Showing posts with label Tutorials. Show all posts
Showing posts with label Tutorials. Show all posts

Thursday, 1 March 2012

Zbrush Tutorial by Ryan Kinsglien

Recently, I have been wanting to learn zbrush more and more, therefore I bought Ryan Kingslien book, Realistic Game Characters, There he explains the character pipeline to create characters for game, emphasizing in sculpting in Zbrush.
Today, i have found 2 hours to get onto the fist tutorial, an intro to zbrush, showing different tools and brushes that will help me sculpt, while showing the tools, he helps create a human head.

The following human head was my first attempt in Zbrush of modelling by starting with a sphere.




Edit**: After looking back at the model I found some anatomy errors, I am aiming to do more of these to learn anatomy a lot faster. here is some of the errors i found 


Wednesday, 1 June 2011

Maya Tutorials: Intro to Match Moving

Here is two weeks of tutorials where we were introduced to match moving, one of the fields in the industry that has been developed a lot recently. Although, not what I really want to follow this tutorials were helpful to understand and even visualise the world.from a simple 2d footage to a 3D environment.

However, I had a few problems with this tutorials because the auto tracking feature in Match-mover, was giving some really weird results. however after a few tries I was able to fix it, I dont know how.

the second problem was rendering the car tutorial, I don't know why but it didn't render any more than 10 frames. even though i changed the settings they would go back to 10 frames. with more time I will finish the other 2 tutorials and try to rerender the toy car one.


Match Moving- Auto tracking




Match Moving- Masked Auto Tracking

Maya Tutorials: High Resolution Head- Model Thus far

here is what I have of the model. with the main features on the face done I have to get the ear and then move onto the body. I am aiming to finish this tutorial as soon as possible. as it will help me in a long run to get my own personal models right.





I can see i fell behind with this unit's tutorials, mainly because I didnt have a good internet connection where I could download the videos. with that said, Im aiming to catch up with the body and the Match moving tutorials.

Monday, 30 May 2011

Maya Tutorials: Intro to Ncloth Week 2

The continuation of Ncloth Maya tutorials, it is great to get a bit more advanced in terms of animation with particles, etc. this will definately help step up my game for next year.

M & Ms Bag




Balloons



Tearable Surface

Maya Tutorials: Intro to Ncloth Week 1

On the 3rd week of maya tutorials we were introduced to Ncloth. Although I have used Ncloth on my last project, it was great to see it being applied differently onto different materials. these tutorials not only deal with the characteristics of Ncloth, but also but also how to attach it to other surfaces by using constraints.

Flags



( I guess here Patriotism came in first place)


Netting



Rubber Castle



Rope Bridge

Maya Tutorials: Soft/ Rigid Bodies Week 2

The continuation of simulation with dynamics, more precisely Rigid/ Soft Bodies. This time applying them into a more organic environment.

Flesh



Marble



Snow



Water



Bubbles

Maya Tutorials: Soft/ Rigid Bodies Week 1

For the last unit of the year our tutorials were divided in three distinct subjects, Simulation with dynamics, Motion capture and and High Resolution modelling.

Here is the 1st week of the simulation with Rigid/ Soft Bodies, where we learned how to create models which can assume a more realistic feel.

Chain 



Catapult



Earring




Newton's Craddle


( even though I followed the tutorial, the simulation seemed to not work correctly, it still needs more tweaking).

Friday, 22 April 2011

Maya Tutorials: Games Modelling Character- UV layouts

Continuing to do some Maya Tutorials over these holidays. This time was laying out the Uvs. This process is crucial for the texturing stage, so you can get the most out of your model. 



UV Map 1024x1024


On a minor note, I have started to model the Robot Pirate characters, for these characters I don't want to rush anything and learn alot about modelling and sculpting in Zbrush. So those skills can be carried onto the 3rd year.

Thursday, 21 April 2011

Maya Tutorials: Games Modelling Character

here is a tutorials that was forgotten from the last transcription project. Even though I had started back when we received the tutorial, it has been forgotten ever since. This tutorial introduced us to games modelling, where the number of polys is the most important thing of it all, The Key for this type of modelling is model efficiently and the details will be added in the texturing.



Meanwhile I have also did the missing tutorial,the last of the normal map tutorials. here the normal maps were used to create bump values on the textures, something I used on my project before.



Monday, 11 April 2011

Maya Tutorials: Intro to Dynamic Tutorials Week*8

This is the last week of Dynamics tutorials, here we were shown more details about Goals to control the particles and introduced to Sprites.

Muddy Golf Ball- Goal





Pixie Dust- Sprites

Maya Tutorials: Rendering with Mental Ray Week*4

Here is lasts week  Mental Ray tutorials, although some are not complete I will get on with them as soon as possible. Last week, we were introduced to Caustics, in order to create more realistic renders. Also to use Mia Materials ( mental ray) specific materials and to how to use physical sun to create atmosphere and the lighting in your scene.

Caustics
Default 1st render


Scene with Final Gather and Global Illumination


 Final render w/ Caustics


Mia Materials 

Here is a representation of the Mia Materials presets assembled to different spheres, the level of realism is outstanding, definitely the way forward if you need to create hyper-realistic scenarios.




Physical Sun and Sky

 Initial Render- Default

 Scene with Wrong Horizon Line


 Horizon Line Tweaked
Default Sun 
 Scaled Sun
 Haze options
Blue to Red Attribute
Saturation Option


Default Shadow                             Shadow Softness



Final Render Sample 64

To be Continued...

Maya Tutorials: Rendering with Mental Ray Week*3

This week, we explored different worlds inside mental ray. We were shown how to get bump values in another way, by using displacement maps. we were introduced to Final Gather and Global Illumination.

Displacement Maps 


Using Maya Software
Final Render


 Progress



Using Mental Ray

Final Mental Ray Render


Progress



Using Non- Smooth Objects





Using SubDiv




Using Surfaces






Final Gather


Final Gather Render



Final Gather Diagnose



Global Illumination

Global Illumination Render



Global Illumination Progress

Maya Tutorials: Rendering with Mental Ray Week*2

On this week, we were introduced to really interesting features in mental ray, that will help get the render desired. Motion Blur was the first that was shown to us, and despite the horrific render times the effects your are able to get with Motion Blur are unique, it is truly useful for motion characters or props, to give that extra hint of dynamism, instead of looking like a still object moving around.

Motion Blur
2D Motion Blur 


Final Motion Blur Shot



2D Motion Blur Progress


3D Motion Blur 

Final 3D Motion Blur Shot



3D Motion Blur Progress



Non- Deformations Motion Blur

Final Non- Deformed Motion Blur 


Non-Deformed Motion Blur Progress


Motion Blur Using Rasterizer

Lastly, but no less important, this tutorial, helped understand how to possibly reduce the render time, When using motion blur the objects will be moving at a certain, therefore a lot of detail doesn't need to exist. So by using the rasterizer option, instead of the Scanline, the render looks still similar but the render time was reduced by half a minute.

 Final Motion Blur Rasterizer Shot

Motion Blur with Rasterizer Progress


The second part of the  mental ray tutorials this week was helping to understand depth of field, this is extremely useful, as it focus on certain things that could be missed at first. 

Depth of Field

Depth of Field Progress Shots


Lens Bokeh Effect