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by Hassan Ali
2 hours ago

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Interesting article! Can you add the must watch tutorials for Houdini you mentioned in the article?

by vo ha
15 hours ago

where can I download

Maya
Tools
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Maya® 3D animation, modeling, simulation, rendering, and compositing software offers a comprehensive creative feature set on a highly extensible production platform. Maya provides high-end character and effects toolsets along with increased productivity for modeling, texturing, and shader creation tasks.
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Dynamics & effects

Bifrost procedural effects platform
Dynamically and photorealistically simulate and render liquids. Developed from Naiad technology, the platform fully integrates with Maya and is easy to use. You can choose whether to mesh liquids with a new particle surfacer or render voxels directly. Export particles, voxels, and meshes to a native file format, or to selected industry-standard file formats.

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XGen Arbitrary Primitive Generator
Generate curves, spheres, and custom geometry on the surface of polygon meshes. Create and groom hair, fur, and feathers on characters. Populate large landscapes with grass, foliage, trees, rocks, and debris trails. Handle large amounts of instanced data that would slow down a system if loaded in memory, and preview rendered effects interactively in Viewport 2.0.

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Bullet Physics
Create large-scale, highly realistic dynamic and kinematic simulations with the enhanced open-source Bullet plug-in delivered in conjunction with AMD. Simulate both soft and rigid bodies in a single system. Take advantage of continuous 3D collision detection. Create compound collision shapes from multiple meshes, and produce better collisions with concave shapes. Integrates with Maya Forces, and supports rigid sets for increased scalability.

3D animation

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Geodesic Voxel Binding
Produce high-quality, production-ready bound characters in less time with an innovative new skinning method that binds complex geometry to skeletons. Handle non-watertight geometry and meshes with non-manifold or overlapping components. The resulting weights are compatible with existing skinning methods in Maya and suitable for use in game engines.

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General animation tools
Nondestructive animation layering system works with attributes. The Set Driven Key tool enables you to keyframe complex relationships between animated parameters. Graph and Dopesheet Editors control how animated attributes change over time. You can fine-tune animation in the viewport with editable motion trails. Block out and mark up animation directly in the 3D scene with the Grease Pencil.

Character creation
Human IK solver and built-in Spline IK, Spring IK, and single chain and lightweight 2-bone solvers enable you to rig and animate believable characters. Articulate natural-looking bipeds and quadrupeds. Nondestructive live retargeting workflow works with motion capture and other animation data. Maya Muscle has advanced deformation tools for realistic or highly stylized muscle and skin motion. Manipulate joints on a bound skeleton with a nondestructive workflow.

Reusable animation
Save time by reusing, recycling, and adapting existing characters and animation. Transfer skinning information between models with the Substitute Geometry tool. Or transfer animation between characters via the ATOM (Animation Transfer Object Model) offline file format. Nondestructively edit poses and animation clips with the Trax Nonlinear Animation Editor.

3D modeling

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Streamlined retopology toolset
More easily optimize meshes for cleaner deformations and better performance. The Quad Draw tool integrates a Relax and Tweak feature with Soft Selection and an interactive Edge Extend tool.

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Polygon modeling
Enjoy more reliable polygon modeling. An efficient library enables faster, more consistent Boolean operations on polygon geometry. Produce better bevels with an extended Bevel tool. A more deeply integrated Modeling Toolkit streamlines polygon modeling workflows.

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OpenSubdiv support
This feature is open-sourced by Pixar and incorporates technology from Microsoft Research. Use both parallel CPU and GPU architectures for faster draw performance when deforming. Interactively view displacement maps without the need to render. Closely match subdivision surfaces generated in Pixar’s RenderMan renderer.

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UV toolset
A multithreaded unfolding algorithm and new selection workflows enable you to quickly create and edit complex UV meshes and get high-quality results. Easily toggle checkerboard and compression shaders to visualize UV distribution. Maya supports loading, visualizing, and rendering UDIM and UV tagged texture sequences, for a more streamlined workflow with Mudbox 3D digital sculpting and texture painting software and certain other applications.

