Friday, 18 May 2018

Toolkit 2: Submission Post (18/05/2018)


Maya Tutorials:

Pipeline 1 - Head Modelling:
Part 10: Creating Detailed Eyes
Part 11: Adding a Throat
Part 12: Eyebrows
Part 13: Skull Cap
Part 14: Snagging List

Pipeline 1 - Body Modelling:
Part 1: Torso Blocking
Part 2: Torso & Arms
Part 3: Legs & Pelvis
Part 4: Legs & Boots
Part 5: Gloved Hands
Part 6: Hands & The Final Model

Pipeline 1 - UV Layout:
Part 1: Head & Head Details
Part 2: Body & Exporting Maps

Pipeline 1 - Skinning:
Part 1: Building a Ribbon Spine
Part 2: Building a Skeleton
Part 3: Binding & Weight Grouping the Mesh
Part 4: Blending the Upper Body
Part 5: Blending the Lower Body
Part 6: Adding Pose Space Deformers (Corrective Blend Shapes) Upper Body
Part 7: Adding Pose Space Deformers (Corrective Blend Shapes) Lower Body

Pipeline 1 - Rigging:
Part 1: Feet & Legs
Part 2: IK / FK Spine
Part 3: Arms & Fingers
Part 4: Colours & Restrictions

Pipeline 1 - Facial Rigging 1:
Part 1: Creating a Head Skeleton & Binding
Part 2: Creating Head Controls & An Eye Look Rig
Part 3: Creating a Flexible Mouth Rig 1
Part 4: Creating a Flexible Mouth Rig 2
Part 5: Creating a Flexible Mouth Rig 3

Pipeline 1 - Facial Rigging 2:
Part 6: Adding Teeth & A Tongue
Part 7: Lateral Mouth Movement Part 1
Part 8: Lateral Mouth Movement Part 2
Part 9: Adding Cheek Thinning

Pipeline 1 - Facial Rigging 3:
Part 10: Adding Extra Face Movement
Part 11: Adding a Blink
Part 12: Brow Movement
Part 13: Cleaning Up the Scene

Pipeline 1 - Texturing:
Part 1: High & Low Res Modelling for Normal Maps
Part 2: Baking Normal Maps
Part 3: Rivets

Lighting and Rendering 2:
Arnold Part 2: Sampling & Noise Reduction
Arnold Part 3: Ray Depth
Arnold Part 5: Maya Lights
Arnold Part 6: Light Filters
Arnold Part 7: Stylised Internal Lighting
Arnold Part 8: HDR Images
Arnold Part 9: Sky Dome Light
Arnold Part 10: Stylised External Lighting
Arnold Part 11: Standard Surface Shader
Arnold Part 12: Toon Shader
Arnold Part 13: Geometry Override Sets
Arnold Part 14: Physical Sky Light
Arnold Part 16: Mesh Lights
Arnold Part 17: Ambient Occlusion
Arnold Part 18: Photometric Lights
Arnold Part 19: Depth of Field
Arnold Part 20: Fog (Legacy) & Atmosphere
Arnold Part 21: Displacement
Arnold Part 22: Sub Surface Scattering
Arnold Part 23: AOV's
Arnold Part 24: Stand Ins (Proxies)
Arnold Part 25: Motion Blur
Arnold Part 26: Caustics

Life Drawing:


Digital Sculpting:

Digital 1: Sculpting a Pepper
Digital 2: Sculpting an Apple
Digital 3: Sculpting an Orange
Digital 4: Sculpting a Fruit Bowl
Digital 5: Sculpting a Strawberry
Digital 6 - Sculpting and Texturing a Jug
Digital 7: Sculpting an Avocado
Digital 8: Final Table

Analogue Sculpting:


MOOM Posing and Weightlifting:


MOOM Facial Animation and Lip Syncing:


Infographic: