      |
Here are several free html tutorials. For free video tutorials, check out Gnomonology.com
 |
Gravity
vs Uniform / Using Per-Particle Mass
All fields in Maya are unique. A
thorough understanding of each field's behavior
is a crucial first step towards an artist's ability
to efficiently and effectively design a dynamic effect.
There are two fields, however, which are commonly
thought to yield identical results:
Gravity and Uniform. While similar, they have an
important difference: how they deal with mass... |
Instructor: Alex ALVAREZ
Format: HTML
Software: Maya
Go
to Tutorial
|
 |
Transparency Shadows
Be aware that volume shadow occlusion only works
with depth-map shadows. This creates problems
if you have transparency mapped objects,
as is the case with the wall. So how can
we get an object with a transparency map to cast
accurate shadows without raytracing? (i.e.
depth-map shadows)... |
Instructor: Alex ALVAREZ
Format: HTML
Software: Maya
Go
to Tutorial
|
 |
Controlling Fog Density
Fog is a term often used to represent a variety
of natural phenomenon within a 3D renderer.
In nature, fog consists of water vapor yet
in Maya you may use 'fog' to also represent
dust, smoke, air, smog, plasma, nebulae or
even magical glows and spells. To be able
to yield such a variety of effects from
fog, one must have a clear understanding
of the volume shader associated with it... |
Instructor: Alex ALVAREZ
Format: HTML
Software: Maya
Go
to Tutorial
|
 |
Spotlight Decay Regions
All lights in Maya (area light excluded) emanate
light from a finite point in space. This
is completely unnatural as all lights in
nature have a measurable size. The effect that
light size has in nature is found in the
shadow and specular qualities present. We
are now going to focus on a particular situation where the
finite origin of a spotlight becomes problematic...
|
Instructor: Alex ALVAREZ
Format: HTML
Software: Maya
Go
to Tutorial
|
 |
Rendering in Passes and Layers
An issue which is often overlooked or avoided
by individuals new to 3D is the necessity
of fine-tuning projects in conjunction with
a compositing package. Yet the level of interactive
flexibility available within just about any
2D application can save precious time... |
Instructor: Alex ALVAREZ
Format: HTML
Software: Maya
Go
to Tutorial
|
 |
Shader Glow Tips
It is important to remember that specularity
is a reflection of a lightsource. Therefore,
if a light is bright enough to create an optical effect, a specular
highlight from
that light should also create an optical
effect. Maya allows for this via the use of Shader Glow... |
Instructor: Alex ALVAREZ
Format: HTML
Software: Maya
Go
to Tutorial
|
 |
Light Linking in Heavy Scenes
A crucial technique to succesfull lighting is
the process of light linking. The process
of simulating reflected light is very much achieved by exclusively
associating lights
with objects. Yet new lights are automatically
linked to all surfaces in the scene... |
Instructor: Alex ALVAREZ
Format: HTML
Software: Maya
Go
to Tutorial
|
 |
Candle Flame
To generate a realistic candle flame, the first
thing to do, of course, is to light a candle
and stare at it. What should become evident are some of the behavioral
and visual
elements which define its appearance. In
terms of Maya lingo, a flame looks more like a transparent, incandescent
surface than
a nebulous object made out of thousands of
particles... |
Instructor: Alex ALVAREZ
Format: HTML
Software: Maya
Go
to Tutorial
|
 |
Using Particle Speed
There are situations where a phenomenon's velocity
or speed is related to it's behavior or appearance.
Perhaps the incandecence increases as a particle moves faster...
or the color
changes from blue to red. Perhaps some dust
is resting on an object, but once it gets blown away it also begins
to dissipate and fade... |
Instructor: Alex ALVAREZ
Format: HTML
Software: Maya
Go
to Tutorial
|
 |
Particle Emission when Objects Collide
Be aware that volume shadow occlusion only works
with depth-map shadows. This creates problems
if you have transparency mapped objects,
as is the case with the wall. So how can
we get an object with a transparency map to cast
accurate shadows without raytracing? (i.e.
depth-map shadows)... |
Instructor: Alex ALVAREZ
Format: HTML
Software: Maya
Go
to Tutorial
|
 |
Simple Fog
Simple fog is the basic environment fog settings
used when creating fog effects in Maya. As
with any environment fog type, Maya creates a volumetric material.
