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Showing posts with label Maya 3D. Show all posts
Showing posts with label Maya 3D. Show all posts

4.11.10

Realistic Eye Modeling for 3D Characters in maya

1. Create a sphere with few segments (in this case, 8):



2. If you prefer, delete the half and use a NURMS/Symmetry (MAX) or CPS Script (MAYA):



3. Here, we see the approximate size proportion of the iris in relation to the eye. It occupies an area a little larger than 2/4 of the height but not 1/3. Create 2 new loops according to the indications in red, exactly where the iris borders will be:



4. Here, the perspective view, after a small polygon "relax":



5. Model the small camber until getting a close result of this (side view):



6. We will transform the extremity triangles...



7. ...in quads, cutting the mesh this way:



8. SubD wire version...



9. ...shade mode. Observe that the camber is minimum, different than it happens in the real eye:



10. Here are the initial proportions maintained after the completion of the first part, the cornea:


11. Duplicate this model and transform it in the second one: the iris, pupil and white of the eye. For that, you will flatten the camber almost completely in the previous piece. Select the edge ring in red...



12. ...connect and create a new edge loop like this:



13. Pull the vertexes (or extrude the faces) of this area, forming a hole, that is the pupil:



14. Here is the perspectvie view (the iris is ALMOST flat, but it has an area slightly deepened):



15. Here, the two pieces in the side view, wire/SubD:



16. And here, in perspective view:



17. To make the cornea shader, use the configurations posted left (MAYA) or approximate this result using MAX. Clue: for specular, choose the white color however, force to use 2 times whiter (adjusting V from HSV for 2, for instance). Use a low reflection value(0.037, in MAYA) and 1.2 value for raytrace/refraction :



18. For the other piece, modeled last, use the texture that you made using my other tutorial and a very low especular level and very "open" highlight (almost opaque). Use planar/frontal map for this texture:



19. If you want to include some volume in the veins, hide all iris layers, change image to grayscale mode (or desaturate) and use this image as the bump map:



20. You will also be able to add a self-ilum map or incandescence in the iris, using a map as this (very low value):



26.9.10

How to Make Realistic Clouds using Maya Fluids


How to make clouds using maya fluids

PART I - CLOUDS

01. Create a 3D Fluid Container: "Fluid Effects" -> "Create 3D Container".

How to make clouds using maya fluids

How to make clouds using maya fluids

02. Access the Attributes of the 3D Container.

How to make clouds using maya fluids

03. Set the 'Container Properties' to the following values:

X Resolution: 75
Y Resolution: 10
Z Resolution: 75
X Size: 25
Y Size: 05
Z Size: 25

How to make clouds using maya fluids

04. Set the 'Contents Method' attributes to the following values:

Density: Off (zero)
Velocity: Off (zero)

How to make clouds using maya fluids

05. Set the 'Shading' attributes to the following values:

Transparency (R, G, B): 0.090
Edge Dropoff: 0.50

How to make clouds using maya fluids

06. Set the 'Color' attributes to the following values:

Point 1 -- Position: 0.00 / Selected Color: White
Point 2 -- Position: 0.75 / Selected Color: Grey
Point 3 -- Position: 1.00 / Selected Color: Black

How to make clouds using maya fluids

Color Input: Y Gradient

How to make clouds using maya fluids

07. Set the 'Opacity' attributes to the following values:

Point 1 -- Position: 1.00 / Selected Value: 0.95
Point 2 -- Position: 0.80 / Selected Value: 0.80
Point 3 -- Position: 0.60 / Selected Value: 0.60
Point 4 -- Position: 0.50 / Selected Value: 0.35
Point 5 -- Position: 0.45 / Selected Value: 0.00

How to make clouds using maya fluids

Set the 'Opacity Input' to "Constant", and the 'Input Bias' to "0.03".

How to make clouds using maya fluids


08. Set the 'Shading Quality' to "3.00".

How to make clouds using maya fluids


09. Set the 'Textures' attributes to the following values:

Texture Color: On
Texture Opacity: On

How to make clouds using maya fluids

Amplitude: 0.95
Ratio: 0.40
Frequency Ratio: 2.75
Depth Max: 4
Inflection: On
Frequency: 1.95

How to make clouds using maya fluids


Finished with the clouds!

How to make clouds using maya fluids

Now let's make the sky...

PART II - SKY

01. Create another 3d Fluid Container.

How to make clouds using maya fluids

How to make clouds using maya fluids


02. Access the Container's attributes.

How to make clouds using maya fluids

03. Set the 'Container Properties' to the following values:

X Resolution: 25
Y Resolution: 05
Z Resolution: 25

How to make clouds using maya fluids


Set the Size of this container so that it's large enough to encompass your clouds.

How to make clouds using maya fluids


04. Set the 'Contents Method' attributes to the following values:

Density: Off (zero)
Velocity: Off (zero)

How to make clouds using maya fluids


05. Set the 'Shading' attributes to the following values:

Transparency (R, G, B): 0.85

Edge Dropoff: 0.35

How to make clouds using maya fluids


06. Access the 'Color' Subsection and set the 'Selected Color' to Black.

How to make clouds using maya fluids


07. Set the 'Incandescence' attributes to the following values:

Point 1 -- Position: 0.000 / Selected Color: R 0.50, G 0.75, B 3.000
Point 2 -- Position: 1.000 / Selected Color: R 0.85, G 0.90, B 1.000

How to make clouds using maya fluids


08. Set the 'Incandescent Input' to "Y Gradient," and the 'Input Bias' to "-0.25".

How to make clouds using maya fluids


09. Access the 'Opacity' Subsection and set the value of both points to "0.85".

How to make clouds using maya fluids


10. To emphasize the shading of the clouds, access the 'Lighting' Subsection and set the 'Self Shadow' on. Adjust the Opacity level to your desire.

How to make clouds using maya fluids

That's it for creating a realistic sky with clouds!

How to make clouds using maya fluids


24.9.10

Creating A Halftone In Maya

First, open the object you want to assign the shader to.

Set the camera's background color to gray so the effect can be viewed easily.
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Create a directional light in the scene. It should be shining downwards from behind the camera.
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Shader

Step one - Select your model.

Step two - Go to the Toon shelf.
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Step three - Create a threeToneBrightnessShader.
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Step four - We need to change the color ramp. Set the first color to white and the last color to black. Don't bother with the second color because we'll be assigning a texture to that later.
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Step five - Set the interpolation to spline on all of the colors.
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Step six - On the center color, connect the texture. Check "as projection" and select bulge.
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Step seven - Set the proj type to perspective. Set the link to camera to perspShape, and fit type to match camera resolution. Now the texture's projection is based on the camera, not the UVs.
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Step eight - Click over to your bulge texture.
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Step nine - Set the U and V width to .3 . Also, roll down to effects and check invert.
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Step ten - Go to the place2DTexture node.
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Set the repeat U and V to 80.
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Now render.
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You can tweak the shader by adjusting where the color points are on the ramp, also adjusting the light angle.
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Good luck.