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David 09-12-2010 06:27 AM

Tutorials you'd like to see
 
Any requests please put them in here thanks.

Dave :)

hummlas 09-12-2010 10:33 PM

how to retopologize (is that a word?) a high poly mesh, from mudbox or zbrush for example, would be of great use to me at least :)

David 10-12-2010 03:04 AM

We may include some zbrush content but mudbox i think probably not in the near future. Would make for an interesting tutorial.

Thanks for the suggestion

hummlas 10-12-2010 12:40 PM

I was thinking of more along the lines of importing a high poly object (no matter what software it was created in) into maya and creating a low poly cage with a better edgeloops for an in-game model. I've seen it done every now and then.

ctbram 10-12-2010 01:55 PM

I am not an expert, but doesn't the workflow normally go the other way? That is create the low poly mesh in maya or zbrush, then subd to a bazillion polys in the sculpting app, then generate the normal map of the high poly sculpt, and then send the normal maps (and the base 0 mesh if you created it in the sculpting app) back to maya?

I have also seen where the sculpt program is used to down rez, by hand painting polys onto the high poly mesh, but I don't recall seeing anything about down rezzing a high poly sculpt inside maya.

But I am not a sculpt modeler so I apologize if I am speaking out of my butt.

Mayaniac 10-12-2010 02:58 PM

Quote:

Originally Posted by ctbram (Post 311240)
I am not an expert, but doesn't the workflow normally go the other way? That is create the low poly mesh in maya or zbrush, then subd to a bazillion polys in the sculpting app, then generate the normal map of the high poly sculpt, and then send the normal maps (and the base 0 mesh if you created it in the sculpting app) back to maya?

I have also seen where the sculpt program is used to down rez, by hand painting polys onto the high poly mesh, but I don't recall seeing anything about down rezzing a high poly sculpt inside maya.

But I am not a sculpt modeler so I apologize if I am speaking out of my butt.

He's talking about a real-time mesh. So the high-poly mesh is created in your sculpting app, either by way of a base mesh built in your modeling app or directly in your sculpting app, that is then exported back into your modeling app where a real-time mesh is built around it... this tends to lend better control when a poly limit is present, and also when retopologising directly in triangles. It also allows for better control of silhouette as your polys aren't snapping directly to the high-res mesh, as you have a lot less polys to hold the forms.

ctbram 10-12-2010 04:34 PM

As I said I am not a sculpt modeler so sorry if I am off base.

Rhetoric Camel 10-12-2010 04:46 PM

Outdoor lighting for sunny day, overcast day, night time.
Mental Ray rendering
A more realistic dog tutorial instead of just the cartoon dog

I had more ideas to throw out there but my minds drawing a blank at the moment.

Jay 10-12-2010 05:29 PM

hi res scans on a movie or even a game need totally redoing into a much more manageable mesh for animation - scanned objects contain millions of polys and are just unuseable for anything - you couldnt uv them. Im currently doing some new models from scans. You cssnt even see thru the mesh its that dense

I dont mind doing this for the future Dave

Jay

Nilla 10-12-2010 06:40 PM

@Rhetoric Camel: For your dog walk in the park yes:) For dog modeling you should be able to build quite well on the techniques in the cartoon dog or the quadrupeds modeling, http://simplymaya.com/autodesk-maya-...=152&sub_cat=1 I'm not much of a modeler but either adding resolution to build a high res mesh from the cartoon dog or sculpting out muscle definition and bump mapping based on the quadruped should give you that just base it on your own dog refs.

For lighting content we'll have lots:wavespin: I love this field and it's not well covered. We'll do mental ray both for specific shaders and indirect illumination, we'll do interior lighting with direct illumination and physical sun and sky plus exterior illumination. I'm actually building a scene now to use it's based on a park around the corner from my house so you should like it. Hopefully I'll get some water in as well and both day and night time lighting. It's gonna take a while though, end of january probably so might work with the dog walk timing.

