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		<title>Digital-Tutors - Blogs</title>
		<link>http://www.digitaltutors.com/forum/blog.php</link>
		<description>Digital-Tutors helps you make movies, video games and more with the largest online CG training library of thousands  video-based lessons.</description>
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			<title>Digital-Tutors - Blogs</title>
			<link>http://www.digitaltutors.com/forum/blog.php</link>
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		<item>
			<title>Problems after keying on Red Epic Footage</title>
			<link>http://www.digitaltutors.com/forum/blog.php?b=178</link>
			<pubDate>Tue, 01 May 2012 12:45:20 GMT</pubDate>
			<description>Hi there, 
 
Is there any one know how to solve the pixels flickering problem after keying by IBKGizmo?  
 
My footage was shot by Red Epic. After keying, the alpha channel is good, then copy the alpha channel to the original footage and premult, the edge is swimming, lots of pixels are like...</description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">Hi there,<br />
<br />
Is there any one know how to solve the pixels flickering problem after keying by IBKGizmo? <br />
<br />
My footage was shot by Red Epic. After keying, the alpha channel is good, then copy the alpha channel to the original footage and premult, the edge is swimming, lots of pixels are like jumping around (parts with shadow even worse).<br />
<br />
Any one could help with it?<br />
<br />
Thanks a lot!</blockquote>

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			<dc:creator>ShadowLau</dc:creator>
			<guid isPermaLink="true">http://www.digitaltutors.com/forum/blog.php?b=178</guid>
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			<title><![CDATA[It's rigging time!]]></title>
			<link>http://www.digitaltutors.com/forum/blog.php?b=177</link>
			<pubDate>Mon, 30 Apr 2012 18:43:33 GMT</pubDate>
			<description><![CDATA[Rigging all 3 characters right now to work sooner on the animation, I'm happy with the overall design of the characters, it took a long step to arrive here I think I spent like 2 months just for designing the aspect of all 3 characters (doing 2d and 3d work), at first I thought I was just going in...]]></description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">Rigging all 3 characters right now to work sooner on the animation, I'm happy with the overall design of the characters, it took a long step to arrive here I think I spent like 2 months just for designing the aspect of all 3 characters (doing 2d and 3d work), at first I thought I was just going in circles just doing all those re-designs and it's a pleasure to see at the end that all the work made sense couse there's no point on rigging an ugly character (just meaning that is productive to stop and redesign things if something is not as you wished to) . Hope to show up some pics about faces and character posing over next time :bang .<br />
<br />
Yes and thanks to Adeptus for helping with Beat-box-girl hair rigging and the community of course for all the other answers and tutorials which are making this possible.  <br />
<br />
<img src="http://img502.imageshack.us/img502/7811/capturadepantalla201204g.png" border="0" alt="" /></blockquote>

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			<dc:creator>Rayx1</dc:creator>
			<guid isPermaLink="true">http://www.digitaltutors.com/forum/blog.php?b=177</guid>
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			<title>Mudbox Paint Layers</title>
			<link>http://www.digitaltutors.com/forum/blog.php?b=176</link>
			<pubDate>Sun, 29 Apr 2012 08:46:16 GMT</pubDate>
			<description><![CDATA[I painted a Mudbox 2011 character by creating paint layers using the TIF format.  I've now discovered through my Digital Tutors training that the compression that is automatically applied to TIF files can cause problems importing into Maya.  Evidently, I should have set-up the layers using the TGA...]]></description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">I painted a Mudbox 2011 character by creating paint layers using the TIF format.  I've now discovered through my Digital Tutors training that the compression that is automatically applied to TIF files can cause problems importing into Maya.  Evidently, I should have set-up the layers using the TGA format.  Is there any way to convert the layers from TIF to TGA? I really don't want to do all of this work again.  Thanks!</blockquote>

