Setting up a camera in Maya to render a 360 degree view for use in VR
Category: Autodesk Maya
Hybrid approach to modeling a head, using sculpting and Quad Draw.
Ideally you want to create a proper UV layout for your model before you rig it. Here is a way to create UVs after skinning/binding your model
Note: this video is also posted as part of Maya Basics: Project, Shortcuts When you start working in Maya, the first thing you want to do is set your project. That way you know where your files get saved, and the program will know where to look for texture images, etc. Remember to always check the current project when opening Maya, you can find this at the top of the new project window Usually the […]
How to add controllers to a skeleton to create an articulated rig
Here is a way to create a nice wireframe playblast to show off your modeling skills.
If your scene is more complicated than your hardware can handle at 24 (or 30) frames per second, frames will be dropped (skipped). To make sure you view all frames in real time you can render a preview. In Maya this is called a Playblast.
In this video, I lay out a somewhat automated way to set the Focus Distance correctly when rendering with Depth of Field. It involves connecting a distance measuring tool to the camera.
How to see the contribution of individual lights to the scene in the Arnold Render view. One minute video in the new series Maya Tips and Tricks.
In this series of 3 videos I show how to procedurally build and texture a mountain in Autodesk Maya, using the texture deformer and simple node networks.