Form and Space

creating CG 3D since 2001

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2016 3D Character Modeling

I’m so pumped! I made the showreel the same night my students presented their work. Here it is! 2016 3D Character Modeling from Matthew L. Stoehr on Vimeo. One student, Charles Kinter, took it upon himself to 3D print the characters. I’m really excited to hold their work in my hand.

Chapter 9 – Intro 3D Modeling in Maya 2nd Ed

Chapter 9, the final chapter for Intro 3D Modeling in Maya 2nd Ed, is complete! Chapter 9 covers layout, lighting, and rendering for Introduction to 3D Modeling in Maya, 2nd Edition. Free to anyone who has already bought the Intro to Modeling in Maya, 2nd Edition. I’ve already sent email links to download Chapter 9. For anyone looking to purchase 2nd Edition, it’s now included in the purchase, and brings the total number of hours in this training series to nearly 33 hours. If you are interested in only buying Chapter 9, then go here.

Maya 2016 Preferences Post-recording

This version of my Maya 2016 Preferences were created after the completed recording of Introduction to 3D Modeling in Maya, 2nd Edition. The file paths, recent files, recent projects, should all default to your own directories. Please talk to me, mattstoehr@gmail.com, if you have ANY problems with the preferences. The keyboard shortcut changes are the following: Ctrl + d uses my Universal Duplicate, read more about that here. 8 opens the Outliner. [ uses the Modeling Toolkit – Connect. shift + [ uses the Cut Faces Tool. ] uses the Modeling Toolkit – Quad Draw. Shift + ] uses the…

Subdivision Surface Management

Mar. 30, 2016 ver. 0.1 This is useful when importing or referencing a lot of content into a single file, like what I teach in Chapter 9 of Intrduction to 3D Modeling in Maya, 2nd Edition. This will change the subdivision surface attributes for all selected objects. The Attribute Editor doesn’t allow attribute changes for all objects selected, and the Spreadsheet Editor doesn’t list the Smooth Mesh and OpenSubdiv attributes. The solution is a tool that can simply walk though each item in the selection. I’ll refine this more, and add a UI in due time. Edit: The UI is…

Enroll with ARC for 3D Modeling and Animation

Hey Readers and Prospective Students, I want you to know 3D Modeling and Animation at ARC is really REALLY different than it was even 5 years ago, and I want you back in my classroom.     I want you to be successful, because your success is my success.  And I want that.  So, the more I help you be successful, then the more likely I am successful, too.   If you’re struggling with getting a job or creating a job, then I think it’s time you joined me in the classroom again.   Technology has greatly shifted in our favor,…

2014-15 3D Modeling Showreel

This is student work from the course Introduction to 3D Modeling, Art New Media 420 at American River College. This showreel has student work from Fall 2014, Spring 2015, and Fall 2015. 2014-15 3D Modeling Showreel from Matthew L. Stoehr on Vimeo.

Lonan by Piper Thibodeau

Lonan by Piper Thibodeau is a character designed for a 3D animated short film called Sidhe. Piper and I met on the twitterverse. I noticed one day she was struggling to sculpt her cute character in Zbrush. After mentioning I would enjoy creating this character, Piper promptly offered me money to created Lonan. I was happy with her offer, but in exchange I asked to use her character in my up-and-coming Character Modeling training. She gladly gave me permission to use her character in exchange for creating it. In good form, I decided to make the character first, deliver a…

Chapter 8 – Intro 3D Modeling in Maya 2nd Ed

It took a long time, but it’s here. Chapter 8, Solving Modeling Problems with Rigging and Dynamics for Introduction to 3D Modeling in Maya, 2nd Edition. Free to anyone who has already bought the Intro to Modeling in Maya, 2nd Edition. I’ll email links to download Chapter 8.

MEL: Branch and Branch Clusters

They are yours to use as you wish. The first tool creates a branch-like object based on the length of the curve. Simply draw curves and run the mls_branch MELscript. The second tool is to help speed up the modeling process of the lattice created by the mls_branch script. The instructions are at the top of each bit of code, and are very simple to use.

