Sunday 15 November 2009
Canyon X-Wing
X-Wing from Rob Meech on Vimeo.
Spent the weekend leaning a heck of alot of skills.In all you see I have Modled All from just a Grid. The Key Skills I have leant in this is Driving Keys with Opening the wings to attack stance. More textures Including Special Effects/brushes Ect.Ive had a wicked time on it and will come back and Improve on It.. I remember flying Through a canyon like this on Star Wars: Rebel Assaul I was 7 on a joystick. Its just Epic That Im now making it. I want to add fire power including oncoming Tie Fighters and also Improve the Lighting and Landscape Texture. Also Animation Tweeking Due..<
Leo And the Carp
Saturday 14 November 2009
Where It Began
And Here Starts the BloG Totem
Hola, Id Love to get to know anyone that stops on by this site so come and follow me n email me a few comments. Thanks For Checkin This out.
""A totem can be the symbol of a tribe, clan, family or individual. Native American tradition provides that each individual is connected with nine different animals that will accompany each person through life, acting as guides. Different animal guides come in and out of our lives depending on the direction that we are headed and the tasks that need to be completed along our journey.""
Monday 10 August 2009
................Below..............
.........................................................................................................................................................................................................................Here Below are the Must knows of maya tools I taught myself to learn befor I started the workload I have Created. somethings you might learn in my notes some you may not understand.. most probably because they are only my reminder notes but 40% would probably be lazy spelling.tho all below it good to know stuff so take a look.. also use the search for things youve forgotten to use..........................................................................................................................................................................................................................
Bevel
Bevels the edges
(Edit mesh, Bevel)
cannel box Inputs: you can relax the bevel on the Offset
If you wanted the rounded look, simply add more offsets
(Edit mesh, Bevel)
cannel box Inputs: you can relax the bevel on the Offset
If you wanted the rounded look, simply add more offsets
charmfer vertex
select a vertise
Edit mesh-charmfer vertex
this pushes in the vertise in the gerometry.
Inputs:
change the distance in the vertise goes
Edit mesh-charmfer vertex
this pushes in the vertise in the gerometry.
Inputs:
change the distance in the vertise goes
Merge to Edge
Combine them is a must
Select the edges you want to merge
(edit mesh, Merge to Ege tool)
select the edges again to merge them.
the setting to 1st edge if you want only the first edge to move
Option Box: First
Remeber Y=Finalise!
Select the edges you want to merge
(edit mesh, Merge to Ege tool)
select the edges again to merge them.
the setting to 1st edge if you want only the first edge to move
Option Box: First
Remeber Y=Finalise!
Merging/Merge to center
2 pollygon planes
select both.. combine them in mesh conbine
select the edges
(edit mesh, merge)
Option Box:
Threshhold = edges come together
Vertices merge also
Merge to center:
Select vertese grid
(edit mesh, merge to center)
The verticys squash into the center making cuts of triangles
select both.. combine them in mesh conbine
select the edges
(edit mesh, merge)
Option Box:
Threshhold = edges come together
Vertices merge also
Merge to center:
Select vertese grid
(edit mesh, merge to center)
The verticys squash into the center making cuts of triangles
Detach componants
Select some faces (edit face, detatch faces)
Your basically breaking verticys/geometry
REMEMBER delete by typ history after
Your basically breaking verticys/geometry
REMEMBER delete by typ history after
Duplicate Face
Select the faces you want to duplicate.
(edit mesh, Duplicate face)
Then you can pull out the face..
warning: delete by typ history
(edit mesh, Duplicate face)
Then you can pull out the face..
warning: delete by typ history
Wedge Face
Grab a face. then shift and select an edge. then (edit mesh, Wedge face)
this pulls out a new face that swings around the edge with an lofting effect.
this pulls out a new face that swings around the edge with an lofting effect.
Divide Tool
select a face(Edit mesh, add divisions)
This divides the face by 4.
Option box. you can set this to triangles and change the multiple.
This divides the face by 4.
Option box. you can set this to triangles and change the multiple.
insert edge loop
(Edit Mesh - insert edge loop)
creates a line that lays down around or across
warning, stops at triangle
you can go to the channel box and change the atributes aswell
creates a line that lays down around or across
warning, stops at triangle
you can go to the channel box and change the atributes aswell
Split Polly
Select
(edit mesh - split polly tool)
select and edge and creat a point and then make this split but selecting another edge
Y=finalise
In the option box in the divisions creates verticys equally spread on your line
Number of magnets = Number of points
Here you can be pracise with your vertices by snapping very well to your equally spread vertises.
