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Mark Lefitz creates a fully realized 3D model from an original concept painting by Feng Zhu. He discusses the analysis and setup of the shot, and demonstrates his techniques for efficiently creating a 3D environment using Maya’s polygon and NURBS tool-kit. Mark explains scene blocking, using animated cameras and their attributes, and how to integrate an animated object in the scene. He manipulates Maya fluids to show how to achieve the desired 3D sky environment, and shows some of his techniques for using painted textures and properly applying UVs. With a painted map from the scene, Mark breaks down the various components and shows how to apply layers to Maya shaders for maximum effect. In Shake, Mark demonstrates the use of Depth, Normals and Occlusion passes, and how to manipulate them in the comp to achieve atmosphere and zblur. Lastly, he explains how to use ambient occlusion as a method for Global Illumination, and discusses the initial setup and optimization for this pass and its integration into the final comp.
Topics Covered
Modeling Perspective Setup
Rough Polygon Modeling
Detailed NURBS Techniques
Scene Blocking
Camera Setup and Animation
Sky Creation
Texture Layering
UV Mapping
Exterior Lighting
Zdepth
Render Layers
Atmosphere
Ambient Occlusion
Compositing Techniques
(about 330 minutes)
Mark Lefitz creates a fully realized 3D model from an original concept painting by Feng Zhu. He discusses the analysis and setup of the shot, and demonstrates his techniques for efficiently creating a 3D environment using Maya's polygon and NURBS tool-kit. Mark explains scene blocking, using animated cameras and their attributes, and how to integrate an animated object in the scene. He manipulates Maya fluids to show how to achieve the desired 3D sky environment, and shows some of his techniques for using painted textures and properly applying UVs. With a painted map from the scene, Mark breaks down the various components and shows how to apply layers to Maya shaders for maximum effect. In Shake, Mark demonstrates the use of Depth, Normals and Occlusion passes, and how to manipulate them in the comp to achieve atmosphere and zblur. Lastly, he explains how to use ambient occlusion as a method for Global Illumination, and discusses the initial setup and optimization for this pass and its integration into the final comp.
Topics Covered on Disc 2
Exterior Lighting
Zdepth
Render Layers
Atmosphere
Ambient Occlusion
Compositing Techniques
(about 330 minutes)
This video was added to our catalog on January 20, 2006 in Digital Art - 3D::Compositing & Camera Techniques, Digital Art - 3D::Compositing & Camera Techniques, and Digital Art - 3D::Compositing & Camera Techniques.
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