Pipeline integration

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Scripting and API
Create Maya scripts and write plug-ins in Maya Embedded Language (MEL) or Python* scripting language to increase efficiency, customize features, and differentiate your work. Maya plug-ins and stand-alone applications can run from the Maya command line in C++, Python, or .NET languages.
*Python is a registered trademark of Python Software Foundation.

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2D and 3D integration
Use Render Layers to manage multiple passes within a single scene and export to your compositor of choice, or as Adobe Photoshop (PSD) or Flash (SWFT) output. Generate and update a compositing tree based on the render layers in the scene. Import an EDL in Apple Final Cut Pro, XML, or AAF formats, change shot timings in the Camera Sequence, and re-export. Create and edit bevels in Illustrator files while maintaining the ability to update the original.

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Data and scene management tools
Specialized tools and workflows enable you to efficiently manage large data sets. View and edit node relationships with the powerful dependency graph architecture. Segment scenes using assets and file referencing to help manage workflows, and to improve performance by offloading scene elements until you need them. Group nodes into containers and create custom and user-specific views. Extensively modify modeled data without rebuilding.

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Scene Assembly tools for smarter data
Create large, complex worlds more easily, and manage production assets as discrete elements. Easily swap between different representations, such as varying levels of detail. Apply, animate, or query edits at different levels in the scene assembly hierarchy. Track overrides on assemblies via an improved Edits system. Use the API to customize the toolset to create proprietary solutions.

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Advanced file path handling
Quickly diagnose and fix broken file paths, and work with nonlocal data and nonstandard file paths with URI support. The File Path Editor lists nodes that use external files, such as textures, image planes, references, and audio files. When a file path is broken, you can quickly relocate the file, or search recursively within a directory structure. Set paths to nonexistent files for handoff to users who may have different directory structures. Use the API to teach Maya about URI schemes.

3D rendering & imaging

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Color management (Extension 1)
Preserve creative intent throughout lighting and rendering workflows with a sophisticated new color management system. Use the simple linear workflow provided out of the box, or customize the system to suit your color pipeline.

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ShaderFX 3D shading
Easily create advanced HLSL, GLSL, and CgFX viewport shaders with the ShaderFX real-time visual shader editor. Create shader networks by connecting different nodes with a click-drag workflow. Select floating-point values, mathematical operations, texture maps, normal maps, and color nodes. Visualize materials in real time, and drill down into the inner workings of each basic node.

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Ptex support in mental ray
Render Ptex texture files in mental ray for Maya. Eliminate the need to create and assign UVs to meshes by creating Ptex files in Mudbox 2015 3D digital sculpting and texture painting software or certain other texture painting applications and rendering them in mental ray for Maya.

Integrated renderers
Get a choice of integrated renderers in addition to the native Maya software renderer. The integrated mental ray for Maya has advanced photorealistic features. Maya includes 5 licenses of mental ray for Maya Batch* and 8 licenses of mental ray for Maya Satellite.

Articles
Videos
Questions
Still have questions?
Dylan Kowalski talked about his version of the legendary character and shared his workflow of creating hair and skin shaders.

18 September, 2019

333 views
David Dessantis did a breakdown of his new effect, created with the use of Houdini and Unreal Engine 4.

17 September, 2019

811 views
Anatoly Bazarov did a detailed breakdown of his stylized Wizard Room diorama made with Maya, ZBrush, Substance tools, and UE4.

12 September, 2019

1517 views
1 comments
Micah Reigstad shared a plethora of useful information on how to set up FPS animation from rigging and skinning arms to animating.

12 September, 2019

1706 views
Jose Antonio De La Hera Gilarranz shared the production details of his character Valkyrie made in ZBrush, Maya, Mari, and Substance Painter.

11 September, 2019

1430 views
Romain Chauliac shared a preview of his new Script for Maya he's working on.

9 September, 2019

1179 views
2 comments
Ilya Loginov did a breakdown of his stylized female character Magic Girl made in Maya and ZBrush using ZModeler.

4 September, 2019

3349 views
Jonathan Hemmens did a breakdown of his scene Light the Path and talked about master material, Aurora effect, castle production, and more.

28 August, 2019

2891 views
Joe Wu has released a new modeling tool that will help you speed up boolean operations in Maya.

21 August, 2019

3544 views
6 comments
Nabil Chequeiq shared the production details of his stylized character made at CGMA during the course Stylized Characters in 3D.

21 August, 2019

2234 views
Alyssa Eigner talked about the production of her realistic Female Character Bust and some knowledge gained at GAI: hair, retopology, skin texturing, and more.

16 August, 2019

2261 views
Brandon Mays did a breakdown of his modular UE4 environment made at Gnomon.

15 August, 2019

3760 views
Screenspace is a free Maya plugin by Animal Logic software engineer Eddie Hoyle that lets users add pickable shapes to transforms that behave as if attached to the viewport.

15 August, 2019

2802 views
2 comments
Autodesk teamed up with Animal Logic, Luma Pictures, and Pixar Animation Studios to integrate all the Maya USD projects into a common USD integration in Maya.

13 August, 2019

897 views
Jason Cheung Yi Ka prepared a breakdown of his modular environment inspired by Detroit: Become Human and made during CGMA course UE4 Modular Environment.

9 August, 2019

4534 views
1 comments
Ladislas Gueros talked about the way he worked on his stylized Aloy and tried to adapt her for the Overwatch style.

6 August, 2019

3429 views
1 comments
Autodesk has released four new quick tip tutorials for Bifrost to help users get started with the project.

6 August, 2019

1654 views
1 comments
Sebastian Ujhazi shared his hard-surface workflow when working on guns: modeling, texturing, and presentation.

1 August, 2019

2962 views
2 comments
Autodesk has revealed 3DS Max and Maya Indie -- their new licensing options for users earning under $100,000 per year.

31 July, 2019

6283 views
11 comments
The Autodesk team revealed Bifrost -- their new visual programming environment in Maya.

31 July, 2019

1987 views
Manuel Sitompul shared the breakdown of a stylized character based on Jake Wyatt's comics: sculpting the body, modeling clothes, retopo, and texturing.

30 July, 2019

5205 views
3 comments
Dmitry Doryn talked about the production of a nice stylized boat made with Maya, ZBrush, and Substance Painter and rendered in Redshift.

29 July, 2019

3434 views
1 comments
Malte Rosenberger-Loosmann prepared a detailed breakdown on his Dan & Wesson 500 Revolver and shared his workflow.

24 July, 2019

3488 views
1 comments
Ash Thundercliffe prepared a detailed breakdown of his recent scene Arctic Research Station made with UE4, Substance tools, and World Machine.

23 July, 2019

3074 views
The Substance team announced that the Substance in Maya plugin has been completely rewritten from the ground up.

18 July, 2019

1408 views
Elijah Horner, one of the developers behind F.R.O.G., talked about their title that features a cute frog with a shootable tongue.

17 July, 2019

1196 views
Corentin Paris talked about some of his personal projects including realistic shoes made in Maya and Blender and why he decided to leave the school ESMA 3D.

15 July, 2019

1251 views
Christian Gonzalez took CGMA's class Stylized Characters in 3D and talked about the Warrior project created during it.

12 July, 2019

3118 views
Steffen Hampel recreated a cinematic photo by Alex O' Dowd in 3D using online resources and Megascans and did a breakdown of the scene.

12 July, 2019

4515 views
1 comments
Lucile Thyrard shared the process of making a stylized diorama inspired by WoW: modeling in Maya, texturing with 3D Coat, and presentation in Toolbag.

8 July, 2019

2307 views
Derek Kruk talked about taking the CGMA Organic World Building course and broke down the scene created during his training.

5 July, 2019

2254 views
Dmytro Butenko gave an interesting talk on the weapon design, hard-surface modeling, and texturing and talked about the production of Helsing for Metro Exodus.

