Short Vid how to use the new SurfaceParticle Generator to create nice drops on a surface.
Splashkit drops, the tube function, "jitter" and a replicator for a quick water-fountain.
Btw. the "tweak" for the fountain-mesh is not from me, Andy Brown had this great idea :-)
In this tutorial we'll take a look on how we can proceed to create a photo realistic sea environment.
We'll start modeling a very simple plane and than we'll use the Shader Tree to create a complete water shader using
procedural maps, displacement and advanced raytracing features. We'll take a very fast tour around the daylight
lighting and environment rendering system.
Check high res version in my folio rafaelvallaperde.tumblr.com/#39974340190
, Make sure you check my other video as well The Evil octopus : vimeo.com/51337841
i thought that the theme "10" was so open that became hard to pick a theme!
so i though , ok , CG society is turning ten , we need to party! and what else could go with the party if not the things you see the most in here , Aliens! ..with a twist :) this guys is facing his own challenge , the ten shots.
This video gives a very broad overview of how modo's deformation system works and some key differences between it and other 3D systems. The idea here is to give the reader a basic, foundational understanding of key deformation concepts that Hippydrome uses throughout his book "The Art of Moving Points".
You can check out the modo sample file here: luxology.com/asset/scenes/view.aspx?id=3895
You can learn more about Hippydromes's book "The Art of Moving Points" here: hippydrome.com
Here is another modo rigging test that I've been working on today.
It's a dragon wing, intended for use on a robotic dragon.
To be honest, I'm pleasantly surprised that modo let me do this. :)