RappaTools is a custom script with some handy tools to help u speed up your workflow. This script is more of a script database, some of the scripts are made by Remus 'RappyBMX' Juncu and some are downloaded from the internet and then optimized and put togherter in this pack. The script is compatible with 3ds max 9, 3ds max 2008 and 3ds max 2009. (x86 and x64 support for all versions) If you have any problem installing it or running it contact me. In case you find out a bug/error send me an e-mail or use the feedback function inside RappaTools.
Modeling head Softimage XSI 8 hour video training center for Chinese teaching by XSI Description
перевод с языка оригинала: This set of video tutorials by the Chinese XSI training center in the first period of long-term training classes (Zhou aircraft) spare time in the recording of his August 2006 to train at the Center for XSI also know nothing about, after graduating from Beijing to recommend the production of television The central task, especially good role model. Technically, this course is open to question many places: for example, in the light of the context of plans to set way of wiring topology characters, and so on. However, for beginners, I hope this course will help you understand the basic role of the modeling process. To facilitate the exchange, the writer deliberately left their QQ, the heart and his friends can exchange experiences. Perhaps in the near future, we can see more of his works and tutorials!
Before texture mapping a polygon character, texture coordinates need to be defined. These coordinates, or UVs, control a map?s distribution across surfaces which, when used effectively, accept textures smoothly and free from distortion. In addition to texture smoothness, the manner in which a model?s UVs are presented creates benefits for the artist. These include readable 2D representations of the surface while painting, and the ability to paint seamlessly in 3D paint programs. Discussed in this lecture are the techniques for efficiently and effectively creating UV layouts for organic surfaces. Also discussed in this lecture is the use of multi-texturing, the application of two or more maps onto a model using unique UV layouts.
The ease of polygon texturing has improved to the point that polygon geometry is useful in all types of production. This includes the use of polygons in film, commercials and the traditional application in games. The previous reliance on NURBS modeling and texturing is shifting to full polygon or sub-divisional surfaces. Because of this shift, it is important to understand the techniques for controlling UV texture placement, so that seamless and undistorted texture can be created. This lecture discusses the basic controls and applications for Polygon UV coordinates.
This lecture explores methods of applying Projection textures to surfaces and backdrops. Examples include the texturing of NURBS multi-patch models, moving between 2D paint programs and Maya, and creating 3D matte paintings from 2D photos. Also covered is how to apply Environment textures, in order to realistically and efficiently blend specular objects with live-action or CG backgrounds.
Maya as engine for shader development allows one to design sophisticated networks, which is necessary in order to mimic real-world surfaces. Each attribute of any material can be textured in order to add the subtle variations of detail which nature exhibits. This lecture demonstrates attribute-mapping techniques that produce effective layered-texture results. Additional topics include texture placement on NURBS surfaces and related issues of texture distribution.
Texture Mapping is the process of designing the surface appearance and qualities of a rendered object. It is through this process that objects are brought to life and made to appear natural. For film and video applications, good texturing is crucial for the integration of CG elements within a live-action background. For game development, textures allow artists to fool the audience into believing that objects are far more complex than the geometry actually is. This lecture is designed as an introduction to the Hypershade window, shader construction and material attributes. Shown are examples of how to build shader networks that mimic the real surface qualities for materials such as wax, chrome, cloth and nebulae.