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Maya 3D Tags
Featured Photoshop templates - professional ready to use designs for your next project
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Maya 3D Tire Tutorials
Maya NURBS tips and tricks.
Modeling with NURBS based geometry in Maya is something that a lot of beginners struggle with and in this tutorial we show you how to model a sandal entirely with NURBS using modeling techniques from Rhino. Working with the CV curve tool to create the initial curves for the model we move onto lofting surfaces, rebuilding geometry and changing the parametrisation of surfaces to prevent the strange results that can sometimes occur when working with NURBS in Maya. During this process youíll get a lot of useful tips for how to approach NURBS modeling and learn why itís important to rebuild curves and surfaces to get geometry that flows well, as well as how to work with the round tool for NURBS. We also take a look at some of the things to look out for such as empty nodes that can be created from slicing and cutting operations during the modeling process. NURBS Based Geometry CV Curve Tool Creating, Editing & Rebuilding Curves Periodic & Open Curves Reversing & Rebuilding Surfaces Cutting & Slicing NURBS Booleans Difference The Round Tool
Hard surface uv mapping
This video Tutorials show how you can: - UV map a hard surface bike - UV map a tire - Copy/paste UVs
Hard surface & tire modelling
In this tutorial I show you have to make hard surface modelling and how to model a ture. It is very basic and divided into these parts: - Looking at reference - Hard surface modelling - Tire modelling
Hard surface & tire uv mapping
This video Tutorials show how you can: - UV map a hard surface bike - UV map a tire - Copy/paste UVs
Model, UV, and Texture a Complete Manga Character in Blender
Creating a 3d character that is equipped to be animated is one of the most challenging things you can do in CG, and to make matters worse, it has always been equally challenging to find any comprehensive tutorials on the entire workflow. Well not any more! In this 7 video long, intermediate to advanced level tutorial series, professional Blender artist, Karan Shah, will walk you through the complete creation process of a ready to animate video game character. From modeling, to UVs and texturing,
Video Tutorial: The Bouncing Ball
In this series, we establish a firm foundation in Maya. We explore the entire animation production workflow, including: Scene Layout Cameras Materials and Maps Animation Keyframing and Function Curve Editing Simple Lighting Batch Rendering Compression Using Quicktime Pro
3d logo design - Logo Design behind the Scenes
Tutorial overview: A successful logo design needs to be both professional and functional. It might be the first piece of branding someone sees relating to a company, so it should make a positive impression. So Iíll share my techniques and experience in Logo Design behind the Scenes. I walks through the fundamental decisions, such as what information to include, what size and orientation the logo should have, and whether to use in corporate identity, TV production, Web publishing. I demonstrate how to set up a template and work with type alignment and color. Also discusses animation techniques and preparing the file for printing, TV production, Web Publishing. How to integrate and fill the gap between 6 software is my goal in this tutorial. I'll use Adobe Photoshop, Autodesk Maya, Adobe Illustrator, and Adobe after Effects, Adobe Flash and Adobe Dreamweaver. Topics covered: Quick Sketching Logo Exploration Logo Modeling Producing Logo to several illustrators formats Animation approach Animation Composition Web Animation and production 3d logo design - Logo Design behind the Scenes - Part 1 01: Intro Goals. 02: 1st stage Sketching ideas. 03: Modeling, Texturing, Lighting, Rendering and Detail Design. 04: Put the logo into Layout. 05: Illustration stage. 06: 2nd stage animation. 3d logo design - Logo Design behind the Scenes - Part 2 07: animation composition and finalize exporting HD. 08: 3rd stage Web Production. 