl Modeling- Modeling Boots More
Переглядів 1821 годину тому
9- Vampire Gurl Modeling- Modeling Boots More
7- Cat Dude Modeling- Refining Pelvic & Hip Socket Continued...
Переглядів 1121 годину тому
7- Cat Dude Modeling- Refining Pelvic & Hip Socket Continued...
6- Cat Dude Modeling- Further Refining Pelvic & Hip Socket
Переглядів 1021 годину тому
6- Cat Dude Modeling- Further Refining Pelvic & Hip Socket
5- Cat Dude Modeling- Defining Hip Socket Area Continued...
Переглядів 721 годину тому
5- Cat Dude Modeling- Defining Hip Socket Area Continued...
4- Cat Dude Modeling- Defining Hip Socket Area
Переглядів 1721 годину тому
4- Cat Dude Modeling- Defining Hip Socket Area
3- Cat Dude Modeling- Blocking Out The Hip
Переглядів 921 годину тому
3- Cat Dude Modeling- Blocking Out The Hip
2- Cat Dude Modeling- Blocking Out Main Body Continued
Переглядів 10День тому
2- Cat Dude Modeling- Blocking Out Main Body Continued
1- Cat Dude Modeling- Blocking Out Main Body
Переглядів 33День тому
1- Cat Dude Modeling- Blocking Out Main Body
20- Power Puff Gurl Modeling- Rib Cage n Boobs Finalized
Переглядів 11День тому
20- Power Puff Gurl Modeling- Rib Cage n Boobs Finalized
19- Power Puff Gurl Modeling- Rib Cage n Boobs... Almost There!
Переглядів 4День тому
19- Power Puff Gurl Modeling- Rib Cage n Boobs... Almost There!
Videos 2 and 3 is currently processing and will be available in an hour or so.
0:20 Convert to "Face" component mode to delete front faces. 1:12 I explain & show why I deleted those front faces. 2:02 "Select outer edge ring of cylinder" to begin modeling the extruding of the outer cylinder edges. 2:31 "Mesh>Combine" to make the cube & cylinder into one mesh. 3:02 Explaining "Delete History" and applying it to the model. 3:41 Explaining why I need to add multiple edgeloops on the cube. 4:12 Modifying the "Insert Edgeloop" Tool to put multiple edgeloops at once. 5:11 Show how to use the "Bridge Tool" to fill the gaps. 6:50 Explaining & beginning the process of stitching the back wall of the cube. 10:17 Now I show an example regarding creating "tight bevels" for the side edges of the cube. 11:04 Be careful... doing this part wrong can easily wreck your model) Beveling without chamfer. 13:00 Resetting the "Insert Edgeloop" Tool's OPTION BOX. 13:33 Explaining & showing why we need to create "supporting edgeloops" for the cylinder insert. 14:41 Now I actual do the process of adding "supporting edgeloops". 16:41 Creating a "Display Layer" to organize your model by making and putting it into a layer. 17:17 Explaining the ICON functions for the "Display Layer". 18:22 Instructions on naming & saving your file.