Video: Instances and Instantiation

This is 26 minutes from Chapter 7 of Introduction to 3D Modeling in Maya, 2nd Edition where instances are explored and explained in detail. Instances and Instantiation from Matthew L. Stoehr on Vimeo.

UV Guides

UV Guides for the process of unwrapping 3D models.

Sherman Tank Earns Checkmate Pro!

The Sherman Tank model is recognized and received Checkmate Pro from Turbosquid.com! Checkmate Pro isn’t easy to get, and this guarantees our models are well made and ready to go. This model took a year to develop, and is modeled and textured by Brian Jacome. Materials, lighting, and rendering are by me, Matthew. I’ve learned more and more about lighting and color management, and the next one should be even better. The next step is to deliver the rigged and animated version of this tank. Congratulations to Brian Jacome, Jordan Kohler (setting up the tread, teeth, and gears), and my…

Combining Meshes Using Linear Bridge

A couple samples from Introduction to 3D Modeling in Maya, 2nd Edition. Combining Meshes Using Linear Bridge from Matthew L. Stoehr on Vimeo. This is my introduction to combining meshes in Autodesk Maya. From this lesson we explore many variations on combining various polygon primitives and polygon scenarios. Cutting and Combining Meshes at Arbitrary Angles from Matthew L. Stoehr on Vimeo. This is another example of combing meshes in Maya. This scenario is based on the first video, but adds a few variable changes and tools to solve the problem.

How to Identify Problems with a Polygon Mesh Using Subdivision Surfaces

This video is from Chapter 4 of Introduction to 3D Modeling in Maya, 2nd Edition. This video training is in production, and is expected to release this August 2015. This video covers basic techniques for identifying errors with polygon meshes using subdivision surfaces. How to Identify Problems with a Polygon Mesh Using Subdivision Surfaces from Matthew L. Stoehr on Vimeo. How to Identify Problems with a Polygon Mesh Using Subdivision Surfaces

Maya 2016 Preferences Pre-recording

This version of Maya 2016 Preferences was created prior to the recording of Introduction to Modeling in Maya, 2nd Edition. These preferences are used just after migrating from Maya 2015. They are nearly identical to my Maya 2015 prefs, but with a few small tweaks. Also, file paths, recent files, recent projects, should all default to your own directories. Please talk to me, mattstoehr@gmail.com, if you have ANY problems with the preferences. The keyboard shortcut changes are the following: Ctrl + d uses my Universal Duplicate, read more about that here. 8 opens the Outliner. [ uses the Modeling Toolkit…

Sherman Tank on Turbosquid!

Sherman M4A3E2 “Jumbo” Tank is delivered! Two members of my team, Brian Jacome and Jordan Kohler, have been working on this Sherman tank for the last year. Brain Jacome was responsible for the modeling and texturing, while Jordan Kohler lead the rigging and UI development. These last several days I’ve been lighting, organizing, making mistakes, and rendering, and rendering some more. Well, it’s finally out the door. At least, the static model is delivered to Turbosquid. Next I’ll work on delivering the rigged version, maybe with a bit of animation. That’s where Jordan’s work will shine. It’s been a pleasure…

Cherrington Construction Co. – Brochure Illustrations

Ian Berget and I delivered another couple illustrations to the Cherrington Construction Company. This time they are used in a brochure to help sell patents for his Horizontal Direction Boring, or HDB, technology for both the large transitional pipeline and the utility pipelines. Essentially, the client wanted me to re-render the previous image with some upgrades, and create another image for the utility pipes. Ian Berget will be taking point on the next big client projects. This image, below, is all Ian Berget’s work. He did a fabulous job. I highly recommend Ian for this kind of work. The black…

Spade Shovel – Checkmate Pro!

Another model earns checkmate pro status on Turbosquid! Modeled by Jonathan Camacho. Rendered by Matthew L. Stoehr.