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			<dc:creator>big E</dc:creator>
			<guid isPermaLink="true">http://www.digitaltutors.com/forum/blog.php?b=176</guid>
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			<title>study break</title>
			<link>http://www.digitaltutors.com/forum/blog.php?b=175</link>
			<pubDate>Fri, 20 Apr 2012 06:39:48 GMT</pubDate>
			<description><![CDATA[what is this &#305; cant study in  ten days]]></description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">what is this &#305; cant study in  ten days</blockquote>

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			<dc:creator>tsy_ba58</dc:creator>
			<guid isPermaLink="true">http://www.digitaltutors.com/forum/blog.php?b=175</guid>
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			<title>Quit my visual effects school for Digital-Tutors</title>
			<link>http://www.digitaltutors.com/forum/blog.php?b=174</link>
			<pubDate>Tue, 03 Apr 2012 21:16:50 GMT</pubDate>
			<description>As of today I quit my over priced visual effects school and invested in Digital Tutors. Digital Tutors is straight to the point and teaches me what I need to know - I can learn this material in 4 months rather then 4 years in some for-profit college. 
 
Thank Digital Tutors!</description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">As of today I quit my over priced visual effects school and invested in Digital Tutors. Digital Tutors is straight to the point and teaches me what I need to know - I can learn this material in 4 months rather then 4 years in some for-profit college.<br />
<br />
Thank Digital Tutors!</blockquote>

 ]]></content:encoded>
			<dc:creator>director20</dc:creator>
			<guid isPermaLink="true">http://www.digitaltutors.com/forum/blog.php?b=174</guid>
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			<title>Trouble whit reference image</title>
			<link>http://www.digitaltutors.com/forum/blog.php?b=173</link>
			<pubDate>Thu, 22 Mar 2012 11:35:42 GMT</pubDate>
			<description>Hi!! 
 
I have problems whit the reference image in the pipeline truck modeling, this blueprints coming whit the files projects?, because is not coming in my files. 
 
Thanks a Lot 
B.R.</description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">Hi!!<br />
<br />
I have problems whit the reference image in the pipeline truck modeling, this blueprints coming whit the files projects?, because is not coming in my files.<br />
<br />
Thanks a Lot<br />
B.R.</blockquote>

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			<dc:creator>AgraphicD</dc:creator>
			<guid isPermaLink="true">http://www.digitaltutors.com/forum/blog.php?b=173</guid>
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			<title>maya modeling -subdivison to polygon conversion problem</title>
			<link>http://www.digitaltutors.com/forum/blog.php?b=172</link>
			<pubDate>Tue, 13 Mar 2012 09:27:35 GMT</pubDate>
			<description>hi, 
when i converted my sub -division surface model to polygon. there is a new layer of model created.please check the attached image. i dont know how to delete it. please resolve my issue</description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">hi,<br />
when i converted my sub -division surface model to polygon. there is a new layer of model created.please check the attached image. i dont know how to delete it. please resolve my issue</blockquote>


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			<dc:creator>earthman</dc:creator>
			<guid isPermaLink="true">http://www.digitaltutors.com/forum/blog.php?b=172</guid>
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			<title><![CDATA[[Arte Conceitual] Trabalhos para Avaliação]]></title>
			<link>http://www.digitaltutors.com/forum/blog.php?b=171</link>
			<pubDate>Thu, 08 Mar 2012 19:48:33 GMT</pubDate>
			<description><![CDATA[---Quote (Originally by marcusfrade)--- 
Finalmente acho que consegui postar minhas imagens. Só esta faltando a personagem. 
Marcus Frade 
 
http://s1069.photobucket.com/albums/u479/Marcus197008/[/IMG] 
---End Quote---]]></description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore"><div class="bbcode_container">
	<div class="bbcode_quote">
		<div class="quote_container">
			<div class="bbcode_quote_container"></div>
			
				<div class="bbcode_postedby">
					<img src="http://assets.digitaltutors.com/forum/images/misc/quote_icon.png" alt="Quote" /> Originally Posted by <strong>marcusfrade</strong>
					<a href="showthread.php?p=105884#post105884" rel="nofollow"><img class="inlineimg" src="http://assets.digitaltutors.com/forum/images/buttons/viewpost-right.png" alt="View Post" /></a>
				</div>
				<div class="message">Finalmente acho que consegui postar minhas imagens. Só esta faltando a personagem.<br />
Marcus Frade<br />
<br />
http://s1069.photobucket.com/albums/u479/Marcus197008/[/IMG]</div>
			
		</div>
	</div>
</div> </blockquote>

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			<dc:creator>marcusfrade</dc:creator>
			<guid isPermaLink="true">http://www.digitaltutors.com/forum/blog.php?b=171</guid>
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			<title>Rendering in ZBrush</title>
			<link>http://www.digitaltutors.com/forum/blog.php?b=170</link>
			<pubDate>Fri, 10 Feb 2012 20:55:25 GMT</pubDate>
			<description>How can I render a scuplt I created in Zbrush 4 with Zbrush but have the final piece a JPEG? is it possible, or do I have to render it with Maya or something similar?</description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">How can I render a scuplt I created in Zbrush 4 with Zbrush but have the final piece a JPEG? is it possible, or do I have to render it with Maya or something similar?</blockquote>

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			<dc:creator>Dwellmuth</dc:creator>
			<guid isPermaLink="true">http://www.digitaltutors.com/forum/blog.php?b=170</guid>
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			<title>IK handle offsetting and show all input window error  PROBLEM SOLVED!</title>
			<link>http://www.digitaltutors.com/forum/blog.php?b=169</link>
			<pubDate>Tue, 17 Jan 2012 18:17:13 GMT</pubDate>
			<description><![CDATA[*_Problem 1. unwanted IK handle offsetting_* 
 
When rigging the arm with IK, MAYA generate an IK handle and an effector.  Before you move the effector, make sure that the IK handle's attributes are not modified or locked, and IK handle are not grouped under any other nodes, otherwise when you...]]></description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore"><b><u>Problem 1. unwanted IK handle offsetting</u></b><br />
<br />
When rigging the arm with IK, MAYA generate an IK handle and an effector.  Before you move the effector, make sure that the IK handle's attributes are not modified or locked, and IK handle are not grouped under any other nodes, otherwise when you attempt to move the effector, it will seem like it is locked in space, and the joint will start to offset.<br />
<br />
<b><u>Problem 2.  &quot;All input&quot; window is not showing, maya giving &quot;Error: Object `row 1` not found&quot;</u></b><br />
<br />
This has to do with the layer that the mesh is sitting on.  Delete the layer, and save the file, reopen, problem solved.<br />
<br />
<b><u>Problem 3. change the order of attributes in MAYA</u></b><br />
<br />
Sadly, this function is still not in the basic package of MAYA 2011.  This problem dated back in 2003(first question found on the internet).  Luckily we have a script made by comet.  It was developed for MAYA 5, but with a little tweak, it works perfectly in 2011.<br />
<br />
This is what you have to do.<br />
1. go download comet attribute editor. <a href="http://www.comet-cartoons.com/melscript.php" target="_blank">http://www.comet-cartoons.com/melscript.php</a><br />
2. put the script in your script folder, in my case, C:\Users\antarlian\Documents\maya\2011\scripts<br />
3. open it in MAYA script editor(or any other text editor), go to the end of the script, replace the cAE dropToBottom procedure to :<br />
<br />
<font color="#afeeee">global proc cAE_dropToBottom(string $obj, string $attr)<br />
{<br />
  // renameAttr ($obj+&quot;.&quot;+$attr) ($attr+&quot;TEMPREN&quot;) ; // there<br />
    // renameAttr ($obj+&quot;.&quot;+$attr+&quot;TEMPREN&quot;) ($attr) ; // and back again<br />
    deleteAttr -attribute $attr $obj;<br />
    Undo;<br />
}</font><br />
<br />
in Maya 2011, renaming an attr doesn't change the order of the attr anymore, that's why it won't work.  But if we delete the attr first, then undo, the attr will pop up at the end of the attr list.<br />
<br />
4. run the script,  <font color="#afeeee">cometAttrEditor();</font></blockquote>

