Autoddesk maya

NinjaspiT

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Anybody know where I can find this program for cheaper? Is anybody experienced enough with it?
 
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Autodesk Maya 2011 | 1.26 GB | Multilanguage


Autodesk Maya software offers artists an end-to-end creative workflow with comprehensive tools for 3D animation, modeling, simulation, visual effects, rendering, matchmoving, and compositing on a highly extensible production platform. All these capabilities are combined into a single application offering CG artists an exceptional value. Newly available for the Mac OS X 64-bit operating system, Maya 2011 delivers a revitalized user interface, enhanced viewport interaction, new 3D editorial capabilities, integrated color management, and improved character animation.

Features in Autodesk Maya 3D animation, modeling, visual effects, rendering, and compositing software provide artists with an end-to-end creative workflow.

Autodesk Maya provides a production-proven and intuitive toolset for creating and editing polygon meshes, including:

Bridge, poke, cut, wedge, bevel, extrude, chamfer vertex, extrude along a curve, mirror cut, edge loop, edge ring, slide edge, and pick-walk tools
The ability to preview or render smoothly subdivided meshes while editing a lower-resolution proxy or cage; subdivision meshes support variable creasing
True soft selection, preselection highlighting, and camera-based selection culling
Polygon reduction, data cleanup, blind data tagging, and level-of-detail tools for scene optimization
The ability to transfer UV, color-per-vertex, and vertex position information between polygon meshes of differing topologies

Maya delivers a broad range of specialized tools for keyframe, procedural, and scripted animation, including:

A highly controllable, nondestructive animation layering system that works with any attribute
Trax Nonlinear Animation Editor for nondestructive mixing, blending, and editing of poses and animation clips
A comprehensive assortment of generalized constraints
A powerful and intuitive Set Driven Key tool that enables you to keyframe complex relationships between animated parameters
Graph and Dope Sheet Editors that provide more powerful, precise function curves to control how animated attributes change over time
A full set of deformers for static modeling or animation

System Requirements:
Microsoft Windows Vista Business (SP2 or higher), Microsoft Windows XP Professional (SP3 or higher), Microsoft Windows 7 Professional, or Apple Mac OS X 10.6.2 operating system
Windows: Intel Pentium 4 or higher, AMD Athlon 64, AMD Opteron processor, AMD Phenom processor
Mac computer: Intel-based processor
2 GB RAM
4 GB free hard drive space
Qualified hardware-accelerated OpenGL graphics card
Three-button mouse with mouse driver software
DVD-ROM drive
Maya Composite media cache requirements for playback:
10 GB minimum, 200 GB recommended
HDD: IDE, SATA, SATA 2, SAS, SCSI
Microsoft Internet Explorer 7.0 or higher, Apple Safari, or Mozilla Firefox web browser

Program is full version 100% working and tested.
Virus Scanned
Installation Instructions Included.

The keygen gives off a false positive. I've tested this.....works like a charm!!!


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Maya is great although i'd prefer to get my hands on 3Ds Max... I'm also learning Blender, which is free, but has a wacky UI. Also, give Modo from Luxology a look see...Its next on my check-out list.
 
Maya is great although i'd prefer to get my hands on 3Ds Max... I'm also learning Blender, which is free, but has a wacky UI. Also, give Modo from Luxology a look see...Its next on my check-out list.

ya 3ds Max is good,have the 2011 edition myself.. also would love to work w/ ZBrush
 
If you want your name on it, then cheap is a student discount for $335. if you know someone with an ID.

I used it for FREE until it started making money.

Then free wasn't part of the equation.

I paid the man.
 
Maya is great although i'd prefer to get my hands on 3Ds Max... I'm also learning Blender, which is free, but has a wacky UI. Also, give Modo from Luxology a look see...Its next on my check-out list.

i have blender,its difficult...im hoping maya is easier and more colorful to use...
 
i'm quite experienced with maya, what are you trying to do?

Hey, im trying to learn sculpting so that I am able to transfer them into the virtual world game called Second Life. I sale things on there. Its a good hustle.
 
There's so many video tutorials you shouldn't have too much of a problem learning Maya.


Also, with youtube you can learn anything.
 
is Rhino 3D still used?

I have all these books, MaYa, lighwave pro, brazil etc etc etc bought them when compUSA went out of business for cheap but never used them.
 
Hey, im trying to learn sculpting so that I am able to transfer them into the virtual world game called Second Life. I sale things on there. Its a good hustle.

i think you mean modeling, polygonal modeling to be exact.
but yea, maya is a great tool for that kind of stuff.
they say maya is one of the hardest 3d packages to learn so if you have any questions feel free to ask.
also look into gnomon dvds especially on polygonal modeling.
 
i think you mean modeling, polygonal modeling to be exact.
but yea, maya is a great tool for that kind of stuff.
they say maya is one of the hardest 3d packages to learn so if you have any questions feel free to ask.
also look into gnomon dvds especially on polygonal modeling.