Important hotkeys: Space Bar- Toggles between the four view port panels. Alt & left mouse- Hold (Alt) key & also hold (left mouse). Now move mouse left to right or up and down to "orbit". Alt & middle mouse- Hold (Alt) key & also hold (middle mouse) to "pan left to right". Alt & right mouse- Hold (Alt) key & also hold (right mouse) to "zoom in/out". Moving objects along the 3D grid "grid space snapping": Hold (X) How to move, rotate, scale objects: (W) move tool (E) rotate tool (R) scale tool
Important hotkeys: Space Bar- Toggles between the four view port panels. Alt & left mouse- Hold (Alt) key & also hold (left mouse). Now move mouse left to right or up and down to "orbit". Alt & middle mouse- Hold (Alt) key & also hold (middle mouse) to "pan left to right". Alt & right mouse- Hold (Alt) key & also hold (right mouse) to "zoom in/out". Moving objects along the 3D grid "grid space snapping": Hold (X) How to move, rotate, scale objects: (W) move tool (E) rotate tool (R) scale tool
Important hotkeys: Space Bar- Toggles between the four view port panels. Alt & left mouse- Hold (Alt) key & also hold (left mouse). Now move mouse left to right or up and down to "orbit". Alt & middle mouse- Hold (Alt) key & also hold (middle mouse) to "pan left to right". Alt & right mouse- Hold (Alt) key & also hold (right mouse) to "zoom in/out". Moving objects along the 3D grid "grid space snapping": Hold (X) How to move, rotate, scale objects: (W) move tool (E) rotate tool (R) scale tool
Important hotkeys: Space Bar- Toggles between the four view port panels. Alt & left mouse- Hold (Alt) key & also hold (left mouse). Now move mouse left to right or up and down to "orbit". Alt & middle mouse- Hold (Alt) key & also hold (middle mouse) to "pan left to right". Alt & right mouse- Hold (Alt) key & also hold (right mouse) to "zoom in/out". Moving objects along the 3D grid "grid space snapping": Hold (X) How to move, rotate, scale objects: (W) move tool (E) rotate tool (R) scale tool
1:24 Setting up the "Persp" camera for modeling 2:50 Creating the cube with extra subdivisions. 3:49 Turning on "Symmetry" (Object X) 4:35 Creating the (top) pair of "bevels". 5:58 Creating the (bottom) pair of "bevels". 6:26 Creating the cylinder & adjusting it's "INPUTS" for lesser subdivisions. 8:46 Performing the cube & cylinder "Boolean" function. 9:34 What to do if you didn't do the "Boolean" function in the right order. 10:20 (IMPORTANT) Deleting the "History". 12:00 (IMPORTANT) Explaining & showing the "Extract" function/tool (select the faces NOT edges). 12:13 Selecting the inside cylinder faces using the "interactive drag selection" hotkey method. 13:47 (IMPORTANT) Deleting the "History" after doing the "Extract" modeling function. 16:48 Beveling the "outer" edges of the cylindrical lip. 18:38 Explaining the concept of "stitching" the floating vertices back into the main mesh for proper "topology".
0:48 Starting to explain hotkey "3" Sub-D high poly preview vs "1" low poly. 2:14 I start to explain & demonstrate the concept of "supporting edgeloops". 2:30 I explain why NOT to model while in level "3" Sub-D model. 3:26 Here I explain how to lay down the first "supporting edgeloop" using the "Insert Edgeloop" tool. 5:30 I explain a subtle, but annoying, and a bit confusing behavior, that the component mode modeling "hotkey" will do occasionally. 6:23 Creating the supporting edgeloops for the (left side) pill's inner lip. 8:40 Here I start to explain why we need to create the supporting edgeloops for the (left side) pill's main body so that it hold's it's body shape firmer. 9:40 How to change the "Insert Edgeloop" tool's options setting to add more than one edgeloop at one time. 11:38 Now I begin to the process of creating "supporting edgeloops" for the (right side) of the pill body. 11:46 Changing the "Insert Edgeloop" Tool's settings to be interactive and placing only one edgeloop at a time. 12:16 Laying down the initial "supporting edgeloops" for the (right) side pill's inner lip. 13:16 Here I change the "Insert Edgeloop" tool's options box so that two edgeloops will be put down at one time. 15:11 I show how to "edit" the move tool so that I can edit and place the pivot point of the (right) pill to exactly where I want it. 16:18 Editing the (left) pill body so that the "pivot point" is exactly where I want it to be. 18:31 Renaming the Group (contains the left & right pill body) 19:08 Here I just explain about (Freeze Transformations) function and why you need to do this simple procedure. 19:35 I rename the (left) & (right) pills via the Outliner. 20:21 Now I show the process of "Freeze Transformations" for the (left) pill body and then the (right) pill body. 21:21 Final directions regarding the naming & saving of this assignment.
1:43 Beginning- Creating the sphere. 2:05 Changing the amount of "Subdivisions" to lower the polygon count of the sphere. 3:32 Showing how to use the Orthographic panel to safely select faces. 3:44 How to "Extract" the left half of the sphere. 4:45 Explaining about "Delete History" and why we need to do this function. 6:04 How to activate and use "Grid Snapping" to move objects. 6:57 Extruding out the "edge" to create the body of the capsule. 8:14 How to change the left pill body's "Extrude Gizmo" so that it pulls out the edge straight out normally. 9:23 Extruding out the right pill. 10:55 Extruding the "outer shell" of the left side pill. 12:25 Extruding the "outer shell" of the right side pill. 13:24 Fixing the "inverted" shell of the right side pill.
