How to Setup and Create the Effect of Animated 3d Strokes in both Maya and 3ds Max


In this tutorial, Dror Lazar demonstrates how to setup and create the effect of animated 3D strokes. Dror shows techniques in both Maya and 3ds Max.

How to UV Map a Character in Autodesk Maya 2009

Efficient UV mapping is a very important step before you can begin texturing any 3d model, and will inevitably affect every other stage of your workflow, from baking normal maps, all the way to performance, rendering, and frame rate . In this tutorial you will learn the complete workflow necessary to effectively UV map a character in Maya 2009. If can be a tedious process, but with proper planning, clever conventions, and tricky time savers, it can be a very fun and rewarding process too. Note: This tutorial is intended for symmetrical geometry only.

Additive and Morph Target Animation in Unreal Development Kit – Advanced Level Video Tutorials

First two videos of a series of small and quick videos where I show you how to do specific things in Unreal Development Kit and other programs. The first video will show you how to easily make a GetHit animation on a character and how to make it work in an AnimTree while the second one will walk you through how to set up a mesh in Maya 2009, animate it with a Blend Shape (Morph Target) and get it to work in Unreal Development Kit.

Ambient Occlusion Using Mib_Amb_Occlusion Node in Autodesk Maya

Occlusion is a fast and simple method to simulate the effects of global illumination. Ambient occlusion is most often calculated by casting rays in every direction from the surface. Rays which reach the background or “sky” increase the brightness of the surface, whereas a ray which hits any other object contributes no illumination. As a result, points surrounded by a large amount of geometry are rendered dark, where as points with little geometry on the visible hemisphere appear light. The soft appearance achieved by ambient occlusion alone is similar to the way an object appears on an overcast day. So what basically this shader does is try to re-create the effect of ambient occlusion.

Website of Director/Vfx Supervisor Allan Mckay

Allan McKay is an award winning Visual Effects Supervisor and Director, originating from the Gold Coast of Australia, now living in California in the United States for Hollywood studios including Warner Bro’s, Prime Focus Company – Frantic Films, Emmy award winning Digital Dimension and Oscar nominated Blur Studio, as well as George Lucas’ Emmy award winning company Industrial Light + Magic, amongst dozens of others all around the world.