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			<dc:creator>antarlian</dc:creator>
			<guid isPermaLink="true">http://www.digitaltutors.com/forum/blog.php?b=169</guid>
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			<title>Cartoon Character Rigging Tutorial</title>
			<link>http://www.digitaltutors.com/forum/blog.php?b=168</link>
			<pubDate>Tue, 17 Jan 2012 18:12:57 GMT</pubDate>
			<description><![CDATA[Recently I got into learning how to rig.  I have always felt it is a very useful skill, but have assumed it is way too technical for me.  Who knows, I might enjoy it after all.  Especially right now there's no deadline pressure, always a happy experience to learn new things when there's no deadline...]]></description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">Recently I got into learning how to rig.  I have always felt it is a very useful skill, but have assumed it is way too technical for me.  Who knows, I might enjoy it after all.  Especially right now there's no deadline pressure, always a happy experience to learn new things when there's no deadline involved.<br />
<br />
So it begins. I have started going through Digital Tutor videos and found one I think it's a good starting video, Cartoon Character Rigging.  The instructor is Delano Athias.  He did his best to make the whole learning experience fun.  I appreciate that.  Good beginner video to get your feet wet. <br />
<br />
<br />
For more thorough understanding of rigging, I will probably have find another course to take.<br />
<br />
I am going to post the problems I have run into and the answer to the questions up here.  Hopefully soon I will be able to use my own rig to animate. :D</blockquote>

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			<dc:creator>antarlian</dc:creator>
			<guid isPermaLink="true">http://www.digitaltutors.com/forum/blog.php?b=168</guid>
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			<title>How can I upload pictures of my work?  Elf Avenger</title>
			<link>http://www.digitaltutors.com/forum/blog.php?b=167</link>
			<pubDate>Tue, 03 Jan 2012 19:50:35 GMT</pubDate>
			<description>How can I upload pictures of my work?</description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">How can I upload pictures of my work?</blockquote>

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			<dc:creator>kcarp</dc:creator>
			<guid isPermaLink="true">http://www.digitaltutors.com/forum/blog.php?b=167</guid>
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			<title>How to light a Christmas Scene in Maya using VRay for Maya!</title>
			<link>http://www.digitaltutors.com/forum/blog.php?b=165</link>
			<pubDate>Mon, 19 Dec 2011 09:41:32 GMT</pubDate>
			<description>Happy Holidays, Merry Christmas to you and all your loved ones! May Santa bring you everything you ever wished for and may 2012 be an awesome year for Everybody! 
  
