How to use a Texture Reference Object to make a solid texture stick
Category: Rendering
UV Texture Coordinates
Intro to UV Texture Coordinates, Unfolding UVs Quickly. These video’s should get you on your way to create proper UV layouts for your character or object
Rendering with Alpha Channel
How to render an Image from Maya with an Alpha channel for compositing
360 Rendering with Arnold
Setting up a camera in Maya to render a 360 degree view for use in VR
UV layout after Rigging: Transferring UVs to a Skinned/Bound Model
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
Rendering a Wireframe
Here is a way to create a nice wireframe playblast to show off your modeling skills.
Playblast
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.
Setting Focus Distance
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.
Isolating Lights in the Arnold Render View
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.
Procedural Mountain Building
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.