@Jay: That sounds great! Keep an eye on your email tomorrow btw, sending you something. Dave just has to finish it off and he's so slow, thinking it might be time to get a proper dominatrix whip;)

Jay 10-12-2010 08:28 PM

Hey Nilla

lol rock on!! I like the sound of that too :)

Rhetoric camel:Thats kind of interesting doing the more realistic dog model. I actually found theres mored to the dog anatomy than first meets the eye. The eyes area is quite interesting around the lacrimal (tearducts) have a look. I did a few hero dogs and tons of blendshapes on Marmaduke earlier in the year and last year and I tell you it was not an easy job to do...anyway its a good idea for a tute.

cheers
Jay

Nilla 10-12-2010 09:14 PM

Dog's are really tricky to draw as well, you're absolutely right Jay abot the anatomy, I have problems as soon as I try to make something different than Pluto. You should have a look at Jay's showreel on his site Rhetoric Camel, he's got a really interesting shot of a talking CG dog in it.

For tut it sounds great then, I look forward to watching you go back and remake all those blendshapes Jay:D

daverave 10-12-2010 11:14 PM

Just a idea
A lot of people have access to cam corders, putting special effect with them.....dave

honestdom 10-12-2010 11:59 PM

i could do a tutorial on compositing CG into a backplate if anyone would be interested? using Nuke and Maya.

Rhetoric Camel 11-12-2010 12:59 AM

Quote:

Originally Posted by Miss_Nova (Post 311253)
@Rhetoric Camel: For your dog walk in the park yes:) For dog modeling you should be able to build quite well on the techniques in the cartoon dog or the quadrupeds modeling, http://simplymaya.com/autodesk-maya-...=152&sub_cat=1 I'm not much of a modeler but either adding resolution to build a high res mesh from the cartoon dog or sculpting out muscle definition and bump mapping based on the quadruped should give you that just base it on your own dog refs.

For lighting content we'll have lots:wavespin: I love this field and it's not well covered. We'll do mental ray both for specific shaders and indirect illumination, we'll do interior lighting with direct illumination and physical sun and sky plus exterior illumination. I'm actually building a scene now to use it's based on a park around the corner from my house so you should like it. Hopefully I'll get some water in as well and both day and night time lighting. It's gonna take a while though, end of january probably so might work with the dog walk timing.

I suppose you could just build off the cartoon dog, but like Jay said, it is much harder than meets the eye. I was thinking the dog in a newer tutorial would include using maya fur.
I love the sounds of the lighting tutorials, been dying for some of these!! I'm going to start saving my money now. Can't wait to see the park around the corner from your house. You nailed it, all these tutorial ideas I have are for my dog walk/play at the park scene. Which of course I'm still working on Uv'ing and texturing. So I have time. End of January sounds like I now have a slight deadline to try to meet, haha.

Quote:

Originally Posted by Jay (Post 311256)
Hey Nilla

lol rock on!! I like the sound of that too :)

Rhetoric camel:Thats kind of interesting doing the more realistic dog model. I actually found theres mored to the dog anatomy than first meets the eye. The eyes area is quite interesting around the lacrimal (tearducts) have a look. I did a few hero dogs and tons of blendshapes on Marmaduke earlier in the year and last year and I tell you it was not an easy job to do...anyway its a good idea for a tute.

cheers
Jay

See those are the things I wasn't even thinking, things like the tearducts and so on. It would be a great tutorial, even if it wasn't a household dog, it could be a wolf instead. Pretty close to the same thing, and who wouldn't enjoy modeling a realistic wolf?

Quote:

Originally Posted by Miss_Nova (Post 311260)
Dog's are really tricky to draw as well, you're absolutely right Jay abot the anatomy, I have problems as soon as I try to make something different than Pluto. You should have a look at Jay's showreel on his site Rhetoric Camel, he's got a really interesting shot of a talking CG dog in it.

For tut it sounds great then, I look forward to watching you go back and remake all those blendshapes Jay:D

I've been to Jay's page, must have missed the talking CG dog, have to look again.

Quote:

Originally Posted by daverave (Post 311267)
Just a idea
A lot of people have access to cam corders, putting special effect with them.....dave

That was one of the ideas I couldn't think of, thanks for reminding me and posting it dave! It would be great to take a 1 minute video or something and using maya tracking/maya live to incorporate 3d models and/or fx into the video. I've been dying to know how to do this realistically too, would love to incorporate a model or two that I have into some video I have and make it look like that little CG character is really talking to a real person.