Hey Nubian, no disrespect, matter of fact, I have seen your work, so much respect but the terminology he used is correct. Organic character modeling with certain types of digital tools is called sculpting. The digitals tools are called sculpt tools especially Zbrush and Mudbox. It is digital sculpture and Maya is not that. Maya is a modeler but not a sculpture tool. Also, I belive the object geometry in Second Life is technically called sculpts.
 
Autodesk Maya $6000
Photoshop $4000
Brazzer membership $200
HBO Showtime $50/month

all the above on BGOL for $10
 
Hey Nubian, no disrespect, matter of fact, I have seen your work, so much respect but the terminology he used is correct. Organic character modeling with certain types of digital tools is called sculpting. The digitals tools are called sculpt tools especially Zbrush and Mudbox. It is digital sculpture and Maya is not that. Maya is a modeler but not a sculpture tool. Also, I belive the object geometry in Second Life is technically called sculpts.

it's cool.
but the models and assets used in second life are all low-poly so it was only right to call them polygonal objects.

actually organic modeling refers to the "style" of modeling for example living things such as people, animals, ect. whereas hard-surface modeling refers to the modeling "style" of things are somewhat physical objects such as cars, robots, buildings, houses, etc.

maya is equipped with a sculpt tool called the, "soft modification tool" where you could adjust the effect of the pushing and pulling of verts from the falloff adjustment but not to the level of detail you could do with zbrush or mudbox.

i wouldn't advise creating models for second life with sculpting tools such as the ones mentioned.
 
it's cool.
but the models and assets used in second life are all low-poly so it was only right to call them polygonal objects.

actually organic modeling refers to the "style" of modeling for example living things such as people, animals, ect. whereas hard-surface modeling refers to the modeling "style" of things are somewhat physical objects such as cars, robots, buildings, houses, etc.

maya is equipped with a sculpt tool called the, "soft modification tool" where you could adjust the effect of the pushing and pulling of verts from the falloff adjustment but not to the level of detail you could do with zbrush or mudbox.

i wouldn't advice creating models for second life with sculpting tools such as the ones mentioned.

Nubian,

Hard Surface and Organic modeling are two different categories of modeling. Because a modeler can hardsurface model it doesn't mean he can also do organics.

I hate to push the point, but you know how computers are. 1 or 0. True or False.
I take it you don't work with Zbrush on a regular? It's not a matter of style. Style is the "Look". The tools are exponentially different. Zbrush sculpts with "millions of poly". Maya "can't" The methodology are vastly different. A maya polymodel is only the rudementary base geometry in which ZB utilizes a sculpt.

Also, SL are called sculpts.

Trust me, I have been in error before making comparison with Maya to EIAS wasnt abreast in Maya. You should look into Mudbox which is at digital clay tool specifially developed by the makers of Maya to do sculpt. Maya can push a pull a few point on a rough cage but we are talking millions of pols with ZB or Mud.

Here's a couple examples I did of "High Frequency" model.

The model on the left is a base model typically ideal for Maya Poly, Cage or Box modeling. It would be the lowest subdivision poly count. Less than 500 polys and manageable for animation or modeling with a smooth and a few edits it would be fine for Maya.. On the left is the same geometry but sculpted in Zbrush. The poly count is probably a few million. The sculpt tool is maya would beg for mercy or just keel over and this is still without the micropoly subpixel detail ZB is noted for. Zbrush topology is so dense it has to be reconstructed at a low level for Maya to handle. Matter of fact, Zbrush isn't really considered a 3D tool, just a sculpt tool.

cage1.jpg


Notice the geometry below. The black one in the middel is the Wireframe. RIGHT it's so dense its just black. Maya barfs on sculpts this high. It's has to be remeshed inorder for maya to find it usually.

TestRes1.jpg


meshres-1.jpg
 
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Nubian,

Hard Surface and Organic modeling are two different categories of modeling. Because a modeler can hardsurface model it doesn't mean he can also do organics.
don't you mean, "he can't aslo...."?
if so, then i'm well aware of this as luckily for me i can do both.
in most cases modelers tend to steer to one style/ type of modeling because they have some significant hardship with the other.


I hate to push the point, but you know how computers are. 1 or 0. True or False.
I take it you don't work with Zbrush on a regular? It's not a matter of style. Style is the "Look". The tools are exponentially different. Zbrush sculpts with "millions of poly". Maya "can't" The methodology are vastly different. A maya polymodel is only the rudementary base geometry in which ZB utilizes a sculpt.

Also, SL are called sculpts.

