Shray Khanna
I am a Game-Artist from India, been working on Several AA and AAA titles for PC/PS3/X-box. I've always loved playing games since I was in School, so it's been a dream come true for me to now working in this industry :)
Tutorials
  • 3D & Motion Graphics
    Cleaning Up Bad Geometry Using Maya's Cleanup OptionsMaya cleanup thumb
    15 shares
    Mesh artifacts, broken verts, overlapping faces and other forms of "Bad Geometry" are an unfortunate part of building 3D models, we've all experienced them at one time or another. These errors can appear for any number of reasons and they're not always easy to spot. In today's tutorial, you'll get a detailed overview of Maya's Cleanup options and how they can be utilized to help get rid bad geometry that is sometimes hard to find and will cause issues when exporting meshes to real-time game engines.Read More…
  • 3D & Motion Graphics
    A Basic Introduction to Working with & Customizing ZBrushThumb
    18 shares
    In this tutorial I'll give you a basic introduction to ZBrush's interface and tell you how to customize it's User Interface to make your workflow more fluid and much faster, as per your requirements.Read More…
  • 3D & Motion Graphics
    Quick Tip: Working with LOD Groups in MayaThumb
    14 shares
    This Quick Tip will help you utilize the LOD (level of detail) group feature in Maya. Which Allows you to view the LOD's of your game model directly inside Maya's viewport based on the view distance, just as you would in your game engine. This feature can be a huge time saver by allowing you to check for artifacts or other errors directly inside Maya, rather then exporting everything out to an engine for review.Read More…
  • 3D & Motion Graphics
    Crafting A Detailed 'Next-Gen Boiler' - Part 7: Specular and the Xoliul ShaderThumb
    10 shares
    In the seventh and final part of the next-gen boiler series you'll continue work in Photoshop by creating the Specular map. To speed this process up, the Specular map will be created from the existing Diffuse texture. You'll then move back to Maya where you'll setup and tweak the Xoliul shader for realtime rendering in Maya's viewports.Read More…
  • 3D & Motion Graphics
    Quick Tip: Custom Marking Menus in MayaPreview small
    11 shares
    In this tutorial I'll show you how to create a custom Marking menu in Maya, this plays a really important role in boosting your production speed. With the help of this quick tip you can set as many marking menus as you like, and will never have to go through the window options to access the tools of your choice.Read More…
  • 3D & Motion Graphics
    Crafting A Detailed 'Next-Gen Boiler' - Part 6 Texture CreationThumb
    7 shares
    In part six of the boiler series we'll move into Photoshop and begin creating our textures. In this part of the series you'll learn how to combine the ambient occlusion maps we generated last time with image based textures to create a detailed Diffuse map suitable for our model's aged look. We'll also look at how Photoshop's layer styles and masking options can be utilized in conjunction with hand painting techniques to add additional detail and depth to our map.Read More…
  • 3D & Motion Graphics
    Crafting A Detailed 'Next-Gen Boiler' - Part 5 Baking MapsThumb
    7 shares
    In part five, you'll learn how to up-res the low poly model in preparation for map baking and how Zbrush can be used in conjunction with Maya to add addition detail and damage to the high-res model, an important step in creating detailed normal maps. Shray will also show you how to setup, bake and combine Normal and Ambient Occlusion maps using xNormal and how to construct the model's shader back in Maya.Read More…
  • 3D & Motion Graphics
    Crafting A Detailed 'Next-Gen Boiler' - Part 4 UVMappingThumb
    3 shares
    In this tutorial I'll show you how to create a next-gen, game model of an old weathered Boiler, with the help of only one black & white reference image. The tutorial will cover the entire process from Low poly Modeling to High poly Modeling, UV mapping, Textures baking (i.e Normal and Occlusion maps) and Diffuse Texturing. Finally we'll be applying Xoliul's shader in Maya for realtime rendering of the model.Read More…
  • 3D & Motion Graphics
    Crafting a Detailed 'Next-Gen Boiler' - Part 3Thumb
    4 shares
    In this tutorial I'll show you how to create a next-gen, game model of an old weathered Boiler, with the help of only one black & white reference image. The tutorial will cover the entire process from Low poly Modeling to High poly Modeling, UV mapping, Textures baking (i.e Normal and Occlusion maps) and Diffuse Texturing. Finally we'll be applying Xoliul's shader in Maya for realtime rendering of the model.Read More…
  • 3D & Motion Graphics
    Crafting a Detailed 'Next-Gen Boiler' - Part 2Thumb
    In this tutorial I'll show you how to create a next-gen, game model of an old weathered Boiler, with the help of only one black & white reference image. The tutorial will cover the entire process from Low poly Modeling to High poly Modeling, UV mapping, Textures baking (i.e Normal and Occlusion maps) and Diffuse Texturing. Finally we'll be applying Xoliul's shader in Maya for realtime rendering of the model.Read More…
  • 3D & Motion Graphics
    'Next-Gen Boiler' - Part 1Thumb
    2 shares
    In this tutorial I'll show you how to create a next-gen, game model of an old weathered Boiler, with the help of only one black & white reference image. The tutorial will cover the entire process from Low poly Modeling to High poly Modeling, UV mapping, Textures baking (i.e Normal and Occlusion maps) and Diffuse Texturing. Finally we'll be applying Xoliul's shader in Maya for realtime rendering of the model.Read More…
  • 3D & Motion Graphics
    "Next-Gen Armored Car" Day 73d and motion graphics
    2 shares
    Over the course of this extensive 7 day series. Shray Khanna will guide you through the entire process of creating a next-gen, low poly vehicle using Maya and Photoshop. Throughout the series, Shray covers the complete next-gen pipeline in detail.Read More…