(edit mesh - split polly tool)
select and edge and creat a point and then make this split but selecting another edge
Y=finalise
In the option box in the divisions creates verticys equally spread on your line
Number of magnets = Number of points
Here you can be pracise with your vertices by snapping very well to your equally spread vertises.
cut Face
The cut face tool
select geometry
(edit mesh - cut face)
The line apears and thats where the cut will be.. direct the line where you want it using differnt plane angles
select geometry
(edit mesh - cut face)
The line apears and thats where the cut will be.. direct the line where you want it using differnt plane angles
Apend Polly tool
(mesh-Apend Polly tool)
select edges and press enter to finalise that.. this can close a hole
select edges and press enter to finalise that.. this can close a hole
Bridge tool
Mesh combine these objects!
select the edges you want to loft(Edit mesh - bridge)
a direct path of mesh
Option Box:
Divisions: can be set
Smooth path: angent path
Smooth path + Curve add a curve that you can change the verteses with
Inputs:
Attributes include twist ect!
select the edges you want to loft(Edit mesh - bridge)
a direct path of mesh
Option Box:
Divisions: can be set
Smooth path: angent path
Smooth path + Curve add a curve that you can change the verteses with
Inputs:
Attributes include twist ect!
exstrude
grab a face
(Edit mesh)
Exstrude ing the face!
you can exstrude edges also
you can scale also
on vertices you can also exstrude
In inputs you can change the attributes of the exstruding
Remember G can repeat the Exstrude on the face rather than exstending it.
If you select a number of faces they can scale automatically together.. or exstrude also
Following:
An exstusion can also follow a curve if the curve is also selected after you select the face you want to exstrude.
(remeber the divisions need to be made to create the curve
swatch:
The blue nott
can change the indabendancy of eachothers exstrusion if you to 2 at the same time
(Edit mesh)
Exstrude ing the face!
you can exstrude edges also
you can scale also
on vertices you can also exstrude
In inputs you can change the attributes of the exstruding
Remember G can repeat the Exstrude on the face rather than exstending it.
If you select a number of faces they can scale automatically together.. or exstrude also
Following:
An exstusion can also follow a curve if the curve is also selected after you select the face you want to exstrude.
(remeber the divisions need to be made to create the curve
swatch:
The blue nott
can change the indabendancy of eachothers exstrusion if you to 2 at the same time
Mirror Cut / Mirroring
Mirror Cut:
select geomatry (mesh-mear cut)
compleat copy of the geomatry
cemetrical and clean geometry really in a mirror effect
Mirroring:
select the geometry (mesh-mirror geometry)
Warning you must have it inisually on the grid.
-make sure all vertises are lined up.
-make sure they are glued.
sub divsions need to be dividable by 4 in order to mirror on a ball dont forget
select geomatry (mesh-mear cut)
compleat copy of the geomatry
cemetrical and clean geometry really in a mirror effect
Mirroring:
select the geometry (mesh-mirror geometry)
Warning you must have it inisually on the grid.
-make sure all vertises are lined up.
-make sure they are glued.
sub divsions need to be dividable by 4 in order to mirror on a ball dont forget
sculped geometryy
sculped geometryy
polygon primative plane
select option box
Options:
Brush side
(hold down the B key and middle mouse)
Opacity = strenth
Sculpt paramiters
Push = pulls surface up
Smooth = smooth
No organic sculping!
Ideal for tarain!
Reflection:
to idential paintbrush's
polygon primative plane
select option box
Options:
Brush side
(hold down the B key and middle mouse)
Opacity = strenth
Sculpt paramiters
Push = pulls surface up
Smooth = smooth
No organic sculping!
Ideal for tarain!
