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
# 16 07-09-2005 , 06:42 PM
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Nice work.I just started using Zbrush.It messed with my head a little,having to change modules everytime you want to do something.Like Softimage.I must admit that its a very
powerful tool if its used with experience and lots of patience.
Keep it up.

# 17 09-09-2005 , 01:16 AM
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Thanks :)

I am pretty new to z-brush. Ya the whole projection master.. drop and pick-up thing is a pain in the ass. I love how Z-brush handles so many poly's tho and it's almost like sculpting with clay... truly awesome software user added image. Thanks for the comments.


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# 18 09-09-2005 , 01:45 AM
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Great work with Z brush.. Is it possible to keep the mesh relativley simple and add details with Z brush..? I ve heared about the normal maps but i still couldnt grasp it... Ne tips....???

# 19 09-09-2005 , 04:29 PM
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absolutely,just make sure that your dpi is around 3000 square.
You can also export a cage which is a high res of your Low model.Very big file .But for a still its fine.

# 20 09-09-2005 , 06:05 PM
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Originally posted by chathura
Great work with Z brush.. Is it possible to keep the mesh relativley simple and add details with Z brush..? I ve heared about the normal maps but i still couldnt grasp it... Ne tips....???

Thanks man, I'm still learning it. Um I found out a cool script called Zatt6. Its a mel script for maya.. u can get from z-brush central. It is supposed to set up maya for displacement maps from z-brush.. I just ran it once and its still not working right yet.. I haven't had time to mess with it really. It does look like a useful script for maya if your planning on displaceing a low poly mesh.
I still need to streamline my process to go maya->(convert to .obj) -> z-brush (export displacement map right) -> maya (mental ray set up right to render displacement)

mayafreak3

# 21 09-09-2005 , 06:07 PM
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changes

I kinda hated the way the model looked so ape-like so I changed some things and added some details. This is all still in maya.

mental ray render GI and FG

Feel free to /comment /criticize /tear apart user added image

mayafreak3

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# 22 09-09-2005 , 06:08 PM
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close up

mental ray FG and GI closeup

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# 23 09-09-2005 , 11:44 PM
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new

worked the eyes and neck and ears

mental ray fg and gi

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# 24 09-09-2005 , 11:45 PM
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persp view

pesp view

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# 25 12-09-2005 , 09:06 PM
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newstuff

front

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# 26 12-09-2005 , 09:07 PM
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back

back

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# 27 12-09-2005 , 09:14 PM
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mesh

mesh

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# 28 12-09-2005 , 09:38 PM
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looks nice overall, just the abs to sharp, not sure if thats what you wanting, also his pants I think you would get a better result if it were a separate object, they seem a bit square-ish,
one more thing I noticed the topology in your does not seem to flow
here is a model I did after Kurts ninja tut, it's not perfect but it put me in the right direction, if you want I can post more wires to help

https://www.mvorster.co.uk/SimplyChallenges/frame.jpg
Dae


"I THINK, THEREFORE I AM"
René Descartes

www.mvorster.co.uk

Last edited by dae; 12-09-2005 at 09:48 PM.
# 29 12-09-2005 , 09:54 PM
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Thanks for the comments

Thanks for the comments Dae. I agree on the abs, going to have to work on the body alot still. Good point on the pants. I will still be adding alot of stuff. I was thinking of making the skin a little less perfect by adding some spiky parts. I have to attach everything still and do the hands(claws) and feet(claws).


Since a gargoyle is an inanimate object, I was thinking of embedding a gem into his forehead through which he is animated. A soul for the soul-less.

mf3

# 30 12-09-2005 , 10:09 PM
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on the topology

Dae, on the topology I'm not sure what you mean..I think it does flow. It gets compressed in the front of the armpit because I was trying to define the deltoid anterior(not sure if thats what your talking about or not).

mf3

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