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what is the dreamLipSync? dreamLipSync is a trade mark of dreamslab.com, but it is also a lipsync software, as you maybe already understood. So don�t loose time in unusefull words and get in the software. Create or load your own mouth, or download my demo db (bocca.zip), and prepare yoursel...
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"Hi, welcome into the walk cycle tutorial", load the database (dreamWalk.zip) in your MAYA workspace, and open the expression editor and the script editor. Open the MEL (dreamWalkWindow.zip) file with your favourite text editor, select all the text inside, copy and paste it into your script e...
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"Hi, welcome into the walk cycle tutorial", load the database (dreamWalk.zip) in your MAYA workspace, and open the expression editor and the script editor. Open the MEL (dreamWalkWindow.zip) file with your favourite text editor, select all the text inside, copy and paste it into your script e...
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This database derives from a personal experiment using expressions. I was looking for a cycling mathematical equation that could allow me to develop almost any cycling actions in human characters and four legs animals. This tutorial is divided into two parts: the first one is a lit...
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The purpose of this tutorial is to guide you through the process of modeling in Maya. It illustrates some of the modeling techniques used in Maya that some of us might have forgotten about. Then we are going to export our model to Zbrush for details. Once the Zbrush phase is done, we are going to...
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1 - Mental Ray's Final gathering method versus the Arnold renderer. YES indeed, Mental Ray�s Final Gathering method used alone can achieve exactly the same result as the Arnold Renderer. Above : On the left, an Arnold rendering of the Audi TT. On the right, ...
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Users of other apps/renderers, I am starting to put pertinent info at the bottom of the page Have you ever wondered why your GI renderings start out so dark? Well, in fact they are not so dark. The problem lies with the display device (the CRT or LCD) and that the software is not making adjustme...
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The following concept overview will be covering Wrap Skinning for the purpose of actual muscle/bone deformation of the skin. The basic concept is: Skeleton Joints driving Bones driving Muscle movement/shape driving Skin deformation. Skeleton Joints>>Geometry Bones>>Geometry Muscl...
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Good for gamers..!! Well, here is a little tutorial on how to bake shadows at the same time you convert your shaders into solid texture files. This can be pretty useful for gamers (low poly modeling and thirsty of quick texture mapping including... shadows) I made a little scene to explai...
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An approach of simulating color transport in Maya in few steps without any extra light source... Well, to begin I'd say that this tutorial is a global method to fake 'easily' and quickly radiosity in Maya. I know there's many different ways to achieve the same effect. You may want t...
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This will cover modeling the hand, starting with a polyCylander. Create a 12 sided cylander and rotate 90 dgrees on Z axis. Select three faces and extrude them. Flatten and move them as shown in the .gif below until you have a cool design. Scale the front smaller so that it will look like it fi...
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Stage 1: Creating the Tentacle animation Go into the side view and create a curve Rebuild the curve with more CV�s, about 30 will do. Next create a nurbs circle to the thickness you want your Tentacle to be. Select the circle then the curve and extrude a surface using the followi...
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This tutorial explains the basics of object pivot points in Maya.
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By Eric Keller Scientific animation is a great source of work, and also a great opportunity to flex your creative muscle. It's often a challenge to create something that is simultaneously instructive, visually engaging, and scientifically accurate. However, accuracy in scientific animations is ...
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that's all ,and then set your graphic card for Anit_aliasing 8x.restart maya ,GL
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Most CG lights only lose luminosity as they fall off. This can look dull. If you can calculate what amounts to the light's facing ratio with respect to objects, you can use it to drive ramp-based color on the light itself. Here's a brief overview: 1) Get the world position of th...
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Lead Compositor John Lafauce, Jr. revisits the ardous task of head replacement and shares his Shake compositing techniques on this unusual film. THE STAGE IS SET After a family is suddenly murdered while enjoying an intimate dinner in their home, Master "Betty" Pain and his evi...
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Leather Material By Neil Blevins June 15th 2005 Here's a tutorial on how to create a leather material. My tests were done in 3dsmax, but the theory of how to put the material together works for all 3d apps, and I've included at the bottom a max and maya example file. The basic ingredien...
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Compositing Ambient Occlusion and channel based lighting. By Tahl Niran. Hi this is another in a series of my shake tutorials. Although I am using big words in the tut name, what I am really interested in covering here is a workflow for relighting and tweaking the lighting of 3d CGI in a como...
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This tutorial shows how to use Custom Attributes in Script Controllers to reference objects without using object names.
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A while back I created a new model using ZBrush as part of an advertisement for Pixologic at Cinefex Magazine. My idea was to create a digital Picasso, having some fun while he was painting with ZBrush. As Picasso's likeness for a commercial piece is not allowed (because of the copyrights) I ch...
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Face Crack Tutorial: Part 1 Rig removal and clean plate generation in Shake by Tahl Niran. After quite a few requests for tutorials on this subject, I have dug up an old shot for a short film I worked on a few years back. The film was shot on a variety of formats and mastered at 1k for a 35mm ...
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Simple Set Extension in Shake by Tahl Niran. Set extensions and compositing matte paintings are some of the most spectacular and satisfying shots that a compositor can work on. In this tutorial we will be looking at a very simple application of the principles involved. I have also included an ...
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Keyer Math 101: The basics by Tahl Niran. Introduction This is not a tutorial about how to get perfect keys and get great integration of your bluescreen/greenscreen elements. I also acknowledge that shake ships with two awesome plug-in keyers and one very dubious default chroma key. Before we l...
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UV Map Now or UV Map Later With a little tinkering and the right movie as input, you can make a displacement node perform UV mapping within Shake, putting an ordinary still image into motion. Instead of mapping an image onto an object, map absolute UV addresses. By subtracting a refer...