09: Final Design, animation inside HTML page. Details: 01: Intro Goals In the first stage we have a look to our goals before we start working to know who exactly we should do. We will prepare our logo to be ready for printing, TV production and Web Publishing. As a designing apprentice I have always asked myself what is the best method for designing something or that particular logo. It is evident that you can apply different methods for doing the same logo, but the quality of the output might vary according to the method you use. 02: 1st stage Sketching ideas Then the process of swirling out your ideas begins. It doesn't matter if the sketch looks like monotone; you are just throwing ideas down onto a white blank page at the moment. I used tablet here. Just try to find ideas and concepts using balance. What I mean with balance is our logo should be physically balanced inside our design. Just imagine if you create that logo in real life with clay or wood and try to put it on a flat surface it should be stable balanced. Once I had placed some ideas down on paper you can scan them in and dive into your image editor of choice if you would like. I'm using Adobe Photoshop for this one. The method I use to create logo could be wildly different from someone else so go with whatever method feels comfortable. The end result will be a series of scaled resources that the OS will use in different views. 03: Modeling, Texturing, Lighting, Rendering and Detail Design. Then the process of swirling out your ideas begins. It doesn't matter if the sketch looks like monotone; you are just throwing ideas down onto a white blank page at the moment. I used tablet here. Just try to find ideas and concepts using balance. What I mean with balance is our logo should be physically balanced inside our design. Just imagine if you create that logo in real life with clay or wood and try to put it on a flat surface it should be stable balanced. Once I had placed some ideas down on paper you can scan them in and dive into your image editor of choice if you would like. I'm using Adobe Photoshop for this one. The method I use to create logo could be wildly different from someone else so go with whatever method feels comfortable. The end result will be a series of scaled resources that the OS will use in different views. Modeling For a non-organic bending object such as the subject of this tutorial it is wise to use polygonal modeling unless you care about the quality. Polygon modeling has always fascinated me especially with the accuracy it provides for making industrial models and its flexibility. The good thing about Autodesk Maya is that it provides both a strong NURBS system and a multi-optional NURBS to polygon conversion dialog, where by we can convert our detailed NURBS model to a polygonal object with the desired number of faces. The aim of this tutorial is to provide a practical guide for the novice Polygon modeler, whereby he/she can practice the basic methods through designing a somewhat complex object. Of course, this tutorial does not cover all Polygon commands but rather most of them. Now observe and contemplate the above sketching image for a moment; try to visualize it from front, the front view: that's the key point in making the logo. First we will begin with a set of primitives for different logo parts. I make a sphere (polygon sphere) then 4 twisted cubes. To make twisted cubes in Maya it's just easy. Make a cube then go to deformers panel and use the twisting toll. After made a 1 twisted cube, duplicate it 3 times with 90 degrees. Then put them together to fitting in the sphere. That's exactly my idea represented. I have a point in this logo which I can say the sphere represent the red word and the 4 twisted cubes represent how mush it's secured. The next step is to create mental ray subdivision from approximation editor panel. I like to make the N subdivision as a 2.000 points for sure that's give me a good smoothed mesh and also at any time I can go back and make any changes in low poly mode. Texturing The texturing stage is the most important part. Everyone who's worked before with 3D texturing knows that every texture have an advantage and disadvantage. We can see that the Lambert shading absorb lights. Also we knows about the phonge shade it's reflect lights with angels and have a different characterizes instead of blinn shade. So I render the logo 3 times 1 with blinn shade, 2 with mia_material and phong shades. By this way we mention that we have the logo in 3 different characteristic so we can use this 3 together in later steps. Lighting and Rendering Let's talk about lights. I use in this scene 9 lights. Our goal in lights is how to use a minimal number of area and point lights to recreate all direct and indirect light sources for a logo. They are 8 area lights and 1 point light. The 8 area lights have a very small intensity. Also I used the white light color. In This technique we use Global Illumination and Final Gather. Final step in lighting and rendering is to render the logo in 3 different images every image with a different shade. 