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DogDemon Plushie - First ever release! :0

 

Travel back in time to the Feudal Era and fight demons with your cute new DogDemon plushie!

 

2 Versions:

 

Vers.1: Human, 12 emotions, HOLDABLE

 

Vers. 2: Half-Demon/Demon, 13 emotions, HOLDABLE.

 

You can also use it as decor!

 

You can find both of these for sale at Ota.Con until May 31st!

 

I had a lot of fun working on this, and I hope you enjoy it as much as I liked making it!

 

BIG thanks to Amaeya (Skellybones) and Bunni Blossom for helping me with them!

  

NOW AVAILABLE ON MARKETPLACE:

 

marketplace.secondlife.com/p/DogDemonPlushVer1-HUMAN/2217...

 

marketplace.secondlife.com/p/DogDemonPlushVer2-DEMON/2217...

 

[Medium Resolution Version]

Light-Toned Layering in Noctis Region Pit

  

Mesh Created using NASA data (.img DTM) in Blender 2.79

Rendered in 3ds MAX Auto Desk -

False Colour adjustments, and tweaks in Photoshop CC2017

  

ESP_017399_1680_RED_A_01_ORTHO & DTEEC_017399_1680_027236_1680_A01

 

Source data: www.uahirise.org/dtm/dtm.php?ID=ESP_017399_1680

 

No need to wish, you can buy this weapon, and others, in the 5 Star Weapon Series, debuting at Ota.Con 2022!

  

Now available on the marketplace!

 

marketplace.secondlife.com/p/ZAVODILAFog-Cutter/24372959

 

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No need to wish, you can buy this weapon, and others, in the 5 Star Weapon Series, debuting at Ota.Con 2022!

  

Now available on the Marketplace!

 

marketplace.secondlife.com/p/ZAVODILAGods-Truth/24372960

 

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Social Media

 

Flickr Group

Facebook

Website

No need to wish, you can buy this weapon, and others, in the 5 Star Weapon Series, debuting at Ota.Con 2022!

  

Now available on the marketplace!

 

marketplace.secondlife.com/p/ZAVODILADevouringCurrent/243...

 

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Social Media

 

Flickr Group

Facebook

Website

No need to wish, you can buy this weapon, and others, in the 5 Star Weapon Series, debuting at Ota.Con 2022!

  

Now Available on the Marketplace!

 

marketplace.secondlife.com/p/ZAVODILAMountain-Moulder/243...

 

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I've been busy. College-related.

 

Rendered in mental ray

(Current WIP since I'm planning in animating it)

  

ps - yes, it transforms.

No need to wish, you can buy this weapon, and others, in the 5 Star Weapon Series, debuting at Ota.Con 2022!

  

Now available on the Marketplace!

 

marketplace.secondlife.com/p/ZAVODILALiberated-Oath/24372962

 

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I created this 3D model in Autodesk Maya 2008 and rendered it with Mental Ray. It is based on the Lego X-Wing toys.

No need to wish, you can buy this weapon, and others, in the 5 Star Weapon Series, debuting at Ota.Con 2022!

  

Now Available on the Marketplace!

 

marketplace.secondlife.com/p/ZAVODILAStaff-of-Fire/24372965

 

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This car was modeled using Maya 2009 and rendered using Mental Ray. An HDRI was used for lighting.

This scene was created using Autodesk Maya and rendered with Mental Ray. The characters are based on the Minimate toy version of the X-men.

Attempting to learn Autodesk Maya to boost my graphics/animation skillset (until I eventually write my own generalized rendering software).

  

Done using Autodesk Maya 2015 with the Maya Hardware Renderer 2.0 with some postprocessing in Photoshop.

I created this 3D model in Autodesk Maya 2008 and rendered it with Mental Ray. It is based on the Lego X-Wing toys.

This LEGO Millennium Falcon 3D model was created using Autodesk Maya and rendered using Vray. All of the textures were created using Photoshop. I am not trying for hyperrealism, but I do want to look as close as possible to the real toy. Thanks.

No need to wish, you can buy this weapon, and others, in the 5 Star Weapon Series, debuting at Ota.Con 2022!

 

Now available on the Marketplace!

 

marketplace.secondlife.com/p/ZAVODILAMaelstrom-Conquerer/...

 

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Social Media

 

Flickr Group

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These 3D models were created in Autodesk Maya 2009 and rendered with Mental Ray. This model is based on the Scarlet Spider, Spider-man, and Black Costume Spider-man Minimate toy.

The Krypto model and butterflies were created using Autodesk Maya. The rest of the scene was created in 3D Studio Max. The entire scene was rendered with VRay.

This Golden Age Flash 3D model was created using Autodesk Maya and was rendered using Mental Ray. This model is based on the DC comics Flash from the 1940s known as Jay Garrick. The scene uses Final Gathering, Global Illumination, and Image Based Lighting as indirect light sources. There are two fill lights in the scene. Currently, I am still working on setting up the skeleton.

This tree frog was created in Autodesk Maya 2008 and rendered with Mental Ray.

The Krypto model and butterflies were created using Autodesk Maya. The rest of the scene was created in 3D Studio Max. The entire scene was rendered with VRay.

This tea set and tree frog were created using Autodesk Maya 2009 a 3D modeling program. This image was rendered using Mental Ray. The scene was lit by a High Dynamic Range Image. The tree frog was from an earlier project I did.

  

This Star Wars R2-D2 model was created using Autodesk Maya and rendered using Mental Ray.

This 3D model was created in Autodesk Maya 2009 and rendered with Mental Ray. This model is based on the Venom Minimate toy.

Based off the original 1996 ILM practical model, the 1998 Santa Barbara Studios digital files, and design updates from John Eaves in 2002.

 

The Enterprise E was a awesome Team build at Digital Domain for Star Trek: Nemesis. I was responsible for the modeling warp nacelles, dry dock, and the massive collision damage that matches the oversized miniature. I designed five decks of damaged interiors based off set survey data.

 

I grew up on Star Trek, and contributing to this franchise was a dream come true.

This is a scene of Lego Boba Fett's and Slave 1 created in Maya 2008 and rendered with Mental Ray. This model was based on the actual Lego Slave 1, Lego Item # 7144.

This scene was created using Autodesk Maya a 3d modeling program and rendered with Mental Ray. The characters are based on Minimate version of the X-men.

This 3D model is based on the comic character Phoenix (Jean Grey). It was created using Autodesk Maya and was rendered using Mental Ray. The scene uses Final Gathering, Global Illumination, and Image Based Lighting as indirect light sources. There are two fill lights in the scene. Currently, I am still working on setting up the skeleton.

Created in Maya 2014

Based off the original 1996 ILM practical model, the 1998 Santa Barbara Studios digital files, and design updates from John Eaves in 2002.

 

The Enterprise E was a awesome Team build at Digital Domain for Star Trek: Nemesis. I was responsible for the modeling warp nacelles, dry dock, and the massive collision damage that matches the oversized miniature. I designed five decks of damaged interiors based off set survey data.

 

I grew up on Star Trek, and contributing to this franchise was a dream come true.

This Star Wars R2-D2 model was created using Autodesk Maya and rendered using Mental Ray.

Tutorial overview:

 

A successful logo design needs to be both professional and functional. It might be the first piece of branding someone sees relating to a company, so it should make a positive impression. So I’ll share my techniques and experience in Logo Design behind the Scenes. I walks through the fundamental decisions, such as what information to include, what size and orientation the logo should have, and whether to use in corporate identity, TV production, Web publishing. I demonstrate how to set up a template and work with type alignment and color. Also discusses animation techniques and preparing the file for printing, TV production, Web Publishing. How to integrate and fill the gap between 6 software is my goal in this tutorial. I'll use Adobe Photoshop, Autodesk Maya, Adobe Illustrator, and Adobe after Effects, Adobe Flash and Adobe Dreamweaver.

Topics covered:

 

Quick Sketching

Logo Exploration

Logo Modeling

Producing Logo to several illustrators formats

Animation approach

Animation Composition

Web Animation and production

3d logo design - Logo Design behind the Scenes - Part 1

 

01: Intro Goals.

02: 1st stage Sketching ideas.

03: Modeling, Texturing, Lighting, Rendering and Detail Design.

04: Put the logo into Layout.

05: Illustration stage.

06: 2nd stage animation.

3d logo design - Logo Design behind the Scenes - Part 2

 

07: animation composition and finalize exporting HD.

08: 3rd stage Web Production.

09: Final Design, animation inside HTML page.

Details:

01: Intro Goals

 

In the first stage we have a look to our goals before we start working to know who exactly we should do. We will prepare our logo to be ready for printing, TV production and Web Publishing. As a designing apprentice I have always asked myself what is the best method for designing something or that particular logo. It is evident that you can apply different methods for doing the same logo, but the quality of the output might vary according to the method you use.

02: 1st stage Sketching ideas

 

Then the process of swirling out your ideas begins. It doesn't matter if the sketch looks like monotone; you are just throwing ideas down onto a white blank page at the moment. I used tablet here. Just try to find ideas and concepts using balance. What I mean with balance is our logo should be physically balanced inside our design. Just imagine if you create that logo in real life with clay or wood and try to put it on a flat surface it should be stable balanced. Once I had placed some ideas down on paper you can scan them in and dive into your image editor of choice if you would like. I'm using Adobe Photoshop for this one. The method I use to create logo could be wildly different from someone else so go with whatever method feels comfortable. The end result will be a series of scaled resources that the OS will use in different views.