Cherrington Construction Company

A couple weeks back I finished a product visualization of a Horizontal Directional Boring device for the Cherrington Construction company. This was a tough assignment, and I was given 10 days to finish the project. The owner wanted the renderings fast, and produce a brochure to take to a conference in Denver. I managed to finish the project in 5 days. I really had to reprioritize my work and family time. The sacrifice made by my family and my own free time was worth it. Martin was very happy with my work, and said all the brochures were taken by…

Human Brain Earns Check Mate Pro!

A second model made by Form and Space earns Check Mate Pro status at Turbosquid! Congratulations to Ian Berget, the modeler for the Human Brain. A job well done! A potential buyer asked me if all the parts of the brain are separate, yes! they are all separate. Our next task is to animate the Brain to expose all the individual parts. If you’re interested in buying this fantastic model please go here.

Coming Soon – An Alligator

This alligator will be sold on Turbosquid, and has taken Jonathan Camacho over a month to model and texture. I’ve spent all day rendering, and going back and forth communicating with Jon on rendering accurate displacement maps. It’s coming together. I’ve trying different lighting scenarios. This rendering took about 5 minutes. High resolution image – 1920 x 1080 – test render

Maya 2015 Preferences Updated

If you are currently in one of my courses at American River College, or you have bought “3D Character Modeling Volume 1”, then this message is very important. I’ve made a major update to my Maya 2015 preferences to reflect the various tweaks that have been made throughout this semester’s courses. Most of the changes are related to how custom scripts are called into Maya. Each script can now be used an a global script, and you are welcome to continue developing the scripts. You can find the scripts in the /2015-x64/scripts folder. I’ve also included the symmetry and live…

A Tool to Assist With Relaxing A Mesh

This is an excellent addition to my modeling tools. Written by student Chris Talbott. Enjoy! Use this when your modeling organic characters, and you don’t already have a high-res mesh to live model against. I used this technique in class, and Chris compressed the steps into a single click! /********************** Duplicate and make Live Version .03 Author: Chris W.A. Talbott Chris7Talbott@gmail.com Instructions: Select a object you wish to make duplicate and make live run the script. Process: Object will duplicate and rename. New mesh will be made live and hidden in the outliner, Reselects the original mesh you chose to…

A Smarter Symmetrize Mesh Tool

This tool is a “must have” addition to your tools. It’s written by one of my students, Chris Talbott. Enjoy. /*************************************************** Cut a Mesh in half Version .01 Author: Chris W.A. Talbott Chris7Talbott@gmail.com Designed with character and creature modeling as the target use in symmetry. Instructions: Define a target edge loop to define as center and run script. Process: Center will be set on absolute X-value of pivot. The mesh will be cut into 2 pieces along the edge loop chosen. The more -X half will be deleted while +X half will be kept. The remaining half will be mirrored…

Modeling Script

This script combines objects into one mesh, merges all vertices within 0.001 tolerance, and softens the vertex normals. It’s useful when cutting apart objects often, like when symmetry modeling. /********************** Symmetrize Mesh Version .01 Author: Matthew L. Stoehr mattstoehr@gmail.com Symmetrizes a mesh that has already been cut in half on the X axis. Designed with character modeling as the target use. ***********************/ global proc mls_symmetrizeMesh() { string $object[] = `ls -sl`; int $cnt = size($object); if($cnt > 1) { error “Select only one polymesh objects.”; } string $inst[] = `instance -n $object`; xform -ws -scale -1 1 1 $inst[0]; polyUnite…

Siamese Cat on Turbosquid

Siamese Cat Model For Sale On Turbosquid Modeled and textured by Jonathan Camacho Lighting and rendering by Matthew L. Stoehr

Screenshots this Summer

Screenshots of my work this summer. More to come. Cat model is modeled and textured by Jonathan Camacho.

HUGE Summer Sale 50%!