0:48 Setting the "Menu Set" to modeling. 0:57 Persp Cam set up (quick overview from previous tutorials) 1:12 What to do if you do not see the "Attribute Editor" tab. 1:22 How to setup the (Focal Length) & (Near Clip Plane) 1:58 How to show the Polygon Count display. 2:11 Creating the polygon cube. 2:40 Changing the cube to "Face" component mode. 2:50 Deleting the top face of the cube. 3:26 Extrude Edge to push out the "flaps" of the cube. 3:54 "Keep Faces Together" portion of modeling. 4:17 How to "summon" the ExtrudeEdge floating menu. 5:26 Beginning part of learning how to "Edit" the pivot point for the cardboard box "flap". 5:52 Here I introduce the "Modeling Toolkit" for editing the pivot point. 6:57 Showing the "align" function and how to use it to edit the pivot point. 7:40 Here I explain the "D" hotkey to toggle out of the live pivot tool. 8:38 How to only use the "Edit Pivot" hotkey "D" to work faster. Without the Modeling Toolkit menu. 9:05 Introducing the "Step-Snap" function for incremental and accurate rotations. 10:43 Explaining about "Customizing the Rotational Axis" of the pivot point. 11:04 How to scale out at a custom angle by manipulating the Edit Pivot's Rotational Axis. 13:36 Explaining that Custom Pivot Points are temporary. 13:56 Directions on what to name and save this file as and where to turn the assignment in. To find where your saved Maya file is located locally on your computer: This PC>Documents>maya>projects>default>scenes
Important hotkeys: Space Bar- Toggles between the four view port panels. Alt & left mouse- Hold (Alt) key & also hold (left mouse). Now move mouse left to right or up and down to "orbit". Alt & middle mouse- Hold (Alt) key & also hold (middle mouse) to "pan left to right". Alt & right mouse- Hold (Alt) key & also hold (right mouse) to "zoom in/out". Moving objects along the 3D grid "grid space snapping": Hold (X) How to move, rotate, scale objects: (W) move tool (E) rotate tool (R) scale tool
Important hotkeys: Space Bar- Toggles between the four view port panels. Alt & left mouse- Hold (Alt) key & also hold (left mouse). Now move mouse left to right or up and down to "orbit". Alt & middle mouse- Hold (Alt) key & also hold (middle mouse) to "pan left to right". Alt & right mouse- Hold (Alt) key & also hold (right mouse) to "zoom in/out". Moving objects along the 3D grid "grid space snapping": Hold (X) How to move, rotate, scale objects: (W) move tool (E) rotate tool (R) scale tool
Important hotkeys: Space Bar- Toggles between the four view port panels. Alt & left mouse- Hold (Alt) key & also hold (left mouse). Now move mouse left to right or up and down to "orbit". Alt & middle mouse- Hold (Alt) key & also hold (middle mouse) to "pan left to right". Alt & right mouse- Hold (Alt) key & also hold (right mouse) to "zoom in/out". Moving objects along the 3D grid "grid space snapping": Hold (X) How to move, rotate, scale objects: (W) move tool (E) rotate tool (R) scale tool
Important hotkeys: Space Bar- Toggles between the four view port panels. Alt & left mouse- Hold (Alt) key & also hold (left mouse). Now move mouse left to right or up and down to "orbit". Alt & middle mouse- Hold (Alt) key & also hold (middle mouse) to "pan left to right". Alt & right mouse- Hold (Alt) key & also hold (right mouse) to "zoom in/out". Moving objects along the 3D grid "grid space snapping": Hold (X) How to move, rotate, scale objects: (W) move tool (E) rotate tool (R) scale tool
Important hotkeys: Space Bar- Toggles between the four view port panels. Alt & left mouse- Hold (Alt) key & also hold (left mouse). Now move mouse left to right or up and down to "orbit". Alt & middle mouse- Hold (Alt) key & also hold (middle mouse) to "pan left to right". Alt & right mouse- Hold (Alt) key & also hold (right mouse) to "zoom in/out". Moving objects along the 3D grid "grid space snapping": Hold (X) How to move, rotate, scale objects: (W) move tool (E) rotate tool (R) scale tool
Important hotkeys: Space Bar- Toggles between the four view port panels. Alt & left mouse- Hold (Alt) key & also hold (left mouse). Now move mouse left to right or up and down to "orbit". Alt & middle mouse- Hold (Alt) key & also hold (middle mouse) to "pan left to right". Alt & right mouse- Hold (Alt) key & also hold (right mouse) to "zoom in/out". Moving objects along the 3D grid "grid space snapping": Hold (X) How to move, rotate, scale objects: (W) move tool (E) rotate tool (R) scale tool