04: Put the logo into Layout lets go to Adobe Photoshop and open the 3 images we exported from Maya. Actually I like to export images as a .TIF images. Taking the 3 images and put it together in Adobe Photoshop blind them together. I used overlay blinding mode. Then finish by company name and the caption. Also I simulate a deep shadow behind the logo. Its give me a nice look. In this stage if u would like to represent that logo to the client u have or to your boss. That's will fair enough. 05: Illustration stage For the first time I present this tutorial someone ask me... hay the logo u created now is fine but do u think is it ready for print in big scale like billboards?.. Actually it's a very good question because for sure we need the logo to be ready in everything from print to TV production to web production as we agreed in statge1. So I'll start now to give u my approach for how to export our logo as a vector (scalable) shape. We will go back to Maya and use logo model and exporting into a different illustrator types. I used here Maya vector render and I use some options like curve tolerance and detail level to end up with different logo versions. 1 with dark colors, bright colors, and wire frame, etcÖ everything is vector we can export it as an AI file and import it to adobe illustrator. Easily u will find that our logo is now ready to use it in printing elements safely if we need to print it in higher printing elements or huge billboard. We finished now the stage 1 which is creating a 3d logo ready for print production. 06: 2nd stage animation Okay... Let's animate. We will go back to Maya and starts animate our logo. I start by prepare my timeline with 72 frame. This will give me 3 seconds (24X3=72). Animate the sphere shrink in then shrink out until its stop. Then about the 4 twisted cubes I animate it in 360 digress reversed. So it's give me a very nice effect. So what we have now is shrink sphere and 4 rotated cubes. I think it's Looks good for me now. For sure I'll go to the timeline and play the frames fast, slow, reversed, etc... Check if anything looks weird or out of scene. So we have now 72 frames let's render it in .PNG sequence of images. And have a look for the animation when it's finish render. 07: animation composition and finalize exporting HD So we end now with 72 PNG sequences of images. If u thinks about composition for sure we will think about Adobe after Effects. You can import the 72 images directly to Adobe after Effects but in this tutorial I convert this sequence to 1 MOV file using quick time. So I open quick time then open the sequence of image and save as a MOV file. So let's import the MOV file to Adobe after Effects and start composition. First effect I have used is the auto level effect. It's just makes the logo looks fine and has a deep look. Also I just check some other effects like rippling and bouncing and I end up with the 3D rippling animation. I make a radial gradient for the background to give me nice look when the logo animate. So I'm happy for what I end up with now Let's render our MOV file from Adobe after Effects and finally the logo now composite fine and ready for TV production. 08: 3rd stage Web Production After we have our composite MOV file let we think about web animation. Actually Adobe Flash is the solution. First I prepare my stage in Adobe Flash 640X480 as we rendered our files and also prepare my timeline and frame rate 24 FPS. Now we are ready to import our animation file. But the MOV file has a huge size and we shouldn't use it for web. That does will take a lot of time in loading. So I think about converting this file to FLV file using Adobe Flash CS3 Video Encoder. Start encoding and we have now a small FLV file. So import the FLV file and check it in Adobe Flash. After everything is looks fine and small size the only one problem is the frames looping. So I add one Action Script behavior to stop the animation when it's finished (played for 1 time). So our file now ready for publishing from Adobe Flash we will end up with HTML file contained the flash SWF file. 09: Final Design, animation inside HTML page. The last step in our entire tutorial is to open the HTML into Adobe Dreamweaver and center the flash object (SWF file) and we can easily type welcome to red secure website and it's now ready for Web Production. So that's the end of the tutorial. I hope u like it... See u :)
This step by step tutorial will explain you how to model a tire in autodesk maya
Rubber Tire, material, texture make it real
Create a rubber tire by following the steps given in this 3D studio max tutorial and bring it together with your own sense of creativity.
Creating a Lab
Model an entire lab in Maya.
The Making of Slow Decay - Maya Tutorial
Explained the entire process of making a futuristic city environment with Maya's 3D Tools. Details including modeling, texturing, lighting, rendering as well as composition.