In the case of simple
fog attributes, the clipping distance can
be adjusted as well as the height, saturation point and color... |
Instructor:
Darrin KRUMWEIDE
Format: HTML
Software: Maya
Go
to Tutorial
|
 |
Some Fur Tips
Say you have a patch model with 200 patches and
you want to use a 3D paint package to paint
the fur color. Go ahead and load the surfaces into your paint
package, paint color,
and import them into Maya as your surface's
color. This should create a switch node on the material's color
to tell the material
which surface gets which file texture... |
Instructor: Alex ALVAREZ
Format: HTML
Software: Maya
Go
to Tutorial
|
 |
3D Paint Tip
Ok, this drove me nuts for a good week... If
you are using a 3D paint package to paint
texture channels of a multi-patch NURBS model, you may find that
when you import your
textures, your edges display artifacts when
rendered... |
Instructor: Alex ALVAREZ
Format: HTML
Software: Maya
Go
to Tutorial
|
 |
Multi-Patch Model Tesselation
When Maya renders a NURBS surface, the object
is tesselated into triangles (polygons).
Understanding tesselation is crucial to clean silhouettes and
patch boundary relationships.
There are several options for tesellation,
but this quick tutorial is dealing with multi-patch models... |
Instructor: Alex ALVAREZ
Format: HTML
Software: Maya
Go
to Tutorial
|
 |
Arm set-up with IK/FK
This tutorial outlines a technique which is quite
handy when setting up an arm. Very often
I see work where the movement/rotations are incorrect at the wrist
as people sometimes
overlook how things actually work below the
elbow. If you take a look at your own wrist and 'rotate' your
hand around, it may
seem that you are looking at a ball joint,
but you aren't... |
Instructor: Alex ALVAREZ
Format: HTML
Software: Maya
Go
to Tutorial
|
 |
Custom Marking Menu for Selection Masks
If you have never made a hotkey driven custom
marking menu, go to Options/Customize UI/Marking
Menus. Hit 'Create Marking Menu'. You can then middle-mouse-button
drag items from
the shelf into one of the quadrants... |
Instructor: Alex ALVAREZ
Format: HTML
Software: Maya
Go
to Tutorial
|
 |
Custom Marking Menu for Key Tangents
When animating you may find yourself needing
to switch the current setting for tangent
types quite often. Whenever you use the 'S' hotkey to set a keyframe,
Maya will use the tangent
types you have specified in the Animation
Preferences... |
Instructor: Alex ALVAREZ
Format: HTML
Software: Maya
Go
to Tutorial
|
 |
Understanding Continuity
Continuity applies to both curves and surfaces.
It simply refers to how two curves meet at
a point, or how surfaces meet at an edge. When using a patch-modeling
approach, where a
character, vehicle or whatever are modeled
from a series of patches, like a quilt, one wants to avoid visible
seams between the individual
patches... |
Instructor: Alex ALVAREZ
Format: HTML
Software: Maya
Go
to Tutorial
|
 |
Dealing with Surface Parameterization
If your somewhat new to texture mapping, you
should read up a little on parameterization
as it often causes a bit of confusion. Basically, remember this:
just because two
surfaces look identical in regards to the
number and placement of spans in u and v, it does not mean that
a texture map will
wrap itself around the surfaces in the same
way... |
Instructor: Alex ALVAREZ
Format: HTML
Software: Maya
Go
to Tutorial
|
 |
Determining Texture Resolution
A common question when new to texture mapping,
is what resolution should textures be? This
is assuming that you are going to be making
your own in a 2D package, such as Photoshop,
either from scratch or from a scan. Well,
the first thing to do is ignore dpi settings.
All you care about is the pixel by pixel
resolution of the image... |
Instructor: Alex ALVAREZ
Format: HTML
Software: Maya
Go
to Tutorial
|
 |
Spotlight Fog
Here's a common problem... you add fog to a spotlight,
render an image and... no fog. The problem
is simple and is inherit to how Maya calculates
lightfog. The thing to notice is how once
fog has been added to the light, a new conical
object appears in the scene. This is a
new shape node which is a child of the spotlight's
transform node... |
Instructor: Alex ALVAREZ
Format: HTML
Software: Maya
Go
to Tutorial
|
 |
Precise Rotation of Scanned Templates
When modeling, it is always wise to begin with
orthographic reference which is scanned and
placed in the front/side/top views of your 3D package. Nothing
new to most of you, I'm sure,
but this little Photoshop tip tends to fill
people with a tingly warm all over feeling... |
Instructor: Alex ALVAREZ
Format: HTML
Software: Photoshop®
Go
to Tutorial
|
 |
Creating Tileable Textures
When photographing or painting your own textures,
it is sometimes desirable to be able to seamlessly
tile the image over a surface... |
Instructor: Alex ALVAREZ
Format: HTML
Software: Photoshop®
Go
to Tutorial
|
|
      |