4 July, 2019

4799 views
1 comments
Alessandra Astrino did a detailed breakdown of her stylized asset Forest Chest inspired by Heroes of the Storm.

4 July, 2019

2456 views
Andrew Alexandrov did a breakdown of his project Silent Knights with a reach storyline behind it and talked about level, Hero prop, materials, and lighting. 

1 July, 2019

4095 views
Viktoria Didenko shared the production of her somber scene The Talking Tree inspired by Darkwood and Pripyat made with UE4, Substance Tools, ZBrush, and Maya.

27 June, 2019

2759 views
Gabe Cervantes did a breakdown of his Sawed-Off Shotgun and talked about the concept, storytelling, detail sculpting, texturing, lighting, and more.

24 June, 2019

2466 views
4 comments
Ilya Pavlov did a breakdown of his environment made during a CGMA course: blockout, rock and grass creation, sand material, lighting, post-processing & more.

21 June, 2019

3422 views
Joanna Lin explained how she worked on her recent stylized hand-painted scene Cat's Bakery made with diffuse maps only. The project is part of a CGMA class.

19 June, 2019

2292 views
The Gnomon student Melody Romero recreated an iconic scene from Kiki's Delivery Service and shared a breakdown of it.

19 June, 2019

2181 views
Arthur Sarah Gonçalves shared the process of modeling, painting, and presenting his stylized scene Elf Tree using Maya and 3D Coat.

19 June, 2019

2948 views
1 comments
Cody Hewitt talked about a sci-fi scene Ruined Lab made in UE4 within Environment Bootcamp at Game Art Institute.

17 June, 2019

2733 views
1 comments
Marco Manola did a breakdown of the Fishing Crane model created for the final spring semester at Ringling with Maya, Substance Painter, and UE4.

13 June, 2019

2387 views
Afterburner Studios team talked about the development of  Dreamscaper - a game about a lucid struggling dreamer. Learn about  UE4 game development, world building, character animation, VFX, shaders, and more.

11 June, 2019

2842 views
1 comments
Tim Paauwe recreated an Elves Sword from Warhammer and shared production details: hard-surface modeling, UVs, texturing, and more.

11 June, 2019

3510 views
Julie Beliveau told us about the amazing experience and lessons she gained taking a course at GAI.

10 June, 2019

5525 views
1 comments
Mauriccio Torres talked about the scene he created during CGMA course Organic World Building in UE4.

7 June, 2019

3032 views
The team behind Cryptic Conjure discussed the production of their stylized game being developed in Unreal Engine.

6 June, 2019

2146 views
Charlotte Delannoy talked about her experience at an AAA company, texture & material workflows, optimization, and some tips for those who want to join her.

6 June, 2019

6481 views
Jared Fischler did a breakdown of his amazing scene made as a part of a class at Gnomon. The main focus was put on visual storytelling.

4 June, 2019

2136 views
Stephan Spencer made a small stylized project Sky Island and talked about its production.

31 May, 2019

2300 views
Tek Tan recently posted a great 3 part tutorial showing the whole process of creating an appealing cyberpunk scene from scratch.

30 May, 2019

1392 views
Andres Zambrano recreated a Bloodborne Hunter and shared the details of his workflow for clothes, textures, modeling, and presentation.

29 May, 2019

4369 views
2 comments
Moses Saintfleur has given an awesome opportunity to download two of his UE4 environments for free.

27 May, 2019

2708 views
Montreal, Canada-based E.d. films revealed a new tool that lets users convert 2D drawings into 3D content.

21 May, 2019

2633 views
Junliang Zhang shared the production details of CyberNeon in UE4, a project that combined the styles of Blade Runner 2049 and Chinese cyberpunk.

16 May, 2019

6412 views
3 comments
Şefki Ibrahim shared his workflow of producing digi-doubles of real people. Zbrush, Maya, Photoshop, Mari, Arnold & Nuke were a great help with that.