Important hotkeys: Space Bar- Toggles between the four view port panels. Alt & left mouse- Hold (Alt) key & also hold (left mouse). Now move mouse left to right or up and down to "orbit". Alt & middle mouse- Hold (Alt) key & also hold (middle mouse) to "pan left to right". Alt & right mouse- Hold (Alt) key & also hold (right mouse) to "zoom in/out". Moving objects along the 3D grid "grid space snapping": Hold (X) How to move, rotate, scale objects: (W) move tool (E) rotate tool (R) scale tool
1:00 Creating your five polygon cubes for this exercise. 1:45 How to (frame) & (focus) your camera onto a particular subject. Also corrects annoying camera behavior. 2:40 (1st) example begins. Merge to center tool. 3:45 (2nd) example begins. SUPER IMPORTANT! Merge Vertex with threshold settings dialed-in. 8:00 (3rd) example begins. Target weld tool. 10:04 (4th) example begins. Extrude vertex tool. 11:15 (5th) example begins. Chamfer vertex tool. 11:49 Soften/Harden Edge tool explained. (Very useful to know) 13:28 Tuning the Soften/Harden function by using the Channel Box "INPUTS". 14:29 Naming & saving this video assignment. To find where your Maya file is located locally on your computer: This PC>Documents>maya>projects>default>scenes
0:33 Where to find this specific MAYA exercise file. 1:01 Setting up the perspective camera for modeling. 1:44 Back-face Culling (ON) 1:51 MultiSampling Anti-Alias ICON (ON) 1:58 Wire-frame on Shaded (hotkey) 2:21 Hotkey for (component mode) 2:59 Hotkey for modeling tools floating menu. 4:05 (1st) model- modeling begins. 5:11 (1st) model- using the (Ctrl) key for tuning the slider. 6:58 (2nd) model- modeling begins. 7:21 (2nd) model- HOTKEY tip for wire-frame mode & how to use the camera to help you with carefully selecting components. 8:39 (3d) model- modeling begins. 9:10 (Last) model- modeling begins. 10:00 Instructions on naming & saving this video assignment. To find where your saved Maya file is located locally on your computer: This PC>Documents>maya>projects>default>scenes
0:37 Setting up the perspective camera for modeling. 1:06 "Wire-frame on shaded" hotkey. 1:20 "Multi-Sampling Anti-Alias" mode set to (on). 1:28 Turn (OFF) "back-face culling" from perspective view-port panel. (Only for this specific tutorial) 2:32 (1st) model- Manipulating the first cube for extruding in face mode. 3:40 (IMPORTANT) How to fine-tune the cursor "slider" when using "polyExtrudeFace" floating menu. 4:51 Comparing extruding (Thickness) vs (Local Translate Z). 5:28 (Useful) Demonstrating "Offset" feature for modeling. 6:30 (2nd) model example. (Gizmo tool set to Local) 7:48 Changing extrusion method to (World). 8:49 (2nd) model- with Local extrusion & Local (scale) 9:36 (2nd) model- how to activate the "local" uniform scale tool within the Gizmo tool. (useful to know) 12:37 (3rd) model- demonstration (World based extrusion & scaling). 13:39 What to do if you need the "polyExtrudeFace" floating menu but don't know how to summon it back. 14:08 (VERY USEFUL TIP) How to quickly, easily & accurately select several faces. (HOTKEY) 15:33 (4th) model- example begins. (Keep Faces Together) turned (OFF). 17:06 (5th) model- example. (Creating an outer shell) 18:33 (5th) model- Useful example when extruding a shell. Very useful tip to prevent skewing. 19:38 (Last model)- Creating an inner shell instead of a outer shell. Understanding & correcting inverted faces. (Very important to know) 20:44 Instructions on naming & saving this video assignment. To find where your saved Maya file is located locally on your computer: This PC>Documents>maya>projects>default>scenes
0:18 Creating a polygon primitives shape. 0:42 Explaining "Object Mode". 0:50 Explaining how to move, rotate, & scale your object. Showing hotkeys:(move), (rotate), and (scale) for your object. 1:43 Here I show/explain how to do "constrained" scaling of your object. (VERY USEFUL) 1:54 How to convert from "Object Mode" to "component mode". (with hotkey) 2:44 I explain how to quickly change to different component modes & back to "Object Mode". (VERY IMPORTANT) 3:21 Now I explain more about the different component modes & their relation to modeling. 3:33 Vertex Mode- Explanation begins. Manipulating in Vertex mode. 5:22 Edge mode- Explanation begins. Manipulating in Edge mode. 5:49 Answering a student question about which component mode to use when modeling. 6:35 Face mode- Explanation begins. 7:49 Here I show how to quickly access the component mode "modeling menu", via hotkey. 8:26 Face mode- modeling tools overview. 11:01 Edge mode- modeling tools overview. 13:18 Vertex mode- modeling tools overview. 14:40 (Important) Explaining how some tools are in several component modes while other modeling tools are specific only to a particular component mode.