03: Modeling, Texturing, Lighting, Rendering and Detail Design.

 

Then the process of swirling out your ideas begins. It doesn't matter if the sketch looks like monotone; you are just throwing ideas down onto a white blank page at the moment. I used tablet here. Just try to find ideas and concepts using balance. What I mean with balance is our logo should be physically balanced inside our design. Just imagine if you create that logo in real life with clay or wood and try to put it on a flat surface it should be stable balanced. Once I had placed some ideas down on paper you can scan them in and dive into your image editor of choice if you would like. I'm using Adobe Photoshop for this one. The method I use to create logo could be wildly different from someone else so go with whatever method feels comfortable. The end result will be a series of scaled resources that the OS will use in different views.

Modeling

 

For a non-organic bending object such as the subject of this tutorial it is wise to use polygonal modeling unless you care about the quality. Polygon modeling has always fascinated me especially with the accuracy it provides for making industrial models and its flexibility. The good thing about Autodesk Maya is that it provides both a strong NURBS system and a multi-optional NURBS to polygon conversion dialog, where by we can convert our detailed NURBS model to a polygonal object with the desired number of faces.

 

The aim of this tutorial is to provide a practical guide for the novice Polygon modeler, whereby he/she can practice the basic methods through designing a somewhat complex object. Of course, this tutorial does not cover all Polygon commands but rather most of them.

 

Now observe and contemplate the above sketching image for a moment; try to visualize it from front, the front view: that's the key point in making the logo.

 

First we will begin with a set of primitives for different logo parts. I make a sphere (polygon sphere) then 4 twisted cubes. To make twisted cubes in Maya it's just easy. Make a cube then go to deformers panel and use the twisting toll. After made a 1 twisted cube, duplicate it 3 times with 90 degrees. Then put them together to fitting in the sphere.

 

That's exactly my idea represented. I have a point in this logo which I can say the sphere represent the red word and the 4 twisted cubes represent how mush it's secured.

 

The next step is to create mental ray subdivision from approximation editor panel. I like to make the N subdivision as a 2.000 points for sure that's give me a good smoothed mesh and also at any time I can go back and make any changes in low poly mode.

Texturing

 

The texturing stage is the most important part. Everyone who's worked before with 3D texturing knows that every texture have an advantage and disadvantage. We can see that the Lambert shading absorb lights. Also we knows about the phonge shade it's reflect lights with angels and have a different characterizes instead of blinn shade. So I render the logo 3 times 1 with blinn shade, 2 with mia_material and phong shades. By this way we mention that we have the logo in 3 different characteristic so we can use this 3 together in later steps.

Lighting and Rendering

 

Let's talk about lights. I use in this scene 9 lights. Our goal in lights is how to use a minimal number of area and point lights to recreate all direct and indirect light sources for a logo. They are 8 area lights and 1 point light. The 8 area lights have a very small intensity. Also I used the white light color. In This technique we use Global Illumination and Final Gather.

 

Final step in lighting and rendering is to render the logo in 3 different images every image with a different shade.

04: Put the logo into Layout

 

lets go to Adobe Photoshop and open the 3 images we exported from Maya. Actually I like to export images as a .TIF images. Taking the 3 images and put it together in Adobe Photoshop blind them together. I used overlay blinding mode. Then finish by company name and the caption.

 

Also I simulate a deep shadow behind the logo. Its give me a nice look.

 

In this stage if u would like to represent that logo to the client u have or to your boss. That's will fair enough.

05: Illustration stage

 

For the first time I present this tutorial someone ask me... hay the logo u created now is fine but do u think is it ready for print in big scale like billboards?..

 

Actually it's a very good question because for sure we need the logo to be ready in everything from print to TV production to web production as we agreed in statge1. So I'll start now to give u my approach for how to export our logo as a vector (scalable) shape. We will go back to Maya and use logo model and exporting into a different illustrator types. I used here Maya vector render and I use some options like curve tolerance and detail level to end up with different logo versions. 1 with dark colors, bright colors, and wire frame, etc… everything is vector we can export it as an AI file and import it to adobe illustrator. Easily u will find that our logo is now ready to use it in printing elements safely if we need to print it in higher printing elements or huge billboard.

 

We finished now the stage 1 which is creating a 3d logo ready for print production.

06: 2nd stage animation

 

Okay... Let's animate. We will go back to Maya and starts animate our logo. I start by prepare my timeline with 72 frame. This will give me 3 seconds (24X3=72). Animate the sphere shrink in then shrink out until its stop. Then about the 4 twisted cubes I animate it in 360 digress reversed. So it's give me a very nice effect. So what we have now is shrink sphere and 4 rotated cubes. I think it's Looks good for me now. For sure I'll go to the timeline and play the frames fast, slow, reversed, etc... Check if anything looks weird or out of scene.