15 May, 2019

4158 views
2 comments
Taj Nabhani did a breakdown of his outstanding character Jjahawa, talked about sculpting, texturing, and presentation, and shared several helpful resources.

14 May, 2019

7269 views
4 comments
Twinspell Studio shows the full creation process of their debut project stylized with Maya, Zbrush, Photoshop & UE4.

13 May, 2019

3928 views
1 comments
Mateo Linares did a breakdown of his Urban Survival Unit made in UE4 and gave advice on how to set up atmospheric scenes.

13 May, 2019

2629 views
Lennard Claussen shared his workflow, useful plug-ins and settings setups for creating futuristic-looking weapons. The modeling part was made in Maya, rendering using V-Ray.

9 May, 2019

4822 views
8 comments
Harry Stringer prepared a breakdown of his new game-ready Forest Diorama made in Maya and Photoshop.

3 May, 2019

11910 views
Thais Del Rey shared a detailed breakdown of her stylized diorama inspired by WoW. The second part focuses on texturing, painting, lighting, and presentation.

3 May, 2019

2774 views
Thais Del Rey shared a detailed breakdown of her stylized diorama inspired by WoW. The first part covers planning, concepting, sculpting, and UV mapping stages.

2 May, 2019

2553 views
In this tutorial, Iris Ogli is going to show you the modeling of a stylized low poly head in Autodesk Maya 2019.

25 April, 2019

2094 views
Ibrahim Abdo did a breakdown of his atmospheric little diorama End of Solitude made with Maya, Substance Painter, ZBrush, and Marmoset Toolbag.

24 April, 2019

3994 views
Ackeem Durrant did a breakdown of his latest real-time character Jade, talked about delivering the mood, hair, clothes, lighting, retopology, and more.

23 April, 2019

7445 views
1 comments
Let's check out another great talk from GDC 2019 shared by the Maya team.

22 April, 2019

3696 views
Emily Henderson talked about her environment Up Top made within CGMA course Organic World Building led by Anthony Vacarro.

19 April, 2019

2098 views
3D artist Rodrigo A. Branco shared some valuable lessons he learned during the production of his new real-time character - Huntress.

16 April, 2019

3886 views
Joey Lenz and Phil Liu shared the details of their collaboration result - a precise Game of Thrones intro recreated with UE4, Substance Designer, and Maya.

14 April, 2019

2698 views
Coss Mousikides shared the details of the Synthetic project made with Maya, XGen, and Arnold: character production, hair, skin, clothes, lighting.

10 April, 2019

3078 views
3 comments
UV Mesh is a nice Maya plugin that can be used to flatten a mesh to the ground plane in the form of the UVs.

10 April, 2019

2963 views
Ronald Houtermans did a breakdown of the Watermill scene made with UE4, Megascans, SpeedTree, and other tools.

9 April, 2019

3882 views
Antone Magdy did a breakdown of his character Blood Elf: blocking the body, skin texturing, armor production, and more.

8 April, 2019

3418 views
2 comments
Alexander Biryukov did a detailed breakdown of his recent epic character Svetlana The Warrior of Light made with ZBrush, Maya, Substance Painter, and UE4.

4 April, 2019

4615 views
Visual effects artist Rusty Hazelden has released an in-depth 5 part Maya tutorial series on YouTube.

3 April, 2019

1892 views
Erik Lehmann has presented a new paid set of scripts for Maya called Mesh Toolkit.

3 April, 2019

2046 views
1 comments
V Squad studio prepared a details breakdown of their character workflow from concept to animation and presentation and gave advice to junior artists.

2 April, 2019

5322 views
3 comments
Visual effects artist Rusty Hazelden has released an in-depth 5 part RenderMan tutorial series on YouTube.

31 March, 2019

1602 views
Alaa Abdelwahed did a breakdown of his Portal of Infinity environment made in UE4.

26 March, 2019

4523 views
2 comments
Valery Klishevich did a breakdown of his Alva the Wayfarer character inspired by Dark Souls and shared helpful advice.

