Wednesday, June 15, 2011

Digital Tutors Creature Texturing

Creating highly detailed textures for our characters can often be a difficult task. MARI gives us a lot of flexibility in creating those textures and allows us to break down our models into a large number of high resolution textures that we can paint on simultaneously. In this series of lessons we will go through the process of using MARI to create textures for high resolution creatures. We will begin by setting up our MARI project, with our geometry and texture channels, and setting up the workspace.

From there, we will block in a color base on the pieces of our model. We will look at the different effects we can get when using different brushes. We will use photographic images to paint through, adding realistic detail to the model very quickly. We will also look at several ways that we can use masking to aid in texturing, including edge masking and using existing channels as masks. Finally, we will look at how to adjust entire channels or selected uv patches based on a number of different filters. In the end, you will not only have textured a complete project, but you will have the tools you need to create high resolution textures on your own models. If you are just starting out and are completely new to MARI, please check out the Beginner Guide to MARI as well as the Introduction to MARI to get a good grip on all of the functionality available in this powerful application.

fxphd MAR301 Advanced Mari

In this term Gareth will be going into the application of Mari on a high resolution creature for film. He will be covering using Mari in conjunction with other packages and show how you can fit it into your work flow with relative ease. Gareth will be using Mari with Mudbox, Nuke and also show how you can easily use Mari textures in your MentalRay or Renderman set up at home. He will also be covering how to prepare high resolution textures in Photoshop for use in Mari. This will be a project based term showing Gareths process from texturing through to rendering.

Digital Tutors Beginners Guide to Mudbox

Introducing the Beginner Guide to Mudbox a fundamental learning series brought to you by Digital-Tutors, the largest online CG training library in the world and Autodesk Authorized Publisher. We will start off by covering some of the uses for Mudbox and take a tour of the interface. We will then explore sculpting and painting in Mudbox so you can learn how to begin creating your own Mudbox projects. After that, you will learn to extract and export your geometry and maps. And to wrap up this course, we will look at how easy it is to work between Mudbox and other applications in your pipeline. This series of step-by-step videos was developed with artists new to Mudbox in mind so we will be moving at a steady, easy-to-follow pace making sure you understand terms and basic techniques. To view more Beginner Guide courses; visit our library where you will find the largest collection of free, high-quality CG training videos.

Master Classes Digital Female Character Design and Creation

This workshop will cover artistic and technical techniques and approaches to making a digital female character. Emphasis will be on how to bring life, attitude and personality to the female creations. Detail topology planning and knowledge for production will be discussed for effective facial deformation and animation.
Personal work flow for fast turnaround time with Photoshop, 3ds Max, Softimage, Zbrush and BodyPaint 3D will be shared. Lectures include Mental Ray skin shader and hair setup for realistic and stylized characters using various techniques.

Global Illumination techniques with VRay - Mental Ray and Scanline

n this series of video lessons examines different ways of simulating global illumination in Scanline, Mental Ray and VRay. In particular, touched on suchquestions as to achieve quality results with a minimum of spots typical of images from GI, adding clarity to the final picture with the aid of Dirt occlusion, as well as various techniques for using HDRI maps to create realistic lighting facilities. 

Design and Visual Communication of Vehicles

Scott will explain his approach to designing a variety of vehicle types for video games. In addition to the design basics of creating an original and memorable "hero vehicle" he will share his visualization techniques which range from sketching with traditional media to the use of collage and custom brushes in Photoshop. Scott will then cover how both of these methods can be integrated back and forth throughout the process within 3D modeling programs.

Modeling and Texturing Nissan GTR in 3Ds Max 2010


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