Friday, 10 May 2013

Toolkit Maya - Checklist

Intro To Autodesk Maya
Character Part 1: Modelling
Texturing Part 1: Common Shaders
Character Part 2: Textures
Texturing Part 2: UV Maps
Lighting & Rendering Part 1: Light & Shadow (Tutorial at 1hr 20mins)
Animation Part 1: Using Rigs (Tutorial at 14 mins - Car Only)
Animation Part 2: Using Motion Paths
Animation Part 3: Using MEL 
Character Part 3: Lighting & Rendering

Lighting & Rendering 1: Intro to Lighting
Part 1: Exterior Lighting - Mid Day
Part 2: Exterior Lighting - Sunset
Part 3: Exterior Lighting - Romantic
Part 4: Exterior Lighting - Night
Part 5: Interior Lighting - Sunset

Modelling 1: Digital Sets
Part 1: Modelling
Part 2: Uv Layout
Part 3: Lighting
Part 4: Colour Maps
Part 5: Bump & Specular Maps
Part 5: Dirt Maps & Final Render

Pre-Viz 1: Intro to Pre-Visualisation
Camera Control Part 2: Pan Shot
Camera Control Part 2: Roll Shot
Camera Control Part 2: Pitch Shot
Camera Control Part 3: Crane Shot
Camera Control Part 3: Dolly Shot
Camera Control Part 3: Distance Shot
Camera Control Part 4: Focal Length
Camera Control Part 4: Coverage
Camera Control Part 4: Camera Shake

Animation 1: Intro to Character Animation
The Bouncing Ball Part 1: On The Spot
The Bouncing Ball Part 2: With Travel & Rotation
Settle & Rest: Pendulum
Secondary Action & Overlap: Hanging Chain
Squash & Stretch: Jumping
Anticipation & Follow-Through: Can Snatch
Walk Cycles Part 1: Mechanics
Walk Cycles Part 2: Rhythm & Mood

Rigging 1: Intro to Rigging & Constraints

Texturing 1: Intro to Texturing  

Visual Effects 1: Deformers

Visual Effects 2: Render Layers & Compositing

Skinning 1: Intro to Skinning

Toolkit Maya - Stereo Camera Rigs

Toolkit Maya - Software Rendering

Toolkit Maya - Mental Ray and Matte Passes

Beauty pass
Rim highlights

Saturday, 4 May 2013

Wednesday, 1 May 2013

Unit 4 - Cell Renders + wireframes

I've decided to simplify my idea little bit more, there are still going to be more cell colours but i have decided to change my character to a first person perspective. He will still be visible in reflections and such but i want the camera movements in certain scenes to be from a characters perspective, such as when he runs a way. I am doing this because it has not only cut down on rendering but also allowed for me to get a bit more information into my actual scenes.