This is a HUGE summer sale! Beginning today, from July 11 – August 9, the next four weeks, you can get any training at Form and Space for 50% off! That’s crazy!! Half off?!? Introduction to 3D Modeling in Maya 3D Texturing Volume I 3D Texturing Volume II 3D Rigging and Rig Building Volume I

Pivot to Point and Object to Point

Here’s a couple of small scripts created for a student interested in moving the pivot point to a selected vertex. global proc mls_pivotToVertex() { string $object[] = `ls -hl`; string $component[] = `ls -sl`; int $amount = size($component); if($amount != 1) { error “Select only one vertex.”; } vector $v = `xform -q -ws -t $component[0]`; xform -ws -piv ($v.x) ($v.y) ($v.z) $object[0]; } The second script is a variation of the former script. It allows you to created an object at selected vertices. I recommend using the Replace Add Randomize tool to swap out the cubes with the object…

Maya 2015 Preferences

You are getting the most recent working version of my Maya 2015 preferences. These Maya 2015 preferences have the same changes as my past preferences with a couple of new tools on the shelf. In particular is the Replace/Add Randomized script, with a UI. These prefs also have my standard color changes (small changes to script editor colors) and a few key tool shortcut changes. I have made many changes to the preferences over the years, and I continue to edit it as I use Maya. This release has a few new shelves with a few of my most commonly used…

Mender, Maya UI Style for Blender

I just poking around Deviant Art today, looking for Maya content, and came across Mender. It’s a user interface for Blender that is styled after Maya. It seems to be a pretty good rendition of Maya for the Blender artist. I thought this might be nice for the artists at ARC who are using both Maya and trying to get started in Blender. Here’s the link: http://www.deviantart.com/art/Mender-maya-for-blender-BLENDER-2-6-ONLY-360834749

Maya 2014 Preferences

My Maya 2014 Preferences have the standard color changes, and a few key tool changes. I have made many changes to the preferences over the years, and I continue to edit it as I use Maya. You are getting the most recent working version of my Maya preferences. This release has a few new shelves with a few of my most commonly used tools, such as Path Constraint. If you’re using any of my old preferences, then please download this most recent prefs and install them. I do have the Hero Engines “Hero Tools” installed on my end, you can…

Finding Delta

Special Thanks to Jordan Kohler. Thank you for helping me to solve the expressions and ultimately solving the trigonometry. I look forward to your future work. This post discusses issues with a set driven key, finding the change in value of where an object was and where it is (called delta, so we’re finding delta), up vectors, expressions, and other issues. Also, this post shows the differences between a direct and indirect expression in Maya, and how to “trick” the expression. The good news is the tank tread video demo has taken off a little bit, and I’m getting a…

MEL: Path Constraint v.0.7 with Looping

Path Constraint version 0.7 is here already! This version came a little early, but it’s too good not to share. It was only a few days ago, March 7th, when I released the version 0.6 of the Path Constraint tool. I shared it on the Maya forums at CGSociety.org when a user named Farcue asked me to add looping functions for complex curves. Farcue asks: If I had a complex path ––say, a helical path bent in a circle and made periodic–– how would I go about animating objects attached to it via your script so that they moved around…

MEL: Path Constraint ver.0.6

This is my third public release of the Path Constraint tool I’ve been developing for a little over a year. It has gone through a number of revisions, and is now at ver. 0.6. The former tool can be found here, and you can see significant changes have been made to the path constraint. The biggest change is the use of more expressions to drive the offset, start, end, scale, taper, and twist of the objects along the path. Also, there is an up axis for all objects and uniform rotation for all objects. When you run the tool you’ll…

Maya 2013 Preferences

My Maya 2013 Preferences have the standard color changes, and a few key tool changes. If you’re using any of my old preferences, then please download this most recent prefs and install them. I discovered a problem attempting to install the Hero Engine shelf with my Maya 2011 or 2012 preferences. The keyboard shortcut changes are the following: Ctrl + d now uses my Universal Duplicate, read more about that here. 8 now opens the Outliner. [ now uses the Cut Faces Tool. ] now uses the Insert Edge Loop Tool. \ now uses the Split Polygon Tool. SplitPolygonTool is…