0:05 Use PDF pages 3, 4, 5 (Maya Starter Guide Version 1.07) In the video the pages numbers are hidden because I was updating/reorganizing the starter guide at the time. 0:42 Showing where the default "Prefs" folder is located. 2:38 Setting up the 3D Compass Cube. 3:41 Setting up the "Origin Axis". 4:22 Setting up "Manipulator Display Sizes" 5:44 Setting up "Animation Preferences" Autokey. 6:27 Setting up "Time Slider". 7:08 (SUPER IMPORTANT) "Playback Speed". 7:50 (SUPER IMPORTANT) Where to save your custom "Prefs" folder. 9:39 (SUPER IMPORTANT) What to do when the MAYA UI & tools act up really bad. Ie. "Reset Maya to General Default Settings" isn't helping your situation at all. 10:38 I demonstrate deleting the "Prefs" folder and replacing it with the saved "custom Prefs folder" instead. 12:15 I mention where to save the "Prefs" folder. Basically to the WDrive>ANIM 2300-00*> "Your Folder" To find where your saved Maya file is located locally on your computer: This PC>Documents>maya>projects>default>scenes
0:10 Perspective camera setup for modeling. 1:22 Creating a polygon primitive cube for demonstrating the modified camera settings. 1:52 Explaining how to focus & frame your camera view so it centers around your subject. (Important hotkey) 2:37 (Hotkey) for "wire-frame on shaded" for your polygonal model. (Very useful to know when modeling) 3:01 Here I show/explain (before & after) the difference between the default camera settings vs the modified camera settings in relation to modeling. 3:57 Here I explain before & after camera settings for "near clipping plane" in relation to modeling. 4:24 Now I show "before & after" settings regarding camera "Focal Length". 5:28 Demonstrating the "Symmetry" modeling tool. 7:21 I demonstrate/explain the most important rule for "Symmetry" modeling. 7:57 (Most important hotkeys for modeling! Do not skip. 9:28 I quickly go over the "Modeling Toolkit Panel". 10:22 (Make sure to watch this) I discuss super annoying hotkey that many students often times accidentally press & drives students crazy. 12:20 (Very important to watch) Setting up "Polygon Count" statistics. 12:58 Here I go over the Viewport ICONS most often used when modeling. Very useful to know. 15:05 Lastly I explain "Back-face Culling" and why it is very useful during modeling.
Important hotkeys: Space Bar- Toggles between the four view port panels. Alt & left mouse- Hold (Alt) key & also hold (left mouse). Now move mouse left to right or up and down to "orbit". Alt & middle mouse- Hold (Alt) key & also hold (middle mouse) to "pan left to right". Alt & right mouse- Hold (Alt) key & also hold (right mouse) to "zoom in/out". Moving objects along the 3D grid "grid space snapping": Hold (X) How to move, rotate, scale objects: (W) move tool (E) rotate tool (R) scale tool
0:08 Resetting UI to factory default. 0:32 Menu set to modeling. 1:47 Creating custom modeling shelf. (assignment) 6:50 Saving your custom modeling shelf & saving a backup location. (assignment) 7:48 Explaining the vertical general tools panel. 9:04 Showing the Outliner. 9:45 Explaining the Viewport Panels & hotkey to toggle between orthographic panels. 10:08 (Super important to know) How to navigate within the 3D world (orbit, pan left to right, zoom in/out). 11:55 Animation Timeline 12:19 Showing the Mel Script Command Line. 12:41 Quickly showing the Channel Box. 12:48 (ASSIGNMENT) Creating polygon primitives. 13:31 (Important to know) Move Tool hotkey. 13:44 How to snap and move your model onto the 3D grid space. 14:08 (Very important to know) Explaining the importance of the Channel Box in relation to your model. 14:28 Explaining the 3D world in relation to the origin point (0, 0, 0) & (X, Y, Z) coordinate system. To find where your saved Maya file is located locally on your computer: This PC>Documents>maya>projects>default>scenes
Thank you very much! Super useful tutorial for a beginner, we needed it!
