Saturday, 9 May 2015

Maya Submission Term 2 2015

Pipeline 2 Games Modelling

Modelling Part 1 – Low Resolution

Modelling Part 2: UV Layout

Modelling Part 3: High Resolution

Pipeline 2 Normal and Occ Maps

Maps Part 1 – Base Normal Maps

Maps Part 2 - Rope Normal Map

Maps Part 3 - Ambient Occlusion

Pipeline 2 Diffuse Maps and Viewport 2.0

Base Diffuse Maps

Diffuse Maps – Stone Base

Diffuse Maps – Stone Pillars

Diffuse Maps – Ropes

Diffuse Maps – Wood & Metal

Diffuse Maps – Fabric Flag

Normal Maps Using Xnormal & Photoshop – Shield

Pipeline 2: Shader FX in Maya

Intro to Shader FX Networks

Shader Fx Part 2: Displacement

Shader FX Part 3: Lighting

Shader FX Part 4: Transparency

Shader FX Part 5: Reflections

Shader FX Part 6: UVs and Animation

L&R 2: Mental Ray Lighting Techniques

Mental ray Part 1: Samples & Quality Control

Mental ray Part 2: Final Gather

Mental ray Part 3: Linear Workflow

Mental ray Part 4: Physical Sun & Sky

Mental ray Part 5: Portal Lights

Mental ray Part 6: Mia Material X Shader

Mental ray Part 7: HDR Lighting and fixing incorrect metadata

Mental ray Part 8: Displacement Maps - incomplete

Mental ray Part 9: Ambient Occlusion

Mental ray Part 10: Motion Blur

Mental ray Part 11: Mental Ray Proxies

Dynamics 1: Intro to Dynamics

Dynamics Part 1: Sketching Particles
Dynamics Part 2: Particle Grids
Dynamics Part 3: Omni Emitters
Dynamics Part 4: Directional Emitters
Dynamics Part 5: Volume Emitters
Dynamics Part 6: Emit from Curve - incomplete
Dynamics Part 7: Per Point Emission
Dynamics Part 8: Surface Emission
Dynamics Part 9: Curve Flow
Dynamics Part 10: Emit from Particles
Dynamics Part 11: Collision Events
Dynamics Part 12: Instancing Objects
Dynamics Part 13: Instance Rotations
Dynamics Part 14: Animated Instances
Dynamics Part 15: Goal Weights
Dynamics Part 16: Conditional Goal Weights
Dynamics Part 17: Sprites

Film Reviews

Mary & Max

Sita Sings the Blues

Waltz with Bashir


Belleville Rendezvous

When the Wind Blows