Waiting for Santa concept was actually done last Christmas and I didn’t have time to 3d model it, texture and lighting before...</description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">Happy Holidays, Merry Christmas to you and all your loved ones! May Santa bring you everything you ever wished for and may 2012 be an awesome year for Everybody!<br />
 <br />
Waiting for Santa concept was actually done last Christmas and I didn’t have time to 3d model it, texture and lighting before Christmas and in a way I’m glad I didn’t cause this year I have learned so much and my modeling and lighting techniques have become so much better!<br />
 <br />
<img src="http://www.pixelophy.com/pixelophies/waiting-for-santa/waiting-for-santa-2d-concept.jpg" border="0" alt="" /><br />
 <br />
This piece started from an old memory, one of the most beautiful moments about Christmas when I was a kid and the one that kept popping into my head was the time I used to hide under the blanket so I could trick Santa that I’m asleep and I could get the chance to see him when he puts the gifts under the tree. But, as always, I would fall asleep and wake up with the presents under the tree and I would comfort myself saying: ”Well, at least I’ve got my presents; maybe next time I’ll catch him…”<br />
 <br />
<img src="http://www.pixelophy.com/pixelophies/waiting-for-santa/waiting-for-santa-reference-materials.jpg" border="0" alt="" /><br />
 <br />
After I finished the initial 2D concept drawing, I scanned it and started coloring it in Photoshop. I started with volume first figuring out light and shadow areas, then I started adding some colors. I didn’t spent that much time on it, I just wanted to block in the main elements and the entire mood of the scene.<br />
 <br />
Once I finished the drawing, I showed it to a couple of friends and I got some great feedback but the most important one I got was from Pascal Campion which is one of my Art Heroes. I love his work so much, his style and colors and the simplicity of his scenes yet have so rich feelings, emotions and stories.<br />
 <br />
I could stare at a piece of Pascal Campion’s for hours and with each piece I see in his amazing gallery I learn something new; the most important lesson that I have learned from Pascal Campion’s work is always try to tell a story with your piece it doesn’t matter if it’s 2d or 3d and it doesn’t have to be hyper realistic or super high detailed piece, it should have soul it, should tell you a beautiful story or at least spark a beautiful memory or maybe even inspire you! Now back to the feedback I got from Pascal Campion, he told me that the tree was too close to the bed and I should try to add some more space and let the room breath a little cause it felt over crowded, although this is how I saw the piece in my head, cause my room was crowded and the tree was so close to the bed if the tree was wide the branches would hit the bed. But the most important thing here was to tell the story – it doesn’t matter how close the tree is to the bed, sometimes you have to make some changes to make your 2d or 3d illustrations work better.<br />
 <br />
<img src="http://www.pixelophy.com/pixelophies/waiting-for-santa/waiting-for-santa-after-feedback.jpg" border="0" alt="" /><br />
<br />
 <br />
So, before I started modeling I did the changes to the old 2d concept and I wanted to see how this will look with tree farther away from the bed and it was an easy cut and paste the tree on a new layer, make the canvas bigger and just move the tree more to the right and then just paint in some details to see how it looks. Next, I opened Maya 2011 and I selected the persp camera and created an Image Plane in Maya, it’s very easy to setup and it so helpful, it doesn’t mean that you have to perfectly align your 3d work with the one point perspective or 2 point perspective or just a flat drawing that you do on paper. I used 1 point perspective to create the 2d drawing. I never can align my drawing perfectly with the 3d blocking elements, my 2d drawing wasn’t perfect so whatever 3d Software will give you will be far much accurate, so just try to align it so you can figure out what goes where. I usually block stuff using Polygon and Nurbs primitives in maya just so I can figure what goes where.<br />
 <br />
<img src="http://www.pixelophy.com/pixelophies/waiting-for-santa/waiting_for_santa_blocking.jpg" border="0" alt="" /><br />
 <br />
Once I have the initial blocks in place and i’m happy with the perspective and the camera angle and the Camera focal length, I started lighting the scene. Yes I light the scene before modeling or adding any more details, for me this way works better for me cause I can visualize how the piece will come out in the end, and I know how much detail I need to add to each elements and see if light hitting that edge looks the way I want it to look.<br />
Once I have my main skylight and moonlight – I know the light from outside is strong, you have to keep in mind that outside is all cover in white so that snow is acting like a big bounce card and a big bounce light making everything look so bright and lovely.<br />
 <br />
For the moon light I used a VRayLightSphere, make sure when you are using Sphere lights such as sun light or moon light to check the No Decay check box under options, you can check out the light settings that used for the VRayLightSphere in Vray for Maya.<br />
 <br />
<img src="http://www.pixelophy.com/pixelophies/waiting-for-santa/moonlight.png" border="0" alt="" /><br />
 <br />
For the skylight I used the VRayLightDome I linked a 2D Ramp texture into the VRayLightDome in the Dome Tex.<br />
VRay for Maya Pixelophy Tip: Make sure to check Use Dome Tex whenever you link a texture or an HDRI to your dome, cause if you don’t the light will still work but it won’t use the texture you linked into the VRayLightDome.<br />
Check out the settings for the VRayLightDome in Vray for Maya.<br />
<br />
Check out the rest of the Tutorial by visting <a href="http://www.pixelophy.com/?p=1043" target="_blank"><b>www.pixelophy.com</b></a></blockquote>

