Sculpt deformers are spherical objects which create rounded deformations. They can be used to simulate effects such as liquid pumping through tubes, or a character chewing and swallowing
Wires and Wrinkles are curve deformers, which are useful as both sculpting and effects tools. While a wire can be used to reshape or animate a character’s brow
By first bringing in a line-drawing from a previous lecture (Design 2), we learn how to use the digital medium to create a finished rendering.
Adobe Photoshop is the preferred, industry-standard software for photo manipulation and graphics creation, but using it effectively for projects in production is key.
There are many ways to create and design particle effects animation in Maya.
With the fundamentals of softbody effects understood, this lecture moves on to more specific applications, effects including oceans, puddles, mud, sand and snow.
This DVD plunges into the basics of Maya's Paint Effects. Ethan Summers gives you a feature-by-feature examination of this powerful package, teaching you to control the density of your polygon mesh
In the second of a series, Ethan Summers teaches you to tune your brushes, optimize large-scale scenes, use Paint Effects objects as particle emitters, and create wind deformations.
In this DVD, Ethan Summers shares his techniques for e-on's Vue Infinite, an amazing landscape creation tool and general purpose rendering engine capable of handling scenes
Starting with thumbnail silhouettes chosen from the previous lecture, two distinctive designs are drawn, refined and rendered for client presentation
This lecture explains all of the IK Handle Tool's settings from a real-world workflow point of view. The four IK Handle Tool types are demonstrated and their settings explained.
In this DVD, Mayan continues from the head model and design used in Head Modeling for Games, demonstrating the tools and techniques used to create low polygon characters.
This lecture will cover the tools and techniques necessary to create efficient UV maps. It is important to use that space in the most efficient manner, while minimizing seams and distortion.
In this lecture, Matt Linder discusses the powerful flexibility of using the command line and expressions to take your compositing to a new level of speed and efficiency.
In this lecture, visual effects artist Matt Linder discusses advanced techniques for tracking and stabilizing 2D plates using Shake.
The lecture stresses the importance of maintaining the design language established in the first phase, while fully realizing the surrounding environment.
The Organic Modeling titles cover the entire process of modeling a multi-patch head with Maya. Using a 200 surface head as an example, we go over all of the steps involved in it's creation.
Organic Modeling 2 Head PatchingWhile there are several methods for creating a character, patch modeling can yield the cleanest results. It allows for high amounts of localized detail, clean parameter
NUKE, short for "New Compositor", began as the in-house compositing and effects application at Digital Domain, where it won an Academy Award for Technical Achievement.
Using D2 Software's award-winning NUKE, this lecture explores complex systems and approaches for compositing workflows.
When anatomical accuracy is required, it is necessary to supplement joint weighting with auxillary tools. Joint weights determine what percentage of a rotational arc a vertex receives as joints rotate
In this second DVD in the Boujou Matchmoving Series, Stephen McClure demonstrates advanced techniques for creating working tracks in Boujou, setting up those tracks in Maya, creating effects in Maya
In this polygon modeling DVD, Sean Mills moves from relatively simple hard-surface forms to the creation of more complex and detail-oriented shapes.