Particles are one of the greatest features in Maya. In this tutorial I'm going to show you how to use the particle instancer to create a fleet of spaceships flying across the planes. Also I'm going to show you how to use events to crash the spaceship.





What I'm going to do is try and show you the main steps of how I made my "Male Green Frog" image. I used Maya 8 for modelling, MentalRay for rendering and Photoshop for the textures.





In this tutorial i will try to teach you how to make realistic clouds in maya software. I hope you will enjoy it.





I will summarize the workflow I used for one of my characters with lots of images and some print-screens directly from the applications used (Maya/Mudbox/Photoshop, etc ...), also at the end I will provide some info about tangent space normal maps so you could think of this tutorial as primarily normal mapping related stuff.





in this tutorial I will show you how to create growing flowers from surface, the flowers will gradually randomly grow up and will retain their original status when they reach to growing limit.





In this tutorial, I'm going to show you how to create a rocket using NURBS, and then animate its movement using path curve. I'll also show how to make a simple smoke trail.





Sprite - Based Particle Tree's offer a much better looking tree in today's real time games. I would personally not normally recommend these types of trees' as 'overall' coverage in your real time game, but when used in conjunction with the normal cross-sectional type tree, can be used to great effect.





Imagine this -- you are doing a shot for a film, for example, a cyber cityscape. And you use many lights, glows, fog, crafts … and of course, you turn on some form of GI or ambient occlusion. And when you press render it takes hours to render, but it looks really great. And then your director comes, looks at the render and says, "Wow that is really great!".





Photography has always inspired me; I love especially shots of nature and wildlife from magazines like The National Geographic. During a recent travel in the South East of Asia, I visited Sriracha Tiger Zoo in Thailand and I took many photos of all the animals living there. There is no better reference material to use than the one you personally create wink





Final Gathering - Final Gathering is computed from the point of view. When the primary ray hits the point on an object, final gather is activated and a series of rays are diverted at random angles into the scene to calculate the light energy (colour information) to be calculated around the point for which we are computing colour for.





Greetings everyone. So I've had a number of people approach me here at school about a method I've been using to break my Miss_fast_skin_maya subsurface shader into render layers so I have near absolute control of it in compositing, so I though I'd write up a tutorial here to share.





Contrary to other classic 3d package, Maya has not dedicated tools to spread objects and it is often asked how to indeed. Placing each objects would be stupid and exhausting. In this article, I demonstrate five methods from my own experience/analysis and some talking boards threads.





Hello, this is a tutorial to introduce people to the sometimes complicated world of character rigging. As with all my tutorials, I intend to take you through this with as much help and explanation of the techniques as I can





Character Rigging In Maya Continued (Part 3) - The Head Control





I am going to show you two ways to do gears in MAya and folow me very carefull and you will see how easy it is.