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			<dc:creator>pixelbudah</dc:creator>
			<guid isPermaLink="true">http://www.digitaltutors.com/forum/blog.php?b=165</guid>
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			<title>Team fortress 2 Short WIP _ Looking for Help .</title>
			<link>http://www.digitaltutors.com/forum/blog.php?b=164</link>
			<pubDate>Sat, 26 Nov 2011 21:29:10 GMT</pubDate>
			<description>Been starting a short .Not sure where its going atm .I am currently doing all the character work at the moment . 
 
 
A few of these images have been posted in the art gallery .You can always keep an eye on the progress here on me blog .These are all meshes ready for production . 
 
Image:...</description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">Been starting a short .Not sure where its going atm .I am currently doing all the character work at the moment .<br />
<br />
<br />
A few of these images have been posted in the art gallery .You can always keep an eye on the progress here on me blog .These are all meshes ready for production .<br />
<br />
<img src="http://1.bp.blogspot.com/-xJZ-2FFw_js/TslALn2zFMI/AAAAAAAAC40/fK4J5G5DqVw/s400/WireShot.jpg" border="0" alt="" /><br />
<br />
<img src="http://4.bp.blogspot.com/-6NlCWUh9jao/TsvgrMQ6QpI/AAAAAAAAC6U/edyJ5uIGemg/s400/SoliderColor.jpg" border="0" alt="" /><br />
<br />
<img src="http://4.bp.blogspot.com/-vBgsJOjPOlc/TrhnEVoECwI/AAAAAAAACfo/jcNw73_dn5g/s400/Wireframe.jpg" border="0" alt="" /><br />
<br />
<img src="http://2.bp.blogspot.com/-J7A8n2F5W3A/Trhm4mVR-vI/AAAAAAAACfc/OWxifW1jOjo/s400/Color.jpg" border="0" alt="" /><br />
<br />
If your willing or think you can offer help just PM me and we can chat.<br />
<br />
<br />
Larger views - http://fusedgore.cgsociety.org/gallery/1002467/<br />
Just keep an eye here   <a href="http://www.digitaltutors.com/forum/showthread.php?29145-Pyro" target="_blank">http://www.digitaltutors.com/forum/s...php?29145-Pyro</a></blockquote>

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			<dc:creator>Fusedgore</dc:creator>
			<guid isPermaLink="true">http://www.digitaltutors.com/forum/blog.php?b=164</guid>
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			<title>How to create Pixar Cars style Eyes using Procedural Texturing in VRay for Maya:</title>
			<link>http://www.digitaltutors.com/forum/blog.php?b=162</link>
			<pubDate>Sun, 24 Jul 2011 13:05:27 GMT</pubDate>
			<description>I have been planning to do a version of my 1950 Vickylane as a Cars character for a while now. I thought this is going to be so easy to do, how hard it can be, right? It’s just a plane with simple eyes! 
 
