Tony's tutorial Page
I'm making a slight disinction between the "artwork" on the artwork page, and the technical parts on the this page.
Brick Shader 7:36 PM - Feb 05, 2006
This is a quick shading network to create a "brick shader" pattern from the existing Maya shading nodes. By using a ramp node and two grid nodes, I was able to piece together a basic procedural brick shader. I might also write up a quick actual brick shader node for flexibly creating a basic brick texture.
Once you download and import this shader file into Maya, you can see that the whole trick is to use the place2dTexture nodes to offset one grid node from the other. By keeping them offset properly the brick texture is pretty straightforward. The third place2dTexture node is just there to control the others -- to facilitate quick tiling of the texture across objects.
Brick Shader - 61K - This might require right-clicking and selecting "Save Link As..."
Tank Treads Tutorial 7:34 PM - Feb 05, 2006
A MEL script to quickly create tracks, escalators, and other objects with a lot of moving parts sliding around a path. The very same day I finished this and way feeling proud of myself was the day I saw the really slick treads script tool on highend3d web site downloads section.
RBF polygonizer 7:01 PM - May 05, 2005
This is a sample of my RBF library when used in conjunction with my Maya plugin. The library creates an implicit function that has some changing value at each point in space. A polygonizer runs through all of the space, and creates a polygonal mesh surface everywhere where the function equals zero (called the "zero set" of the function). This mesh gets passed to Maya, where I render it with a bunch of cubes and call it artwork. I could use a better polygonizer, though, this one returns some odd artifacts.
Tessellation Script 7:00 PM - May 05, 2005
This is a quick Maya MEL script that implements an alternate tessellation scheme for triangulated polygon meshes. What this means is that when you want to subdivide one of the triangular faces of the object into smaller triangular faces, this script gives you another option.
In both of the following pictures, the white object is the starting point. The red object is the result of Maya's standard 'subdivide' command. A new point is placed at the center of each face, and edges are drawn to each center. In my alternate method, each edge is split in half, and a new face is drawn between the three new points. This creates four new faces for each original face. Each of these faces is a "similar triangle" to the original face - it has the same aspect ratio. Since this consistency is important for some geometric algorithms, I wrote a script that would give these results.
You can find the script here.