

For modeling some of the oldest things on this site are the Ferrari and Apache done in Maya 6 which is pointed out and they're both some of the best Maya tutorials I've ever seen. We did some general house cleaning and everything on the site is there because the workflow's accurate and it's useful content. For versions here we were thinking of doing some things in 20 as well as not everyone is on Maya 2011.
#AUTODESK MAYA TUT FREE#
I've picked up on this thing with the modeling menu set and it's one of the reasons for why there's no longer anything in the free section that is done in versions below 2008 (not sure when the split came, I think it was 8) hence bye, bye cartoon dog I think the free tutorials on this site would be some of the first things a lot of people new to Maya see and therefore we want it to consist of shorter projects that are not overwhelming when you're new and also we want to cover all fields of Maya to give people a bit of an overview to start off with so there will be a balance of basic dynamics, modeling tips and tools, shading networks, bump and normal maps, lighting, mental ray and so on. But there has probably been more since then. I think one had a train and one a catapult. Each one had a great step by step tutorial on modeling a semi-complex model using the most basic tools. nothing's going to happen.Īs for good tuts, I don't know if your local library has the "introducing Maya" books, but they were great. It won't matter how well you know Maya and it's tools, if there's no drive.

what got you into this stuff in the first place. Some basic tuts to start with sure, but after that, you need to start doing what really gets you going. Plenty of guys around here to help you out with that one! So if you're anything like Acid (god help us) then model a cool car. The content you create in the tuts may be boring, but just use them until you get at least semi-confident with the tools, then just model something that really interests you, that's the only way you're going to see it through to the end, or however far it gets. Remember F1 for the Maya help files and there's also some free basics training on Autodesk's site which is good.īest thing to do is follow some really simple tuts at first. As well it shows UV layout and texturing so you get a good overview. My favorite tutorial on the site is Chef Ramsay because it describes the production workflow in character modeling and takes rigging into consideration. If you're already quite comfortable modeling I'd do the Sand Speeder because it includes so many different tools, or the Apache as it basically teaches you half of Maya in one tutorial but both these are long and quite difficult to complete for someone new to modeling. What's better to watch would depend on how much you already know in max, for beginners I'd go with the introduction to organic modeling, interior design or a low poly character as it gets you started and includes a few tools without being too much at once. If you look here you'll find the subcategories for modeling If you're looking for paid for tutorials on modeling in Maya this site has more than any other, and the content here is also the best for quality and getting results. We're also adding tutorials here in the next few days.
#AUTODESK MAYA TUT DOWNLOAD#
Click the Render the current frame button to see the render results.We took the cartoon dog away with the new site, to make space for tutorials in newer versions of Maya and teach more diverse modeling techniquesīut download what's in the free section it should get you started and give you an idea of what's going on.In the file tab, assign the desired image file.In the shading group Attribute Editor, click the map button beside the Displacement mat attribute and assign it a new file node. In the Hypershade window, drag and drop the desired material, for example, a Blinn, to the work area to create it, and middle-drag the material swatch onto the object in the viewport to assign it.If you prefer to use the luminance information as the alpha, turn on the Alpha Is Luminance attribute (in the Color Balance section of the file texture’s Attribute Editor). If the mask channel is absent, the luminance of the RGB is used to displace and, or bump map.

During bump or displacement mapping, if an image file contains a mask channel, the mask channel is used for displacement and bump mapping.The basic characteristics of environment mapping preclude accurate calculations when used for displacement mapping.

