Friday, 30 April 2010

Digital Tutors – Set Dressing and Design in Maya | 1.26 GB

Digital Tutors – Set Dressing and Design in Maya | 1.26 GB

Learn a production workflow to layout, set dressing, and time-saving techniques for modeling, texturing, and scene development. Contains over 3 hours of project-based training and guides artists step-by-step through a proven approach to story-telling with set dressing, designing with art direction, and processes of building natural sets and environments as seen in animated feature films.

Popular highlights include:

Using References in Set Design
Creating a Natural Layout
Story-telling Through Layout
Working with Art Direction
Creating Foliage with Paint Effects
Placing Models with geometryPaint
Displacing Geometry with Height Maps
Working with Issues of Scale; Rigging Props
Animating Props
Modeling Natural Objects and Props
Adding Procedural Texture
Adding mental ray Shaders
Painting Placement/Texture Guides
Importing Artwork
Scene Management

Lesson Outline (27 lessons)

01. Introduction and project overview; importing artwork of the island
02. Blocking in the island and coastline
03. Adding an ocean plane
04. Adding mid ground and back ground hills
05. Sculpting the beach with Artisan
06. Painting a layout guide onto the island
07. Building a palm tree
08. Working on the palm leaves
09. Finishing the palm tree model
10. Rigging the tree for interactive deformation
11. Arranging the trees on the beach
12. Building rocks
13. Adding texture procedurally
14. Placing rocks using geometryPaint
15. Building a vine with a bend deformer
16. Placing vines
17. Creating a natural layout with plants and bushes
18. Adding grass to transition areas; breaking up lines
19. Placing the hut and modifying terrain
20. Creating a sense of scale
21. Adding props to create a story
22. Painting the beach texture
23. Finishing the beach texture
24. Adding foliage to the mid ground hill with Paint Effects
25. Displacing the background hill with a height map
26. Adding a sky
27. Adding the ocean shader and environment fog; conclusion

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