Trust me, I have been in error before making comparison with Maya to EIAS wasnt abreast in Maya. You should look into Mudbox which is at digital clay tool specifially developed by the makers of Maya to do sculpt. Maya can push a pull a few point on a rough cage but we are talking millions of pols with ZB or Mud.

Here's a couple examples I did of "High Frequency" model.

The model on the left is a base model typically ideal for Maya Poly, Cage or Box modeling. It would be the lowest subdivision poly count. Less than 500 polys and manageable for animation or modeling with a smooth and a few edits it would be fine for Maya.. On the left is the same geometry but sculpted in Zbrush. The poly count is probably a few million. The sculpt tool is maya would beg for mercy or just keel over and this is still without the micropoly subpixel detail ZB is noted for. Zbrush topology is so dense it has to be reconstructed at a low level for Maya to handle. Matter of fact, Zbrush isn't really considered a 3D tool, just a sculpt tool.

http://i47.photobucket.com/albums/f190/AVTPro/cage1.jpg[/IMG

Notice the geometry below. The black one in the middel is the Wireframe. RIGHT it's so dense its just black. Maya barfs on sculpts this high. It's has to be remeshed inorder for maya to find it usually.

[IMG]http://i47.photobucket.com/albums/f190/AVTPro/TestRes1.jpg[/IMG
[IMG]http://i47.photobucket.com/albums/f190/AVTPro/meshres-1.jpg[/IMG
[IMG]http://i47.photobucket.com/albums/f190/AVTPro/cage1.jpg[/IMG
[IMG]http://i47.photobucket.com/albums/f190/AVTPro/TestRes1.jpg[/IMG[/QUOTE]

though i don't always use zbrush, i am however well aware of how zbrush functions and operates as a 2.5d sculpting package.
i did mention that maya cannot produce the level of detail that packages such as xbush and mudbox can provide.
only thing you added was that maya cannot withstand processing the dense meshes that zbush/mudbox can produce.
all of these things i'm well aware of.
only thing i stated was that such sculpting tools is not advised for creating assets for second life.
 
only thing i stated was that such sculpting tools is not advised for creating assets for second life.

Kool. I'm glad you understand I'm not disagreeing just to be an A-ho. I'm just providing information. It's not like I invented these technologies and workflows. I learned them and now, know them.

in most cases modelers tend to steer to one style/ type of modeling because they have some significant hardship with the other. Correct.

"Because a modeler can hardsurface model it doesn't mean he can also do organics."
Correct.

I probably use Maya less than ever for modeling, but at one time I made a living at HSM.

only thing i stated was that such sculpting tools is not advised for creating assets for second life.

Actually, as I mentioned, lots if not most low poly game characters are first creation high res in ZB then retopolized/remeshed into low res for interactive game, SL and iphone/iPad app.

My last job was a low res for an phone app.

Here's a video on how to make "Sculpties" for Second Life.



 
im new to second life and sculpting and stuff like that. I really appreciate your input Nubian and Poppaso. So in conclusion, is maya more worthy of me spending my time to learn for making things like clothes,shoes etc. for a virtual world like second life, or would I be better off searching for zbrush?
 
I am sort of a 3DS max user, tinkered with blender for fluid dynamics. I have been trying to get my guts together to try Zbrush but I wonder, is mudbox easier to use? Anyway, Maya has way better native fur, particle and fluid effects than max, but I abandoned it early in my self-teaching.

"Because a modeler can hardsurface model it doesn't mean he can also do organics."
This is me. I have only ever tried to model an organic once. It was quite a challenge, especially when it came to rigging for animation. On the other hand, I did a pretty good vehicle model that I was happy with. :D

im new to second life and sculpting and stuff like that. I really appreciate your input Nubian and Poppaso. So in conclusion, is maya more worthy of me spending my time to learn for making things like clothes,shoes etc. for a virtual world like second life, or would I be better off searching for zbrush?

Visit the z-brush forum, where they have WIPs and completed work, it might point you to the right direction as well as AMAZE you as it did me. Also google "modo gallery" and look through what that one can do too. I often use these to determine what the best tool would be to make something, a modeler - modo/maya/max or a sculptor - zbrush/mudbox. Working with a sculpting software is pretty much the same as using clay to sculpt something (look at a demo vid in the lead-sculptor of Avatar here http://schellstudio.com/about.php as he works with modeling clay) You will observe that he uses different tools for different purposes and effects. He starts with a rough shape, which he refines as he goes along with various tools. Zbrush is pretty much the same in methodology. It also depends on how detailed you want your organic. Some people do the base model in a modeling software then import it into zbrush/mudbox for refining (wrinkles, folds, cloth) basically what would differentiate a model from a manikin to a photo-realistic human figure. Z-brush is also pretty good at procedural textures.

I am not an expert at this but I am going with what I have learned so far from video tutorials (zbrush) and experience (3dsmax), thus allow me room for error. :)
 
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