Digital-Tutors Introduces New Training for mocha
Providing nearly 60 self-paced lessons and over seven hours of interactive training, these five new courses present a variety of tutorials for beginner and experienced artists including how to incorporate essential tracking techniques in mocha for After Effects, draw human arms and hands in Photoshop, creatively integrate fur into a productive workflow using modo 401, effectively use each of Maya's material types, as well as render Maya scenes into multiple passes and learn advanced techniques for compositing these passes using Toxik.
Getting Started with mocha for After Effects
Key topics include: importing footage and playback controls; creating a basic planar track with X-splines; using mocha data to create an After Effects Corner Pin; setting the Corner Pin in mocha with Surface and Clips; tracking Faces for a black bar effect; working with Multiple Layers and Stabilizing Footage; tracking objects with heavy reflections using Mattes; fixing Drift using AdjustTrack; and tracking objects that leave the frame with AdjustTrack.
Digital Painting: Arms and Hands
Key topics include: drawing the arm, drawing the hand, and tips on drawing hands.
Alternate Uses for Fur in modo 401
Key topics include: creating grass, tendrils, fireworks bursts, carpet, spines, sprites, and feathers with fur.
Maya Rendering Nodes Reference Library: Surfaces
Key topics include: surfaces such as Lambert material and common color attributes; glow, raytrace, translucency, and vector render attributes of Maya materials; anisotropic, Blinn, Layered Shader, Phong and Phong E, Ramp Shader, Shading Map, Surface Shader, and Background material.
Advanced Compositing Workflows with Maya and Toxik
Key topics include: multi-pass rendering in Maya; contribution maps; render passes in mental ray; custom color buffers; render layers and layer overrides; display modifier and proxy scale; blend and comps to composite 3D render passes; color correcting; streams to composite the ambient occlusion; Lightwrap; groups to organize schematic window; depth-of-field; fixing common HDR issues; depth pass; out of range node; set alpha and comp alpha; compositing the head and body with control edge; painting and depth using cloning; fixing color bleeding; adding radial aberration; and tweaking grain for a final level of detail.