Alright I'm done loading you guys up with tutorials..... for now anyway! :P

Nilla 11-12-2010 05:36 PM

1 Attachment(s)
daverave: I'm not sure exactly how you'd like it executed, but me and Dave had an idea a few months back that's quite cool. What we wanted to do as we live in Prague which is a very pretty place was to make a video of a scene like the one below and then have a thopter model come splashing onto the water and flying through it. It would include a lot of dynamics and have to be done in matchmover I think so it's a David task but he could pull it off he's good. It's definitely a few months down the line because creating the scene would take a lot of time, and we want to make some dashing tutorials rather than your typical simple stuff that a lot of places sell.

honestdom: That's really interesting, I believe David already sent you a pm. Compositing's really tricky, I've been trying to composite images onto the windows of one of my interior scenes and getting it too look realistc for the blur when you have DOF and getting the colors and lighting in an image to work with the 3d scene is so hard. I'm up to trial image 150 I think now, and I still don't have what I want.

Rhetoric Camel: Task for Jay in the future maybe:D I agree with you completely pulling off any sort of realistic model is really difficult and time consuming. I've noticed it a lot lately when I've been building the environments for my lighting tuts and this is fairly simple modeling compared to a dog, small details make a huge difference to how well things come out once you start to shade and light. Look forward to following your scene on the forum though, it's always interesting with these projects where people put in lots of time.

Nilla

halfloaf 11-12-2010 05:42 PM

I would love to see a tut on taking a simple scene/ model through from concept to final composited image. Client brief, sketching, idea gathering, blocking, fine tuning, lighting, cameras, materials, render layers, camera effects, photoshop / nuke / shake. (Maybe throw in colourspace?) It could a bowl of fruit, a pot plant with plant, product shot etc. It would give a nice rounded approach to a studio workflow...

Jacques

Nilla 12-12-2010 11:43 PM

It's a good topic, Jaques. To make something like this reflect a proper studio workflow though it would have to be done by multiple people and work as a series where you'd have someone develop the concept in one tutorial, pass it on to someone else to be modeled followed by lighting & shading and finally post. I'd say it would work out as four tutorials if we did it the right way.

We've been thinking along these lines a lot, because we think it's better to produce content when you have someone who has the best knowledge and experience in one specific field do their part and then pass it on to someone else. I've been working on a product shot tutorial for photorealistic rendering and the problem I've found is that if I do the modeling myself I don't get a model that's accurate enough because modeling is not a field I focus on and I am a miserable modeler which really draws down the final outcome both in terms of end result and training value. A tutorial like this would therefore work better if it was split into a series of two where someone else like Jay who's a million times better than me would build it in one. In the case of Jay he could probably do both because he can light and render as well and pull of something photoreal I'm sure:) but you get my point most people have complete control of only one or two fields that would go into a pipeline.

Because we focus on Maya and Maya related software we'll be able to produce the best training for it on this site, but structuring it this way will mean more work and time to produce it. I think it's worth it in the end though because we want to raise the bar a bit for Maya training, there is a lot of bad Maya content online today. It will also mean that people who are interested in moving towards the industry will benefit from the training on Simply Maya as we'll gear it towards teaching production workflows and pipelines. We're also writing articles that we'll publish on the site, because we're interested in trying to give people more of an insight I'm on a lot of forums and numerous showreels and I've picked up on people struggle with finding a way into the industry.

Final thing, we have a tutorial called Render Layers in Production http://simplymaya.com/autodesk-maya-...=158&sub_cat=0
Izzy made it and it's really interesting for the reason that he has so much experience in this field. It only covers part of the full pipeline you want to see, but he makes a lot of interesting refs to the production pipeline.

Sorry for the novel...as always:)
Nilla

bullet1968 13-12-2010 12:45 AM

I would like to see more dynamics David, you have me hooked (is that good or bad?). Something like the old mousetrap game LOL (maybe not so complicated). What do they call that? there is a name for it Im sure.

Definitely some lighting Nilla, something like the rustic kitchen or a room with just a table/chair and lamp with 3 different moods....maybe the same model but people could have 1: dingy hotel room 2 : modern kids/study room 3 : black and white period (1930's).

compositing for sure....that sounds good too.

cheers bullet

P.S how to make shaders and materials?? are there any in here already....that would be good.

Rhetoric Camel 13-12-2010 03:45 AM

Quote:

Originally Posted by bullet1968 (Post 311371)
I would like to see more dynamics David, you have me hooked (is that good or bad?). Something like the old mousetrap game LOL (maybe not so complicated). What do they call that? there is a name for it Im sure.

It's the Rube Goldberg. There was a challenge here a while back where we did one, I never completed mine but I learned a lot in the challenge going in with absolutely none, and just searching around for information on how to use dynamics.

bullet1968 13-12-2010 03:55 AM

Thanks Rhet....you little gem you

Bullet

Rhetoric Camel 13-12-2010 04:09 AM

hahha had the info couldn't resist posting.

YouTube - Rube Goldberg 02

That's all I had made, never got a chance to finish. Nothing but dynamics and restraints. I would like to revisit doing dynamics again. It was some of the most fun I've had learning and playing around.

So here's another vote for dynamics.

bullet1968 13-12-2010 04:38 AM

bahahahah thats sweet mate...loveit. Yeh I think it would be good too!

cheers bullet:happy:

Chirone 13-12-2010 11:26 PM

i would like to see a tutorial on animating wings (both like a bat and a bird)

Nilla 14-12-2010 02:31 PM

Rhetoric Camel, cool to see the Rube Goldberg thing you posted. Remember I used spend days on trying to build systems like that when I was a kid, my mum would go nuts because they'd span through half of our small apartment and she couldn't stand the mess. On occasion our dog would destroy it as he ran around the place and I'd cry and scream like crazy:)

Chirone, that's a good idea I'd like to see a tutorial on exactly that as well. I'll ask our animator when he's done with what he's working on atm if he'd be up for it. I found something nice in resources the other day btw, it's a fully rigged really nice dragon model check it out
http://simplymaya.com/autodesk-maya-.../rid/1/page/0/
It's at the bottom right hand corner on the page.

Cheers,
Nilla

Joey81 02-01-2011 09:31 PM

Hey!

Last months i was checking a lot of Utube videos, & I saw a really nice topic. Looks so simple but 100% it is not. The topic about importing a maya scene into a recorded video.
4example: "Happy New Year" 3D text modelled in maya & imported to the recorded video. Like placed on my shelf where I am typing & the camera moves around me or something like this.
I am sure all of you saw this kind of video. Cell/car transforming into a Transformers, or a street view where a modelled car being placed & so on...

I know it is not only maya (maya,some traker program & shake/nuke) but I love those vids :)


joey

Rhetoric Camel 02-01-2011 09:46 PM

Quote:

Originally Posted by Joey81 (Post 312482)
Hey!

Last months i was checking a lot of Utube videos, & I saw a really nice topic. Looks so simple but 100% it is not. The topic about importing a maya scene into a recorded video.
4example: "Happy New Year" 3D text modelled in maya & imported to the recorded video. Like placed on my shelf where I am typing & the camera moves around me or something like this.
I am sure all of you saw this kind of video. Cell/car transforming into a Transformers, or a street view where a modelled car being placed & so on...

I know it is not only maya (maya,some traker program & shake/nuke) but I love those vids :)


joey

I'm pretty sure you can do the tracking right in maya with Maya Live. I could be wrong though. I've been looking into doing a scene involving video and 3d objects.

mastone 02-01-2011 10:06 PM

What I would like to see is a proper rigging tutorial, some key words:
-low ress to high ress
-Driven displacement
-facial rigging
-pinning
-adding dynamics ( like hair/cloth)
- multiple rig workflow

reall easy stuff in short ;)

StiX 03-01-2011 07:23 PM

I would really like to see a good mechanical rigging tutorial for a robot with hydraulic rams and springs n stuff... not just ball joints as a lot of tutes have. I have been looking around and only seem to find snippets of info for like a shoulder or an arm.. but would love to see a whole tutorial just for the rigging of an entire robot. If theres something like that here already i may have missed it... is there an entire list of tutes based in one place like the tutorial forum section for quick finding.?