 

So we have now 72 frames let's render it in .PNG sequence of images. And have a look for the animation when it's finish render.

07: animation composition and finalize exporting HD

 

So we end now with 72 PNG sequences of images. If u thinks about composition for sure we will think about Adobe after Effects. You can import the 72 images directly to Adobe after Effects but in this tutorial I convert this sequence to 1 MOV file using quick time. So I open quick time then open the sequence of image and save as a MOV file.

 

So let's import the MOV file to Adobe after Effects and start composition. First effect I have used is the auto level effect. It's just makes the logo looks fine and has a deep look. Also I just check some other effects like rippling and bouncing and I end up with the 3D rippling animation. I make a radial gradient for the background to give me nice look when the logo animate. So I'm happy for what I end up with now

 

Let's render our MOV file from Adobe after Effects and finally the logo now composite fine and ready for TV production.

08: 3rd stage Web Production

 

After we have our composite MOV file let we think about web animation. Actually Adobe Flash is the solution. First I prepare my stage in Adobe Flash 640X480 as we rendered our files and also prepare my timeline and frame rate 24 FPS. Now we are ready to import our animation file. But the MOV file has a huge size and we shouldn't use it for web. That does will take a lot of time in loading. So I think about converting this file to FLV file using Adobe Flash CS3 Video Encoder. Start encoding and we have now a small FLV file. So import the FLV file and check it in Adobe Flash. After everything is looks fine and small size the only one problem is the frames looping. So I add one Action Script behavior to stop the animation when it's finished (played for 1 time). So our file now ready for publishing from Adobe Flash we will end up with HTML file contained the flash SWF file.

09: Final Design, animation inside HTML page.

 

The last step in our entire tutorial is to open the HTML into Adobe Dreamweaver and center the flash object (SWF file) and we can easily type welcome to red secure website and it's now ready for Web Production.

 

So that's the end of the tutorial. I hope u like it... See u :)

 

feel free to contact me ..

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AIM: Peter Mikhael

Mobile: 20122786770

Current Town: cairo, Egypt 12346

Website: www.petermikhael.com

Mail : peter@petermikhael.com

 

This is a frame from a video. You can watch it on Vimeo.

This 3D model was created in Autodesk Maya 2009 and rendered with Mental Ray. This model is based on the Spider-man Minimate toy.

This model was created in Autodesk Maya 2008 and rendered with Mental Ray. The video was then created using Autodesk Combustion.

This model was created Maya 2008, but the toon rendering was done in 3ds Max with Mental Ray.

This scene was created using Autodesk Maya 2009 and rendered with Mental Ray. The planet background was created in 3DS Max by BloggerKnight. These 3D models is based on the Minimate versions of Superman and Sentry.

This model was created with Maya 2009 and rendered with the Maya hardware renderer.

This Wonder Woman 3D model was created using Autodesk Maya and was rendered using Mental Ray. The scene uses Final Gathering, Global Illumination, and Image Based Lighting as indirect light sources. There are two fill lights in the scene. Currently, I am still working on setting up the skeleton.

Bowl of pinballs with the power ball rendering. Rendered in Arnold and scene created in Maya.

Poser 6 Autodesk Maya 2011 Photoshop CS5

This Harley-Davidson Night Rod Special 3d model was created using Autodesk Maya and rendered with Mental Ray.

Alumnos de la carrera en Animación; Juan Ramón Rayas, Miriam López, Ana Laura Clorio, Steve Granados, Aldo Magrassi, Leonardo Quintero, Ramón Segura y Enrique Noriega en coordinación y dirección del Profesor Adrían de Galo, han realizado "Nautilus" proyecto de animación en 2D y 3D en área de Vínculación.

 

Página Web: www.nautilus.uartesdigitales.edu.mx/

 

Software Utilizado:

Adobe Illustrator

Adobe Photoshop

Toon Boom

Autodesk Maya

Adobe After Effects

Here's my two week WIP scratch build of Grauman's Chinese Theater in Maya from available blueprints and my own photo ref. Rendered in Arnold and finished in Lightroom. There's an endless amount of sculptural detail left to add once I've mastered ZBrush.

This model of the Lego Star Wars: Episode II Jedi Starfighter was created in Maya 2008 and rendered with Mental Ray. The Lego Number set nubmer is 7143. I used ambiant occlusion in the rendering process. This image was inspired by the Jedi Inteceptor images created by BloggerKnight. The ice planet background was created and given to me by BloggerKnight. I created the depth of field effect in Photoshop.

Large forest showcase rendering.

 

Created using the powerful instancing capabilities of MASH in Maya, this forest has close to a million trees. Trees constructed in SpeedTree, scene built in Maya and rendered in Arnold.

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