Reflection:
to idential paintbrush's
Creat Polly tool
(mesh-create polly tool)
Creat a shape, click enter = new plane.. you can pull out this face and make new geomatry
Creat a shape, click enter = new plane.. you can pull out this face and make new geomatry
Filling a hole
If a face/s is deleted!
to fill a hole, select an edge
Mesh fill hole
Tho on some this might not be well filled in comparrison to the rest of the object so// go: Split poly tool
select the hole object
(normals - sofern edge) to smooth the patch to make it .. well curved and not flat
to fill a hole, select an edge
Mesh fill hole
Tho on some this might not be well filled in comparrison to the rest of the object so// go: Split poly tool
select the hole object
(normals - sofern edge) to smooth the patch to make it .. well curved and not flat
Triangulate
Select a face (quad) or the hole object
(Mesh- Triangulate)
you can quadulate in the same way in the mesh dropdown
(Mesh- Triangulate)
you can quadulate in the same way in the mesh dropdown
Clean Up
If your with quads stick with quads is a tip
select sub divishions (Mesh - clean up)
your looking for nonmanifold
select sub divishions (Mesh - clean up)
your looking for nonmanifold
Reduce
Reducing the resolution
(Mesh - reduce)
Option box
reducing!
you should triangulate its much more cleaner
(Mesh - reduce)
Option box
reducing!
you should triangulate its much more cleaner
Copy Mesh
(Mesh - copy Mesh)
polygons with the same exact typology
If you distort one, select the distorted one 1st and the undistorted one last
After youve mesh- copy mest atributes)
Inside the channel box in the inputs..
Vertises typ in on and it takes on the vertises!
and it can also take on the same colour
polygons with the same exact typology
If you distort one, select the distorted one 1st and the undistorted one last
After youve mesh- copy mest atributes)
Inside the channel box in the inputs..
Vertises typ in on and it takes on the vertises!
and it can also take on the same colour
Average Vertices
(mesh-average vertises)
It is an anti distorting tool used.
Averageing out the vertises..finds the middle point not back to where it started
distorting the geomatry too much? use this tool
It is an anti distorting tool used.
Averageing out the vertises..finds the middle point not back to where it started
distorting the geomatry too much? use this tool
Smooth
Sort of a melting effect
(Mesh-Smooth)
TYPING G= repeat
the more smoothing the more smoother.
warning more polygons added
(Mesh-Smooth)
TYPING G= repeat
the more smoothing the more smoother.
warning more polygons added
Boolean!
This uses the shape of one to cutt out mesh of another
(mesh- booleans -union):combines but cutts the inner mesh from the merg of the 2 objects
differance: deletes the 2nd object selecter
Intersection:
cuts everything apart the mech that murged into both
Warning: creats messy geomatry
awqard faces that arnt quads
[five sided faces are not good]
Only 3s and 4 essentually should be used
(mesh- booleans -union):combines but cutts the inner mesh from the merg of the 2 objects
differance: deletes the 2nd object selecter
Intersection:
cuts everything apart the mech that murged into both
Warning: creats messy geomatry
awqard faces that arnt quads
[five sided faces are not good]
Only 3s and 4 essentually should be used
Exstract
Exstract Option
right click and select faces, select a face
(Mesh - exstract)
you can now pull a new mesh out of the faces geomatry
right click and select faces, select a face
(Mesh - exstract)
you can now pull a new mesh out of the faces geomatry
Combining
Bacically glueing together:
(mesh and combine)
The pivit point will be at the bottom of the new object that is indicated on the outliner.
clicking (Insert) key can reajust the pivit point.
(modify-Centerpivit) can also
(Modify - center pivit) puts the pivit in the center of the object automatically)
(mesh and combine)
The pivit point will be at the bottom of the new object that is indicated on the outliner.
clicking (Insert) key can reajust the pivit point.
(modify-Centerpivit) can also
(Modify - center pivit) puts the pivit in the center of the object automatically)
Curvs EP curve tool
EP curve:
Create EP curve tool
3 Cubic Is smooth
1 Linear Is Sharp snaps
3Cubic:
(Surfaces menue bar.. surfaces)
Drawing an EP curve is easy, you can use vertises to reshape
Revolving:
Use the axis you want and click revolve
History
(Edit - delete by typ- History)
delete the curve
PS:It will revolve around the pivit point on the X axis.
(Serfaces - loft) can connect curve together with surface material
Create EP curve tool
3 Cubic Is smooth
1 Linear Is Sharp snaps
3Cubic:
(Surfaces menue bar.. surfaces)
Drawing an EP curve is easy, you can use vertises to reshape
Revolving:
Use the axis you want and click revolve
History
(Edit - delete by typ- History)
delete the curve
PS:It will revolve around the pivit point on the X axis.
(Serfaces - loft) can connect curve together with surface material
Working with joints
Creating a skelleton:
If your useing animation tap.. skeleton- joint tool
Pop over to front veiw
Hold down letter X for grid snap
I k handles need bent joints in order to work
going back to sawn new goings use the arrow keys
switch to differnt veiws to get where you want with your joints
Done?:
If you go skelleton and joint tool and select a joint you want to sporn from
This is the Component mode aspose to the object mode, if you click this on and then select the question mark tool.
This turned on all the axis on all the joints.
To click and rotate and drag you can make the axis how you want it
This means rotate axis are rotating well to where you want to
Mirror joint:
Found in skelleton tab.
Select a joint and go to skelleton menue
IK handles on joints:
(Skelleton - IK hande)
to draw the IK hande click on the 1st joing and then the 2nd to draw the IK handle inbetween them
Snapped joints:
If you rotate one joint its goin to come out snapped. tho selecting neibouring joints can help smooth out joints.. EG the joints of the skelleton spines move alltogether like this.
If your useing animation tap.. skeleton- joint tool
Pop over to front veiw
Hold down letter X for grid snap
I k handles need bent joints in order to work
going back to sawn new goings use the arrow keys
switch to differnt veiws to get where you want with your joints
Done?:
If you go skelleton and joint tool and select a joint you want to sporn from
This is the Component mode aspose to the object mode, if you click this on and then select the question mark tool.
This turned on all the axis on all the joints.
To click and rotate and drag you can make the axis how you want it
This means rotate axis are rotating well to where you want to
Mirror joint:
Found in skelleton tab.
Select a joint and go to skelleton menue
IK handles on joints:
(Skelleton - IK hande)
to draw the IK hande click on the 1st joing and then the 2nd to draw the IK handle inbetween them
Snapped joints:
If you rotate one joint its goin to come out snapped. tho selecting neibouring joints can help smooth out joints.. EG the joints of the skelleton spines move alltogether like this.
Saturday 8 August 2009
Partnering
To partner select the 1st one that will be the child and hold down the shif key and select the one you want to be the parent and typ P to parent.
so P for parent and G for group just remember to select the right ones in parenting
so P for parent and G for group just remember to select the right ones in parenting
Grouping
without combining
Select all your shapes and goruping them ctrl g.. thats it
getting back to a group is going to the outliner
group one in the outliner
Hypergraph
windows-hypergraph scene hiraqui nodes
Middle mouse drag away ungroups it from the rest
you can make childs by dragging it back but over a polygon
If i click on a children and click up arrow on keybord I can suft to differnt group hiaraques
Selection handle
(dispay-transform-Selection hande)
clck insert-Pivert point is moveable
Select all your shapes and goruping them ctrl g.. thats it
getting back to a group is going to the outliner
group one in the outliner
Hypergraph
windows-hypergraph scene hiraqui nodes
Middle mouse drag away ungroups it from the rest
you can make childs by dragging it back but over a polygon
If i click on a children and click up arrow on keybord I can suft to differnt group hiaraques
Selection handle
(dispay-transform-Selection hande)
clck insert-Pivert point is moveable
Rendering globals
If you click on the 1st icon on the render tab. you have the renderview!
film clapper with 2 dots= render settings
here we have the render globals
some key settings:
File name prefix is where you can name your file
Image format.
normally AVI for animation
start and end frame must be done
renderable camers:
prespecive is what your normally seeing
but you can choose a camera that will be in the list anyway.
next image size. 640 x 480.. maybe HD? whatever you want.
if you click on the very top click maya softwhere
quality: production level is the best for an animation movie render.. but while rendering its best to put it lower quality.
Ticking raytracing tickbox really slows render time but gives really good reflecitve rendering
on the render box you can click the arrow in the box to save the render you have just made.. you can sroll on the bottom to see the difference
clicking IPR render and selecting a window by click and drag can look as the render in a small box on a part you want to see render ( But in real time). its updating everytime i change my workspace.
film clapper with 2 dots= render settings
here we have the render globals
some key settings:
File name prefix is where you can name your file
Image format.
normally AVI for animation
start and end frame must be done
renderable camers:
prespecive is what your normally seeing
but you can choose a camera that will be in the list anyway.
next image size. 640 x 480.. maybe HD? whatever you want.
if you click on the very top click maya softwhere
quality: production level is the best for an animation movie render.. but while rendering its best to put it lower quality.
Ticking raytracing tickbox really slows render time but gives really good reflecitve rendering
on the render box you can click the arrow in the box to save the render you have just made.. you can sroll on the bottom to see the difference
clicking IPR render and selecting a window by click and drag can look as the render in a small box on a part you want to see render ( But in real time). its updating everytime i change my workspace.
Pannel views!
pannels give us veiw
Authographic
Prespective is stadard/
Click space bar give all differnt sides all in one
hover and tap space bar can get the the veiw you hovered over.
you can also ude the compas# layouts are also under the tool box
Authographic
Prespective is stadard/
Click space bar give all differnt sides all in one
hover and tap space bar can get the the veiw you hovered over.
you can also ude the compas# layouts are also under the tool box
soft mod tool
using the outer rinf you can change the volume
if you use the arrows you can change the where abouts.. also the square the direction.
Options..
fall off curv:
In the curve edditor the area influance has changed and is mimicing the curve
if you use the arrows you can change the where abouts.. also the square the direction.
Options..
fall off curv:
In the curve edditor the area influance has changed and is mimicing the curve
Blending Animation
Ctrl D = duplicate
remeber dont delete any vertises/polly count.
Inside menue set Animation
Go to deform - create blend shame
select the 3 targets and main shape last
Inputs The blend shapes can be blended by upping the value of shapes
Animation
select the main shape. hit s (keyframe)
add a shape value up and key frame over a differnt part of time in the animation
remeber dont delete any vertises/polly count.
Inside menue set Animation
Go to deform - create blend shame
select the 3 targets and main shape last
Inputs The blend shapes can be blended by upping the value of shapes
Animation
select the main shape. hit s (keyframe)
add a shape value up and key frame over a differnt part of time in the animation
Animation!
creat a sphere, display UL elements..
This makes the time slider you need
go down and select frams in the frames box at the end of the slider
slider to 0 and hit the letter s to key frame
Red line are the keyframes
you can click on arrows to move between keyframes
deleting
Hold shift. click and drage red selection right click delete
This makes the time slider you need
go down and select frams in the frames box at the end of the slider
slider to 0 and hit the letter s to key frame
Red line are the keyframes
you can click on arrows to move between keyframes
deleting
Hold shift. click and drage red selection right click delete
Lighting
Creat- lights -Spotlight
spotlight created at origin
move and rotate
Click on 7 for quick preview of lighting
click on pannels - look through selected can make you in first person view with the light..
to comeout is to go pannels -prespective -presective.
spotlight created at origin
move and rotate
Click on 7 for quick preview of lighting
click on pannels - look through selected can make you in first person view with the light..
to comeout is to go pannels -prespective -presective.
colour
basics realy
right click
Assign material - Blin (shiny) lambert (non reflective)
click on blin
Atribute edditor:
fist box color.. colour picker
on the far right is the checker box
More prserjor texures-
press 6 of quick veiwing colours!
right click
Assign material - Blin (shiny) lambert (non reflective)
click on blin
Atribute edditor:
fist box color.. colour picker
on the far right is the checker box
More prserjor texures-
press 6 of quick veiwing colours!
components
right hold is where the options are
object mode is moving the object as a hole
Vertex makes the dots that you can select the vertisies (only together)
Faces, automatically selects 4 verticys
Edjes selects 2 verticys.. the lines
object mode is moving the object as a hole
Vertex makes the dots that you can select the vertisies (only together)
Faces, automatically selects 4 verticys
Edjes selects 2 verticys.. the lines
The tool box
over on the left hand scean you have the tool box
Select tool.. selects.. or click and drag oopy
draw selecter- click and drag (not a squar)
Paint select tool- paint selected faces.
if you double click makes the option box
here you have :
hold B left mouse slide back and forth side'
Unselect' inverts selection
Next you have the move button..
here you have arrows so move and middle square to free move
Next you have Rotate button
yello is the look rotate and the red and blue is free rotate
Next you have scale toom is the same as size
Then the all in one button has it all in one
double click to the universal:
can select to pivit or center that makes this move to the ajaycent
Next is a soft modification:
fall off size can done by arrows
double click to tool.. roll off is cocalizesing options
In the cannel box node we can change radius editting on the s's created
Next show minipulator
Direction light say you have shows you what its seeing and where the camera is
the next one is what you last used icon
Select tool.. selects.. or click and drag oopy
draw selecter- click and drag (not a squar)
Paint select tool- paint selected faces.