Thank you for the positive comment. Much appreciate it. 👍
Bro can you design one for me give me your Instagram ID I will contact you
5:34 Setting Up Denoiser Noice 9:36 Correcting the Arnold Area Light Placement/Set Up 22.10 Creating Arnold Standard Surface Shader 23:06 TURNING your Arnold Standard Surface Shader into a GLASS SHADER 25:40 Render Settings to Setup Reflective and Refractive Properties. 29:25 Refining the Glass Shader's Glossiness 44:10 Refining the Arnold Area Light's Shadow Properties 46:41 Activating the Arnold Len's Effect to Create the Glow/Bloom Effect
4:15 Creating the Pre-Comp for the Ink Drop Reveal 5:35 Adjusting the length of the Ink Drop Reveal 10:18 Beginning to stack ink drop footages on top of each other. 10:50 Applying a "darken" mode to the additional ink drop footages. 11:46 Applying "Freeze on last frame" effect. 13:46 Showing how to add the "effects panel". 16:42 Making the ink drop footage more high contrast so that the reveal is much more stronger. (Curves, 20:44 Pulling the "freeze frame" to the right so the ink drop footage slows down. 24:46 Adding an "exposure" effect" to make the ink drop footage more high contrast (better reveal). 27:37 Adding a "brightness & contrast" to further pump up the black vs white contrast on the ink drop reveal footages. 41:36 Pre-Comping the (movie footages) into it's own Pre-Comp. 47:24 Making the Ink Drop Reveal Pre-Comp run in sync/parallel with the Movie Footage Pre-Comp. 47:38 Adding the ALL IMPORTANT "set matte" effect to the movie footage Pre-Comp!!! 54:04 How to manipulate the position, rotation, scale and reflection scale, and the (PIVOT POINT/ANCHOR POINT) for your other ink drop footages!!!! Super important and useful! 1:15:38 Applying a "Gaussian Blur" to blur the sharp edges of your ink drop footage. Here are the time stamps like I said i would. No excuses saying you do not know where to find it or don't know how to do it!
CORRECTION: When applying the (texture deformer) you CAN use a 2D texture node. I was mistaken and was thinking about 3D procedural texturing and how they can texture an entire 3D object while a 2D texture can not. Time Stamps: 1:34 Creating the flat polygon plane. 3:20 Creating the Deform > Texture 7:40 Extruding the edges down to create the walls. 10:26 Setting up the cube's UVs. 27:00 Adding the bevels to the edges and corners.
2:19 Reviewing the modified Illustrator file to be used in Maya. 3:48 Importing your first SVG vector into Maya. (The white outline). 4:43 Inputting the actual data for your outline mesh. 9:47 Importing the second SVG vector "PINK FACE" vector lines into Maya and inputting its values. 13:45 Fitting the "PINK FACE" into the "WHITE OUTLINE MESH". 18:11 Importing the "WHITE PAW" into Maya and inputting its specific extrusion and bevel values.
2:40 How to apply the AI Shader to a specific 3D geometry mesh.
4:49 Introducing Arnold Shaders
Time Stamps 0:44 Setting up display layers for controllers & deformers. 5:30 Setting up animation preferences, resolution dimension & resolution gate & gate mask. 8:38 Setting up two panels (perspective and graph editor). 10:05 Setting up camera focal length. 11:50 Animation process begins. 26:10 "King" text animation begins. 41:45 "burger" text animation begins. 51:15 "top bun" animation begins. 58:47 "bend deformers" animation begins for each asset. 1:38:28 "360 spin" animation begins.