UV mapping is the process of manipulating a 3D mesh’s texture coordinates (U and V) to work with a 2D image, used as a texture. This tutorial describes how to create UVs for characters in Maya.
An absolutely critical area of 3D scene creation is the proper use of lighting and rendering techniques. This tutorial covers the mechanics of lighting and how to incorporate the language of light into your 3D scenes.
This article on lighting & rendering covers describes how to achieve various lighting effects in Softimage. Includes adjusting ambience, animating lights, adding atmospheric effects, use of caustics, and refraction through a medium such as glass.
The Basics of the Art of Lighting (part 1): Simple Principles of and Techniques for Creating Artful LightingUltimately, digital lighting is about controlling and shaping light and shadows, reflections, refractions, and even color. This article provides a basic introduction to the principles of digital lighting using a 3D package.
This second part of a two-part series on lighting basics touches upon the multiple ways color and lighting are inextricably linked-from the science of color and light to how you can use color to create depth and emotion.
One of the greatest things about animation is bringing life, expression, and emotion to an otherwise lifeless character. This article covers several straightforward ways to convey emotions in your animation.
Interview with inspired artist Justin Lassen, the composer of the enigmatic and enchanting Synaesthesia, a new experiment in hearing pictures and seeing sound.
Third part of a animation series on lighting basics is devoted to the interrelationship between shaders/materials and lighting. It shows a quick and easy lighting setup that yields good results.
Adobe* Flash* is a powerful animation tool. Using Flash to animate games takes a special touch as the animations need to be functional in a game engine. Part 1 of this series shows how to create animated sprites in Flash.
The Render Tree in Autodesk* Softimage* allows you to create dynamic property assignments by connecting shader nodes, and then bundle them into presets and shader compounds via this visual interface. This article describes how to do this.
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