Based upon the great response to our Starter pack we've decided to create an Animal pack in addition to this. Grab these three tutorials in one pack and get a free tutorial thrown in (free if you use instant checkout).
The Hippo - Modelling parts (1-3) Texturing parts (4-6) If you'd like to learn how to create a realistic Hippo then this tutorial is right up your alley. We will begin our project by setting up our image planes and then start creating Nurbs primitives to block out the correct shape and proportion of the entire body. Once we have our Hippo blocked out we will refine the shapes in Nurbs and then convert them to Polygons to add geometry for more precise shaping. When the hippo has its basic geometry we will then convert to Sub-d's to really start pulling out the details. Some of the tools we will cover are split polygon, extrude edge/face and sculpt polygon.
After our model is complete we will dive into the world of texturing. We start with learning how to create a flat workable UV map. We will cover different mapping techniques like planar map and automatic mapping as well as tools like cut and sew UV's. Following our complete UV map we will import an UV snap shot into a paint program like Photoshop to learn how to hand paint our textures using a variety of options including using layers and filters to achieve a nice flesh-tone. We will also create a color map and bump map, as well as a specular map. Near the end of our project we will do a bit of paint effects on the face of our Hippo to give him some finishing touches.
The Sea Creature - Modelling parts (12-14) Texturing parts (15-17) Simply3DWorld is proud to present, from the far depths of the sea, the sea creature modeling and texturing tutorial. This tutorial will start off by creating image planes to help us achieve our basic shape and size in nurbs.Once we have our new character blocked out we will then convert our nurbs to polys so we can start editing our new poly geometry using tools like spilt polygon and extrude face/edge. After we have added a lot of edges and geometry we will then convert into sub's to shape the details of the arms and body.
When the model is finished we will dive into the world of UV mapping where you will learn how to create and make effective flat UV's to import into a paint program like Photoshop. Some of the tools you will learn are planar map, automatic map, and move/sew UV's. Once the UV's are complete we will import a UV snapshot into Photoshop where we will paint our color maps using layers and different brushes. We will also cover how to make bump, specular and transparent maps to give your character a realistic look.
The Tree Frog - Modelling parts (7-8) Texturing parts (9-11) Kurt shows you how to create this tree frog from start to finish. Watch Kurt as he demonstrates how he created the tree frog for the cg networks challenge where he was a finalist.
The texturing covers all you need to know about adding this fantastic looking skin to him. You will follow on step by step from laying out the UV`s to creating the spec maps and the final render.
N-Cloth -
Part (18) We introduce a four part series on the basics of Maya's N-Cloth system this will cover:
1. The Standard Waving Flag, Solver Scale math, and the "Transform nConstraint"
2. A Basic TableCloth, and the "Point To Surface nConstraint".
3. The Basics of the "Tearable Surface nConstraint".
4. Ropes and Cables, and why nCloth is not an efficient choice for this use. |