25 March, 2019

3899 views
1 comments
Dmitry Yehorov prepared a breakdown of his character bust made within Valentin Erbuke's course and talked about blocking, texturing, rendering, and more.

20 March, 2019

2137 views
1 comments
Igor Golovkov talked about his approach to character production: concept, modeling, detailing, retopology, texturing and rendering.

19 March, 2019

3140 views
1 comments
Sophie Shepherd talked about the production of 3D animation, workflows, and useful resources for studying.

18 March, 2019

3261 views
4 comments
Djordy Donopawiro did a breakdown of the peaceful harbor scene made in Unity: terrain production, natural assets, lighting, and more.

14 March, 2019

5246 views
Zrinko Kozlica talked about his exploration of VR workflows: utilizing Gravity Sketch, Microsoft Maquette, combining traditional and VR tools, and more.

13 March, 2019

1468 views
Cebas Visual Technology has launched an open beta of finalRender for Maya.

11 March, 2019

1097 views
Abderrezak Bouhedda did a detailed breakdown of his beautiful game-ready prop created for an ArtStation challenge. 

4 March, 2019

3861 views
James Chan did a breakdown of his realistic character made during CGMA course Next Gen Character Creation: hair, skin texture, clothes, rendering, and more.

1 March, 2019

3313 views
Have a look at a preview of the upcoming Zoo Tools Pro v2.

28 February, 2019

3716 views
Boditushig Ganbaatar did a little breakdown of his attic interior made with Maya, Substance Painter, and Redshift and shared a few useful videos for learning.

22 February, 2019

3502 views
Jeff Hindsbøl Hansen talked about the hair for game production studied during the CGMA course Hair Creation for Games led by Johan Lithvall.

22 February, 2019

6536 views
Jack Williams gave a talk on hard-surface prop production for games and did a breakdown of his recent model Emperor made with ZBrush, Maya, SP, and Toolbag.

20 February, 2019

3761 views
1 comments
Nicolò Granese did a breakdown of his Think Tank cinematic character project made from scratch: modeling, texturing, lighting, rendering, and more.

19 February, 2019

2194 views
Dmitrii Mukhortov did a breakdown of his Think Tank graduation project Aurora Island made with UE4, Substance Designer, and Maya.

14 February, 2019

6627 views
3 comments
Jonathan Hemmens shared the details behind his recent work in progress Will’s Room (Teen's Bedroom) inspired by Cassie’s Room from Uncharted 4.

13 February, 2019

6459 views
Leah Augustine shared a detailed breakdown of her recent Snowy Forest scene with a feeling of Red Dead Redemption 2 atmosphere.

12 February, 2019

9420 views
2 comments
Valentin Erbuke talked about the way he approached his character project Jungle Hunter: sculpting, texturing, working on the face and the environment.

6 February, 2019

2734 views
The leader of Hoa team was kind enough to talk about the way they're using the Ghibli style and mixing different elements to build a marvelous game in Unity.

5 February, 2019

11492 views
Konstantin Gdalevich prepared a detailed breakdown of his character covering time-management tips, sculpting process, cloth material and more.

28 January, 2019

2673 views
1 comments
Peter Dimitrov provided a detailed breakdown of his Animal Shrine created in UE4, Substance, Maya, and ZBrush.

22 January, 2019

3658 views
Yumi Batgerel did a breakdown of her Japanese female warrior, made with ZBrush, Maya, and Photoshop and shared a bunch of useful tutorials and brushes. 

21 January, 2019

4728 views
Tim Nijs did a detailed breakdown of his recent personal project Well of Souls inspired by the Darksiders 2 lore: sculpting, UVs, texturing & lighting.

17 January, 2019

3792 views
Featuring New Tools and Performance Enhancements for Faster Animation, Improved Working Environments, Higher Quality Previews, and Improved Pipeline Integration

16 January, 2019

2201 views
2 comments
Ian van der Mijn did a breakdown of his Forgotten Shrine made with UE4, Maya, Substance Painter, and SpeedTree for the ArtStation challenge Feudal Japan.