Image: http://pixelophy.com/tutorials/pixar-cars-eyes/vickey-blue-pixar-eyes-tutorial.jpg  
...</description>
			<content:encoded><![CDATA[<blockquote class="blogcontent restore">I have been planning to do a version of my 1950 Vickylane as a Cars character for a while now. I thought this is going to be so easy to do, how hard it can be, right? It’s just a plane with simple eyes!<br />
<br />
<img src="http://pixelophy.com/tutorials/pixar-cars-eyes/vickey-blue-pixar-eyes-tutorial.jpg" border="0" alt="" /><br />
<br />
Well, I wanted to be able to pose the Cars eyes in different poses and facial cars expressions (if you can call them that), so painted textures were out of the question. I really wanted to do this using procedural texturing cause I’m sure I can get a nice level of control and tweaks without going back and forth between Photoshop and Maya, trying to get that looks just right.<br />
 <br />
So I created a couple of setups, some of them using 2d ramps within ramps but nothing was working exactly as I wanted! I was so close to giving up on the procedural textures way and just do the Pixar Cars eyes texture in Photoshop. I had one more trick up my sleeve, an idea which I thought that it has to work, well at least I hoped it will.<br />
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So the Idea is pretty simple, I used the same concept that you would use to create texture for regular eyes texture, but with a twist <br />
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So let’s start! First of all, let’s define the parts of the cars eyes.<br />
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<img src="http://pixelophy.com/tutorials/pixar-cars-eyes/cars-eyes-anatomy.jpg" border="0" alt="" /><br />
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A. The windshield is the eye white;<br />
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B. We create a nurbs sphere which will act as our iris and pupil and we modify it by squishing one of the sides of the sphere as flat as you can. You might need to add an isoparm to hold the middle edge of the sphere. Feel free to use a polygon sphere. I just like using nurbs sphere for eyes texturing cause they are easier to handle and to modify without worrying if the sphere will hold its spherical shape.<br />
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<img src="http://pixelophy.com/tutorials/pixar-cars-eyes/nurbs-pixar-cars-eyes.jpg" border="0" alt="" /><br />
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C. Give it a name like Right_iris_pupilSphere, cause we will have a couple of spheres to create and this way we won’t end up with an outliner that has nurbssphere1, nurbs sphere2 and so on.<br />
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D. Duplicate the already created nurbs sphere for the iris and pupil, this new nurbs sphere will act as our cornea on which we will have that nice highlight, sparkle in the eyes. Don’t forget to resize the cornea nurbs sphere just so it’s slightly bigger than the iris and pupil nurbs sphere.<br />
duplicated-nurbs.png<br />
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E. Before we start working on the Textures select each of the nurbs sphere we just created, and in the Attribute Editor under the nurbsSphereShape tab scroll to Render stats and uncheck Casts Shadows.<br />
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Now let’s build the Cars eyes procedural textures. I will be using VRay for Maya for the shading and rendering Tutorial<br />
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1. Let’s start with the pupil and iris eye texture, we start with a VRayLightMtl and call it something like VRayLightIris it’s the same as Maya’s Surface Shader. I’m using this type of texture cause I don’t want light to have a diffuse and specular effect on it, I just want to see the texture without light effecting it.<br />
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<img src="http://pixelophy.com/tutorials/pixar-cars-eyes/vray-light-material.jpg" border="0" alt="" /><br />
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2. Next we create a 2d texture Ramp, call it RampIris middle click drag and drop it on the VRaylightMtl VRayLightIris That we just created earlier and link it to the color slot.<br />
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<img src="http://pixelophy.com/tutorials/pixar-cars-eyes/create-ramp-maya.jpg" border="0" alt="" /><br />
<img src="http://pixelophy.com/tutorials/pixar-cars-eyes/link-ramp-color-slot.png" border="0" alt="" /><br />
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3. let’s work on the color of the Cars eyes Iris. Double click on the Ramp RampIris. Make sure that the Ramp Type is a U Ramp.<br />
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if you want to check out the rest of this tutorial please follow this link:<br />
<b><font color="#8b0000"><a href="http://www.pixelophy.com/?p=876" target="_blank">http://www.pixelophy.com/?p=876</a></font></b></blockquote>

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			<dc:creator>pixelbudah</dc:creator>
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