MEL: Booleans

Like I’ve said in class, booleans are rarely taught for a few reasons, and there’s even a piece of literature in my library about digital modeling with a chapter titled, “Booleans Are Evil”. Well, for a long time, I thought that too, but not because I couldn’t use them, or that other artists shouldn’t use them, but because it’s difficult to explain there use. There are problems that arise when using booleans, but with a little foresight, edge loop planning, the boolean can be very powerful and assist with very complex geometric problems. Traditionally a boolean modeling operation is between…

Maya MEL: Find Surface Point

This covers how to collect the UV data in MELscript by selecting a surface point of a NURBS surface. Monday night I was inspired to add a feature to the way I create “hair” or hair guides; widely known as strands. After demonstrating the most recent version of my strand tool, Jeremiah asked me if it’s possible to find a point on a surface, and generate a strand from that point. He explained it would give a more sculptural, artists, approach to designing hair or other complex organic structures. Basically, where I click is where my strand appears. My approach…

Maya: Neutral Pose Revisited

I’ve been working on improvements of this. Previously, I attempted to make a tool that would create a neutral pose. It wasn’t very good. What I want to do is set the current selections transformations to 0,0,0 0,0,0 1,1,1 for translation, rotation, and scale. Why do this? Well, it makes it easier to reset an object to it’s default pose when animating. All I need to do is enter zeros and ones into the transformations, respectively. Of course, the motivation behind this tool comes from my experience in rigging characters in XSI. There’s a very nice, easy to use, Save…

MEL: Duplicating and Transforming Revisited

This tool will duplicate a single object and move it to multiple locations of a multi-selection. It could easily be modified to do other jobs, like replace all selected objects with instances. I’ve been researching Maya MEL script more and more. I’ve been inspired lately, by a few projects and art going on around me, to tighten up my MEL. I’ve revisited the duplicate and transform tool. It’s now more efficient, does not use “select”, and uses the -matrix flag of the xform command. This makes a very succinct script and it is much faster. Lately, I’ve been reading the…

Maya: Duplicate and Match Transforms

Here’s a duplicate and match transforms script. Right at the end of class today someone was asking for a way to replace their stack of cups with a newly textured cup. I came up with this. He’ll still need to delete or hide the old cups, but this will match the cups transforms and preserve the inputs for each cup. Note: there are far better methods I’ve created since this was posted. Search for Matching and Neutral pose scripts for more information. /* Duplicate and Match Transforms version .01 Sept. 7, 2012 Author: Matthew L. Stoehr Source: formandspace.com Objective: Duplicate…

Maya: Universal Duplicate

The duplicate tool in Softimage is brilliant. No matter what you select, it will be duplicated relative to the object type. I want that in Maya, or at least some of it. So I wrote this tonight. It’s a start. It will work well in modeling processes. I remapped this script to the ctrl+d, replacing the default tool in Maya. More at cgtalk.com /************************************************ Universal Duplicate version 0.2 Author: Matthew L. Stoehr Source: formandspace.com Objective: Create a duplicate tool that can be universally used for all objects and components. Currently this tool can: if the selection is a polygon, point,…

Maya: Locators to CVs Script

Here’s a very useful tool for animating or sculpting a curve(s) shape. I’m in the middle of finishing my training recording on making grapes, and I was in need of a tool like this. It’s all yours. /************** Locators to CVs version 0.4 Author: Matthew L. Stoehr formandspace.com mattstoehr@gmail.com updated Feb. 04, 2013 Creates a locator at each CV to animate or sculpt the curve shape. Select curve(s), then run. ****************************/ mls_nullsToCVs(); proc string[] mls_nullsToCVs() { string $sel[] = `ls -selection`; string $nulls[]; for($node in $sel) { select ($node + “.cv[*]”); string $cvs[] = `filterExpand -sm 28 -fullPath true`; int…

Maya: Simple 3D Array

For those of you starting out, here’s a simple array script to create instances of a primitive. You should be able to build onto this script very easily. Play with the numbers, and see how far you can push it. Soon, I’ll modify it so it arrays your selection. I’m working on a ring mail script, and this is a fundamental part of making ring mail. mls_f3DArray(3, 1.0); proc mls_f3DArray(int $objCount, float $oSp) { int $n = 0; string $cube[] = `polyCube -ax 0 1 0`; BevelPolygon; //1D, X for($i = 0; $i < $objCount; $i++) { //2D, Y for($j...

