Introduction to Maya - Rendering in Arnold
This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
# 1 20-04-2005 , 06:19 AM
vladimirjp's Avatar
Subscriber
Join Date: Jun 2003
Location: stuck in the 90's boston, USA
Posts: 1,871

background ganster #1

long time not post in the wip section.
here is a character ive been working onfor just a render, might rig th face.

user added image
user added image
user added image

# 2 20-04-2005 , 08:33 AM
lisa_gonzalez's Avatar
Subscriber
Join Date: Jun 2004
Location: London, England
Posts: 301
That looks beautiful (even if it is a bit of a roughed up bloke!). I love the detail in the model and texture to the face. Great work, really inspirational user added image

LisaG


When in doubt......smile!

https://www.x-menthelaststand.com/
# 3 20-04-2005 , 08:35 AM
Pony's Avatar
Subscriber
Join Date: Mar 2003
Location: with PonysGirl
Posts: 2,573
yeah very good stuff.. I like really a lot. spec is to high at first but some bump or displacment will brake that up a lot I'm guessing.

# 4 20-04-2005 , 11:43 AM
MainlineX's Avatar
Registered User
Join Date: Jun 2003
Location: Johannesburg
Posts: 641
Heya Vlad,

Wow! Very nicely done, looking fantastic user added image

MainlineX



-------------------------------------------
# 5 20-04-2005 , 12:14 PM
Falott's Avatar
Registered User
Join Date: Jan 2005
Location: vienna
Posts: 1,095
holy moly!

head looks great! what I find very cool about it is the uneven topology of the face. this creates personality. nose- and mouthpart is awsome, only the eyes look little different. kind of empty or peering. but maybe this is supposed to be this way when U want to animate it. allthough I wouldn´t know it myself I guess the skinn shading could need some work.

cheers falott

# 6 20-04-2005 , 01:22 PM
vladimirjp's Avatar
Subscriber
Join Date: Jun 2003
Location: stuck in the 90's boston, USA
Posts: 1,871
thanx for the comments.
this mesh was sculpted in ZB and i wanted to use it as a disp map... but its not a good idea to use disp maps for such simple geometry like human face [unless u have time to render micro disp in MR user added image ]
so i exported a subdiv lvl 3 to maya , about 10k polys and also exported the base mesh for rigging.
user added image

# 7 21-04-2005 , 06:09 PM
Jay's Avatar
Lead Modeler - Framestore
Join Date: Feb 2003
Location: UK
Posts: 6,287
Hey Vlad

Hows it going? did you get my reply at Outlaws about the creature?

Heads looking good, is that true that Zbrush loops the stuff 4 you?

_J

# 8 21-04-2005 , 08:44 PM
vladimirjp's Avatar
Subscriber
Join Date: Jun 2003
Location: stuck in the 90's boston, USA
Posts: 1,871
hey J
yea i saw your reply.

ZB has no topology control what so ever,
you need to build a base mesh in a modeling app, and UV it there too. like i did for this head.
otherwise u'll get some funky UV's and if u build a mesh out of "zspheres" its almost not workable in an animation package.

# 9 25-04-2005 , 01:07 PM
DJbLAZER's Avatar
Registered User
Join Date: Jun 2004
Location: Gothenburg, Sweden
Posts: 1,318
Actually you could build the base mesh in ZBrush too, with ZSpheres and then tweak the vertices manually. It also has some tools for edge loops and stuff. I think it's easier than in Maya to move around serveral vertices at once.

# 10 25-04-2005 , 11:07 PM
AlphaFlyte's Avatar
Subscriber
Join Date: Nov 2003
Location: Sweden
Posts: 326
Oh yeah!! Wouldn't want to meet this guy in a dark back alley. Coming along great vlad. Love the details and I really think he's got a lot of personality now. The cig is a nice touch
and like Pony pointed out he's a little reflective / high spec, but that's easy fix, and I do realize it's not final.

Chin area, nose and mouth is really really cool. 4 stars moving to 5 once it's final user added image


Currently working on reclaiming Space
The Salvation Prophecy
# 11 26-04-2005 , 12:12 AM
vladimirjp's Avatar
Subscriber
Join Date: Jun 2003
Location: stuck in the 90's boston, USA
Posts: 1,871
yea alpha, it was just to test ibl lighting, i think thats why it was a little over saturated.

but i kinda wanted a glossy "look" to him.
user added image
user added image

# 12 26-04-2005 , 11:48 AM
FubaR's Avatar
Registered User
Join Date: Jun 2004
Posts: 279
very impressive...
just the smoke is too dense.

# 13 26-04-2005 , 01:51 PM
Subscriber
Join Date: Jul 2004
Location: Little Canada
Posts: 101
Thats amaizing

Just ine crit. I think the Hat and jacket could be a little more dirty. I think there actual textures might stand out too much and some dirt and worn marks could really help that out. Awesome render though


"So the Doctor Sais I wouldn't have so many nose bleeds if I kept my finger out of there."
~Ralph Wiggum
Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads