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Ranjit Singh Rana

I'm Cg specialist, specialized in modeling and sculpting but I'm also experienced in different aspects of the 3d pipeline i.e, texturing, lighting and rigging. While the main 3d application I work with is Maya, I also have good experience in 3dsmax. I have experience working in a production house, and have worked on many national and international projects ,for now I'm Working as a 3d trainer in a renown institute of the region. In my spare i also work as freelancer.

“The Warrior” – UVMapping With UVLayout And Sculpting In Zbrush

“The Warrior” – UVMapping With UVLayout And Sculpting In Zbrush

This entry is part 3 of 2 in the series Warrior

In part 3 of the “Warrior” tutorial series, Ranjit Rhana will take you through the process of UVMapping the character using Headus UVlayout and Maya, and give you an overview of his sculpting workflow using Zbrush.

How To Render Wireframes With Ambient Occlusion In Maya, Using Mentalray

How To Render Wireframes With Ambient Occlusion In Maya, Using Mentalray

More often than not, students come to me asking for a good method of creating wireframe renders, so in this tutorial I’m going to explain two different methods of achieving a wireframe render with Ambient Occlusion in Maya using Mentalray.

Baking Ambient Occlusion, Color And Light Maps In Maya Using Mentalray

Baking Ambient Occlusion, Color And Light Maps In Maya Using Mentalray

In this tutorial you’ll learn how to bake an Ambient Occlusion map, as well as a Color & Light map inside Maya using Mentalray. Ranjit will first guide you through the process of setting up and rendering the AO map using a character model for demonstration. In the second half of the tutorial, we’ll switch over to an interior scene to generate our Light & Color map, also using Mentalray.

“The Warrior” Part 2 – Retopology In Zbrush

“The Warrior” Part 2 – Retopology In Zbrush

This entry is part 2 of 2 in the series Warrior

In part two of the Warrior tutorial, I’m going to explain how to change the meshflow of the model we created in part one. Since the mesh has been created using zspheres, the meshflow of the model is not good enough for the rest of the pipeline. So in this part we’ll look at how to correct this using the ‘Topology Tool’ in Zbrush.

“The Warrior” – Part 1

“The Warrior” – Part 1

This entry is part 1 of 2 in the series Warrior

In this tutorial you’ll go through the entire character creation pipeline using Zbrush, Maya, UVLayout and Photoshop. We’ll go through the whole process of creating the “Warrior” character including texturing and rendering with Metalray. This tutorial is divided into 8 parts and in the first part, we’ll start blocking out the character in Zbrush using Zspheres.

Reverse Foot Lock & IK/FK Switch In Maya

Reverse Foot Lock & IK/FK Switch In Maya

In this tutorial, new Cgtuts+ author Ranjit Singh Rana will be covering the process of setting up a “Reverse foot lock” rig in Maya. First Ranjit will show us how to create it using a ‘chain of joints’ and then again using ‘groups’. Finally Ranjit will show us how to setup an “IK/FK switch” for an arm. We’ll also take a look at adding ‘Set Driven Keys’ for both the Reverse foot lock and IK/FK switch.