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 02-08-2005 , 08:10 AM
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alias nurbs helmet tutorial

I wanted to play with nurbs a little bit so I have been working on one of the alias tutorials to build a nurbs helmet and goggles.

Here is a quick render of where I am on the helmet part.

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# 2 02-08-2005 , 08:54 AM
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pic 2

pic 2

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# 3 02-08-2005 , 08:55 AM
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pic 3

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# 4 02-08-2005 , 08:56 AM
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pic 4

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# 5 02-08-2005 , 10:21 AM
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NICE !!!! :p


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# 6 02-08-2005 , 02:47 PM
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The chin strap was feeling a little to thick.

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# 7 02-08-2005 , 02:48 PM
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thinner chin strap profile pic 2.

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# 8 03-08-2005 , 04:57 AM
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finished the modeling here are some shots of the completed bits.

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# 9 03-08-2005 , 04:58 AM
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2

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# 10 03-08-2005 , 04:59 AM
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# 11 03-08-2005 , 05:00 AM
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# 12 03-08-2005 , 05:05 AM
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For the renders I used:

mental ray > production > final gather default settings

800 x 600 > tga

set camera env coler to white with Value pushed to 1.5

I sure wish I could fingure out how to use final gather properly. My renders all come out tantilizingly close to what I want but always to dark in some areas and for the life of me I cannot figure out how to increase the light in the dark areas without washing out the light areas.

This is a pretty good demo. There were two things that were a bit bothersome. First, there is no narration and Second, the author uses some hotkey that lists all the components and allows fast selection of individual compoenets. It is a neat feature but the author does not give any hint as to how to get it and I was not able to find any pre-defince hot keys for it.

I really like nurbs for surface modeling. I aspecially like the nice consistent edges I can achieve using trim and surface fillets. I prefer the nurbs workflow over polymodeling. Constant edge splitting is tedius although having to manually adjust the tesselation for each surface in nurbs can become a pain as well. Nurbs are really great for hardshell non-organic models where you don't have to worry about seams blowing apart due to deformation. For things that deform alot I must concede polygons easier to work with. I just wish Maya had a more robust sweet of poly editing tools.

Maya only supplies to bare minimum of polygon editing tools. MJ polytools helps. Byron's poly tools no longer works with version 6.5 and I don't think he is planning to make a 6.5 compatible version. Alias is on a kick of releasing a new version of Maya so frequently that is is tough to invest time into making modules only to have them get broke within a couple months when a new release comes out.

Nurbs just feels more precise to me then polygon methods. A consistent integrated set of poly editing tools would be a very nice addition. Hopefully version 7 will include some better polytools.

I'll be starting the modeling of the goggles to go with the helmet next and I'll put up some posts as I go. I am thinking about redoing the Jedi Fighter model using an all nurbs approach.

I just completed the poly modeling tutorial for it and would like to compare the poly process and final result to the nurbs method.

Cheers,
Rick M.


Last edited by ctbram; 03-08-2005 at 05:31 AM.
# 13 03-08-2005 , 05:59 AM
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no ground shot

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# 14 03-08-2005 , 09:59 PM
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Wow, that's nice. Is the tutorial for bronze members?


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# 15 04-08-2005 , 12:31 AM
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Very Nice, well done. user added image


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