hamidz90 03-01-2011 07:29 PM

my post on this topic.

i would like to see a textured hair tutorial or even how to make a fairly good looking polygon hair tutorial, i don't really know how the right way is but i gave it a try and the result is on the post above ^
im sure there's a better way to do it and get better results, which is why im requesting a tutorial...maybe someone knows how to do it better lol

tommyp 25-01-2011 03:12 AM

Gamming, Movies
 
What i would love too see for a tutorials would be.
1)Armor
2)Wepons, other then a sword
3)Sheild, etc..........
Stuff that can be used for gamming and movies.
See i cant' afford to go a college so not knowing whats' the right way or the wrong way to creat item the gamming or movie world would be great. so i hope anyone of you guys can creat these items and descibe what it take to make it for theses buisnees. This is only a wish and thank you. Tom

tatvagna 25-01-2011 02:40 PM

Could you plz give some tutorials on syflex for maya

Jay 25-01-2011 03:45 PM

Theres already a rifle tute

danielames 09-08-2011 12:46 PM

I would like to see some advanced physics simulation tutorials in Maya. I mean, more than just a bouncing ball. I'm thinking along the lines of a car engine with a rotating crankshaft and working pistons, turning gears in a transmission, turning a drive shaft which drives gears in a rear differential which turns the wheels which makes the car move forward. All driven by fields that push down on the pistons at the correct times. Also, a simulated steering system, and a simple shifting mechanism to reverse the drive shaft rotation without having to reverse the engine rotation.

All done with rigid bodies, each part's movement caused by another part - pure physics, no cheating with constraints or key frames. Of course, one would want to bake the animation at some point, but that's not the point of the tutorial.

That's just an example. It need not be a car. Just something that really covers most of the "gotchas" on physics sims. It may seem like too much on paper, but I don't see that it's any more tedious than say, the victorian house tut (which is an excellent beginner tut, btw :) ).

Pretty please? :)

Jay 09-08-2011 01:48 PM

It wouldnt even be done with a physics sim in a production house. It would be all scripted and driven.

J

murambi 09-08-2011 03:58 PM

Hi if its possible to have a commandline rendering tutorial for maya 2010 and upwards

David 09-08-2011 06:46 PM

Quote:

Originally Posted by murambi (Post 323518)
Hi if its possible to have a commandline rendering tutorial for maya 2010 and upwards

I'll take that one I'll even put it out free :) Expect it in the next week or so.

Dave

David 09-08-2011 06:49 PM

@danielames

Not going to happen with Maya, as Jay said just not the way it's done. However we do have some more Dynamics tutorials planed hopefully that will get you going in the right direction.

Dave :)

korvic 10-08-2011 12:21 AM

Quote:

Originally Posted by David (Post 311134)
Any requests please put them in here thanks.

Dave :)

I would love to see more Maya dynamics, rigging, more realistic texturing, animation and batch rendering.

I think...:happy: heck, I'll probably buy the tutorial anyway no matter what it is about!:)

danielames 15-08-2011 02:40 PM

Quote:

Originally Posted by David (Post 323523)
@danielames

Not going to happen with Maya, as Jay said just not the way it's done. However we do have some more Dynamics tutorials planed hopefully that will get you going in the right direction.

Dave :)

Fair enough. So how about this... a tut that will do something complex like what I mentioned, but done like a professional studio would do it - all scripted and driven, as J said.

My ulterior motive is, (you guessed it), I'm trying to make a complex sim with many moving parts, with each part's behavior relying on another part further up the "chain", if you will. About a week has passed since I posted the original tut suggestion, and I've since successfully made the sim with scripting and animation clips. It was all a crash course for me, but I learned a TON! Lots of research, reading the docs, trial and error, etc. My only saving grace was that I'm already a programmer so it didn't take me long to start banging out scripts to control everything.

BUT!... I'm still a Maya n00b, and as such, I'm really left wondering if I did it 'right', or if the way I did it is the most inefficient, newbie mess as ever there was. :happy: I'll be doing a lot more of this kind of simulation from here on, so if I could see how it's done by a real pro, I'm positive that it would dramatically improve my workflow.

Anyway, I know it's a lot to ask. Thanks for the chance to make a suggestion!


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