Maya: Neutral Pose

Use this script to create a neutral pose, sort of. For example, say you had a model robot, and you have already set the pivot point for each part. This will take the pivot, and create a group at the pivot location. The group is translation 0,0,0 rotation 0,0,0 and scale 1,1,1. Effectively, a neutral pose. mls_neutralPose(); proc mls_neutralPose() { string $oSelection[] = `ls -sl`; int $oCount = size($oSelection); for ($i = 0; $i < $oCount; $i++){ select -r $oSelection[$i]; //get the pivot location of the selection vector $v1 = `xform -q -t`; vector $v2 = `xform -q -sp`; vector...

Maya: Path Constraint v0.2

This path constraint script is developed from my former multi-motion path script. It’s more developed, and is simpler for the user. To use it, select all the objects you’d like to path constrain, and then select the curve last. Run the tool. The order of your selection is the order along the path. Each object will be grouped, and the group will be path constrained using a standard motion path. The user’s objects can be transformed, while maintaining it’s connection to the path via the parent group. It’s simple rigging principles. 🙂 You can then edit the curve, and each…

Inherited Transformation

Here’s a simple script for creating a long chain of parented objects. Create a bunch of cubes in one place, select then all in the viewport, and run this script. Marquee select them all again, and transform the objects to see the effect. This takes advantage of inherited transformation. mls_inheretTransform(); proc mls_inheretTransform() { string $null[] = `ls -tr -sl`; int $n = size($null); for($i = 0; $i < $n; $i++){ if($i != $n-1){ parent $null[$i] $null[$i+1]; } } } /************** end *********************/

Multiple Motion Paths

Here’s a tool for Maya that is similar to a multi-path constraint in Softimage, multi motion paths. Make a new scene, create a curve, create a few objects to attach to the curve, select the objects, and run the script below. string $selection[] = `ls -selection`; int $size = size($selection); //change this to your curve name string $path = “curve1”; for($i=0; $i

Iterated Space Transformation

One of my classroom assignments is to model a spiraling staircase, or iterated transform of objects. I find this assignment to be very exciting, as it introduces my students to modeling with multi-dimensional arrays. Then my one of my students, Casey, found a reference on Google images that I hadn’t seen before. A sculpture by Peter Coffin at the Saatchi Gallery. Untitled (Spiral Staircase) 2007 Aluminum and steel 670.6 x 670.6 x 213.4 cm Peter Coffin Now, this is interesting, and it peaked my curiosity to try and recreate it in Maya. Start with a radial array.  A radial array…

Maya: Wireframe Rendering

Courtesy of a former student’s guidelines, Scott Grasso, here’s a video demonstrating how to set up a mesh for wireframe rendering for a sub-division surface mesh. It’s quite simple, and I like that. This is perfect for setting up your demonstration reel. With a little more planning, the wireframe can be rendered on a white constant shader, and then multiply that render with the beauty pass to showcase the wireframe over the final render.

Intro to Modeling, Booleans

In this video I cover intersecting polygon meshes at arbitrary angles using booleans. I place strong emphasis on good planning of the geometry prior to the execution of the boolean. In particular, we’re looking for a clean four point polygon and edge loop flow. The boolean itself will not generate the necessary edge flow, so I’ll show you the interactive split tool, duplicating faces (to create the new mesh from an existing mesh), and merging of vertices, using Merge Vertex tool and Merge, to finish the boolean cleanly. I don’t think a person will need the model created, but I…

Intro to Modeling, Combining Meshes

In this video I cover a variety of methods for combining meshes together.  I start with a very simple one-to-one point count using a bridge.  I move on through a few more variations on the same topic, gradually building the difficulty of each combination.  I’ve published the most critical pieces of my lecture, and the parts that students tend to ask me to repeat most often.  This isn’t intended for the advanced modeler, but if you are, you may find this video has a couple of gems in it for you, too.