14 January, 2019

3335 views
2 comments
Eduard Grechenko shared a greatly detailed breakdown of his UE4 environment made within the CGMA course Vegetation & Plants for Games.

11 January, 2019

5959 views
3 comments
Moses Saintfleur shared a video breakdown of his Wicker Basket from Terra Online made in ZBrush, Maya, Substance Painter, and Toolbag.

10 January, 2019

2797 views
Nicholas Balm did a detailed breakdown of his stylized environment Stylized Druid's Sanctuary made with ZBrush, Maya, 3DCoat & UE4.

9 January, 2019

2961 views
Arthur Hernandes shared his realistic character workflow and talked about the production of Cabal Patriarch with ZBrush, Maya, and V-Ray.

8 January, 2019

3291 views
2 comments
At CGMA, Ali Ghadimi studied Intro to Environment Art and did a breakdown of his small vignette Old Southwestern Gate made within the course.

28 December, 2018

3072 views
Brave Rabbit’s Ingo Clemens decided to update some of his tools and make them open source.

23 December, 2018

2934 views
Alex Gallucci talked about his crisp Sig Sauer MPX model created within CGMA course Weapons and Props for Games led by Ethan Hiley.

21 December, 2018

2648 views
Arturo Ramírez also known as Limkuk talked about his Sad Muse mask design made with ZBrush, Maya, and Substance Painter.

19 December, 2018

3230 views
2 comments
Adrienne Lange did a breakdown of her character and talked about working on the face, clothes, skin texturing, aging elements and presentation in Toolbag. 

13 December, 2018

3941 views
1 comments
Adam Nield did a breakdown of his assets with intricate ornaments made for Artstation’s Feudal Japan challenge.

11 December, 2018

2712 views
1 comments
Romain Chauliac released BrickIt, a new plugin for Maya that will allow you to build Lego models with that same iconic look.

11 December, 2018

4111 views
The team of FlippedNormals shared a quick guide which will show you a way of speeding up retopology.

6 December, 2018

2734 views
Claudio Saavedra talked about his career as a Character Sculptor, general approaches to the models in terms of posing, anatomy, painting, lights & shaders.

5 December, 2018

3240 views
Bailey Wheatland prepared a great breakdown of his real-time character: precise female figure and facial features, voluminous hair, experiments with shadows.

4 December, 2018

5284 views
Have you heard about Ziva VFX?

3 December, 2018

1469 views
Nicole Jackson shared her experience with CGMA and did a breakdown of sculpted antelope Nyala and Dragon. Software used: ZBrush, Maya, Arnold.

29 November, 2018

2565 views
Lars Sowig talked about the way he combines 2D & 3D in his concept art, discussed the pros and cons of kitbashing and more.

26 November, 2018

3086 views
1 comments
Matt Olson did a detailed breakdown of his nostalgic sci-fi environment inspired by movies Alien & Serenity and made with UE4: modular assets, lighting & more.

26 November, 2018

5280 views
Derk Elshof talked about the clothing studies with Substance Tools, Maya, and ZBrush and discussed the sculpting and texturing process of the pair of jeans.

21 November, 2018

5377 views
Mido Lai did a breakdown of his outstanding character Emily the Assassin, shared the full workflow and gave a bunch of useful tips for character artists.

21 November, 2018

7913 views
Olivia Sullivan gave a write-up on her environment study made with UE4 in which she tried to recreate a vivid landscape painted by Hubert Robert.

20 November, 2018

3107 views
Tim Haag did a breakdown of his fan art of the character Feena from Grandia made with Maya, Substance Painter, Marmoset Toolbag, and ZBrush.

14 November, 2018

3158 views
Cyprien Douterlungne prepared a breakdown of his cool CrocoWarrior VFX inspired by League of Legends. Software used: Unity, Maya, and Substance Designer.

9 November, 2018

2777 views
Frédéric Arsenault shared the details behind his real-time character Wandering Knight made with ZBrush, Maya, Substance Painter, and Marmoset.