if you double click makes the option box
here you have :
hold B left mouse slide back and forth side'
Unselect' inverts selection
Next you have the move button..
here you have arrows so move and middle square to free move
Next you have Rotate button
yello is the look rotate and the red and blue is free rotate
Next you have scale toom is the same as size
Then the all in one button has it all in one
double click to the universal:
can select to pivit or center that makes this move to the ajaycent
Next is a soft modification:
fall off size can done by arrows
double click to tool.. roll off is cocalizesing options
In the cannel box node we can change radius editting on the s's created
Next show minipulator
Direction light say you have shows you what its seeing and where the camera is
the next one is what you last used icon
Getting interactive
Create-polygon primitive
Interative creation-tick on
this dosnt make a polygon for you, you make it yourself.
click off makes it automatically
hold the shif it will make it from the work plane
Interative creation-tick on
this dosnt make a polygon for you, you make it yourself.
click off makes it automatically
hold the shif it will make it from the work plane
converting primatives
Serfaces NUBS, Sub D, Polygons
NURB to ploygons should be converted to Sub D 1st, just because in any case it would convert much smoother.
Converting NURBS
Select convert- nurbs to sub and then sub to polygons.
Sub D is a good bridg because its simular to nurbs and its sumular to polygons
Adaptive on options to vertices in the option boxes:
this means that the polygon selected whenever its cinverted dosnt become dencer!
NURB to ploygons should be converted to Sub D 1st, just because in any case it would convert much smoother.
Converting NURBS
Select convert- nurbs to sub and then sub to polygons.
Sub D is a good bridg because its simular to nurbs and its sumular to polygons
Adaptive on options to vertices in the option boxes:
this means that the polygon selected whenever its cinverted dosnt become dencer!
Channel Box
Very Top right you have the button to open CHannel box
If you wanted to rotate acuratly you would click over the valu you wanted you and typ in the degree or highlight it middle mose and drav the value up and down
CTrL A = Atribute change
Inputs:
Atributes come in subdivisions in hights and Axis
Layer window: If you selects an object and click on layers and add object as layer. you have it in controle: you can make it visable easy by clicking V on and off.
You can also clock on the box next to the v. use the other box... you can click it to T = non selectable but still visable in wire.. and A in full refrence but unselectable.
If you wanted to rotate acuratly you would click over the valu you wanted you and typ in the degree or highlight it middle mose and drav the value up and down
CTrL A = Atribute change
Inputs:
Atributes come in subdivisions in hights and Axis
Layer window: If you selects an object and click on layers and add object as layer. you have it in controle: you can make it visable easy by clicking V on and off.
You can also clock on the box next to the v. use the other box... you can click it to T = non selectable but still visable in wire.. and A in full refrence but unselectable.
Creating Primitives
Navigations
(Alt Left mouse hold) = youll spin around the selected Axis [THIS IS CALLED A TUMBLE]
(Alt Middle mouse hold) = Up down left right
(Middle mouse button or right mouse hold)= Zoom in zoom out
(Alt Middle mouse hold) = Up down left right
(Middle mouse button or right mouse hold)= Zoom in zoom out
resetting user interface
The first thing to do is go to (display - show UI elements) over to file and reset on the tool
then : (windows, settings prefrences) and reset them in the same way
This has reset everything, so if someone mucks up your maya and menu sets arnt where they sould be, this brings everything back to when maya was 1st installed.
then : (windows, settings prefrences) and reset them in the same way
This has reset everything, so if someone mucks up your maya and menu sets arnt where they sould be, this brings everything back to when maya was 1st installed.
Setting Projects
To get started Its Important to get your project folder set up in maya
(File - Project - New)
The empty boxes next to the other folders can be renames in these boxes, tho by clicking defult at the bottom they will be names as the .. well defult names.
one done you will be able to see your project in the given location you located.
Hi! If your not me then your about to embark on a bit of my crusade on getting grips with this program. Its going to cover everything I hope but Its going to be more of an escapade rather than a step by step. Its going to be very long bit hopefully you'll be able to surf quit easy on it.
Please leave comments or E-Mail me any Question ill be glad to help and any one suggesting a site or tutorial, tool or anything to do with maya that would be regarded with a thanks!
Please leave comments or E-Mail me any Question ill be glad to help and any one suggesting a site or tutorial, tool or anything to do with maya that would be regarded with a thanks!
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