Maya hand in
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
Pipeline 2 Diffuse
Maps and Viewport 2.0
Base Diffuse Maps
Maps Part 3 - Ambient Occlusion
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
complete post:
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
Complete Posts:
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 - incomplete
Dynamics Part 15: Goal Weights
Dynamics Part 16: Conditional Goal Weights - incomplete
Dynamics Part 17: Sprites - incomplete
complete post:
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