Maya 2012 Preferences for Windows

The usual color and view port changes, plus a few changes to keyboard shortcuts for modeling. Keyboard shortcut changes: Extrude:    = Append to Polygon Tool:    n Cut Faces Tool:   control +  \ Split Polygon Tool:   control + [ Insert Edge Loop Tool:    control + ] Open the Outliner:   8 Open the UV Texture Editor:   9 My custom view port settings are bound to a shortcut: SetViewPortDefaults:    shift + n  (set line width to 2.0 – 3.0 for an easier selection of edges) Download my Maya 2012 preferences for Windows   —————————————————————— Installation path is in…

Introduction to Modeling – Mug

I’ve completed the next video on modeling the mug.  The emphasis here is introducing the CV curve tool, extruding polygons along the curve, the output/input operator location, and how to manipulate the curve and extrusion operator.  Also, the radial menu is not showing in my screen capture, however, I’ve compensated by using the Status Line for object and component selections.  It should be easier to follow.  Again, this video is not for advanced users of Maya. Note: This video is a summary of key points from the lecture. It’s not nearly as thorough, and isn’t a substitute for the lecture.

Mental Ray

Here’s is my reading for this evening on Mental Ray. It’s a serious tome of knowledge.  I’ve been using mental ray since my first days with XSI 3.0.  I knew this book would help me transition to Maya, and further master my skills in mental ray for photo-realism.  Out of curiosity, and to save me time on my footnotes, I searched on amazon.com to see if there is a second edition.  There isn’t.  I did discover that people are selling this book for near 300$! I knew this book was a good source of information, but I understand now how…

Introduction to Modeling – Week 01

I’ve published a short training video focused on the novice modeler in Maya.  This video is not for advanced users.  In this video I demonstrate modeling a cup using move, scale, and extrude as my primary tool set.  I go on to describe the different subdivision levels in preview and render versions of the cup.  This is the same demonstration I do for Introduction to 3D Modeling, Art New Media 420, at American River College. This video is available to registered users.  Please use your actual name when registering.

Maya: Render Scene ver. 2

After some more time in the hypershade, I made an occlusion shader that has better results (for showcasing models in demo reels) and is about 200% faster in render time.

Maya: Render Scene

A render scene, provided for my students, where you can import the models, parent them to the turntable, and have an animation ready for the demo reel. Here’s a look at the quality, so far.    

Maya: Teapot

A teapot I modeled for a class demonstration a couple weeks ago.

Maya: 2011 Preferences, Win and OSX

I’ve modified Maya’s preferences to find a more attractive and efficient use of Maya.  There are several changes made to the interface, interfacing colors, component and object colors,  and there are keyboard shortcuts reassigned to make modeling much faster.  I enjoy Softimage’s look and feel, so I attempted to make something akin to SI.  Enjoy!  Mac and Windows version below. The keyboard shortcuts are: Extrude = d Bridge = alt + b Bridge Options = shift + alt + b Append to Polygon Tool = n Cut Faces Tool = \ Cut Faces Tool Options = shift + \ Split…

Bag Rig

Ulysses Unzueta is a student at Animation Mentor, and was a student of mine.  He needed the bag rigged for his scene, so I helped him out.  After studying his blocked shot I decided it was best to treat the bag as though it were a spine rig.  Only thing missing is FK joint chain for the spine.  I’ll add it later.  Here is Uly’s work in the refining stage. In this shot, the bag and the rig for the bag is my contribution.  The character, Stewie, is a character from the Animation Mentor online school. You can have the…