6 November, 2018

4500 views
1 comments
Jacob Wheat did a little breakdown of the amazing 3d diorama with beautiful hand-painted materials.

5 November, 2018

3376 views
Marcel Gorri did a breakdown of his final diploma project at Think Tank created with Maya, ZBrush, and V-Ray.

2 November, 2018

3804 views
CGMA student Mark Hołubowski shared his experience of taking Hard Surface Modeling for Films course and talked about the production of his spaceship model.

2 November, 2018

2723 views
The final part of a guide to waterfalls in Unity by Math Roodhuizen will tell you about waterfall color, opacity and vertex displacement. 

31 October, 2018

3992 views
Erik Hammarbäck did a detailed breakdown of his Gas Station in Roswell (known for UFO incident) scene made with UE4, Maya, Substance, ZBrush, and Toolbag.

31 October, 2018

3850 views
Abdelrahman Kubisi allowed us to repost his tutorial on making realistic portraits with Maya, Arnold, ZBrush, and Mari.

30 October, 2018

3890 views
The third part of a guide to waterfalls in Unity by Math Roodhuizen will tell you about waterfall basics.

30 October, 2018

3157 views
Charlotte Johnson did a breakdown of her Sylvanas bust made with ZBrush, Maya, Substance Painter, and Toolbag. Dedicated to all WoW fans!

30 October, 2018

4550 views
1 comments
Let's learn about water wrinkle effect opacity.

29 October, 2018

4974 views
Next-Gen Rendering Technology Now Available for Maya Artists; Faster Speeds and Workflows Through AI, GPU, and Smart Tech

29 October, 2018

1346 views
Murilo Pena gave a little talk about his futuristic 3D scene with The Fifth Element vibes made in UE4.

29 October, 2018

4256 views
Sitni Sati has revealed the latest version or FumeFX for Maya.

28 October, 2018

2128 views
Math Roodhuizen allowed us to repost his guide to creating a RiME-style waterfall in Unity, Amplify Shader Editor, and Maya.

28 October, 2018

7042 views
Vitaliy Koshevyy did a breakdown of his outstanding snowy landscape made with Maya, SpeedTree and Redshift.

26 October, 2018

5832 views
2 comments
Check out a little writeup from Yulu Xue, where he shared some of the techniques he learned during the recent CGMA environment production course.

26 October, 2018

3617 views
Agathe Girard gave a small talk about her stylized Chalk House made with ZBrush, Maya, and Renderman.

24 October, 2018

4955 views
1 comments
Vinicius Favero did a breakdown of his mighty character Kangrinboqe Warrior made with ZBrush, Maya, Substance Painter, Mari, and V-Ray.

23 October, 2018

2961 views
Peyton Varney allowed us to repost his tutorial of how he did the foliage for his thesis, Protégé.

22 October, 2018

4072 views
Nick Maw-Naing talked about the way he worked on animation in Lawbreakers. A lot of crazy animations were created for this project. 

19 October, 2018

2671 views
Thomas Francis showed how he created amazing real-time visual effects with the help of UE4 and Houdini.

18 October, 2018

6940 views
3 comments
Jess O’Neill did a breakdown of her beautiful sculpt made in ZBrush & Maya within CGMA course Sculpting Anatomy: From Animal to Creature with Gael Kerchenbaum.

17 October, 2018

2903 views
The Team of Project Borealis shared production details on their project that continues the legacy of Half-Life with the help of Unreal Engine.

17 October, 2018

4484 views
1 comments
Rhiannon Catton talked about her environment made within CGMA course Vegetation and Plants for Games. Software used: UE4, Substance Designer, ZBrush, Maya.

10 October, 2018

3428 views
Jordon Britz talked about his atmospheric and cozy scene with the feel of the 80s made with UE4, Substance, Maya, and ZBrush.

9 October, 2018

2434 views
Jayanam has recently shared a video guide to importing an animated stylized PBR textured model into a game engine, Unreal Engine 4 in this case. 

8 October, 2018

2291 views