This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
ok i decided to add rims, and rotors. even with 4 gig of ram and a geforce 7800 gtx graphics card, maya wont let me render it. it is saying running out of memor so i have to do my render without the rotors. hmm o well heres screen shots with it
and last shot with my super low pros. haha this would be if i wanted to squeeze 20's on my eclipse. It can be done, my boy has em and damn his tires actually thinner then mines lol but the ride sucks.
What he means is to use the Render Layers function in the Render Globals. This takes a little planning, as you'll have to render in successive layers, using alpha maps, so that you can bring them into a compositior (e.g. photoshop) for your final image. You kinda have to visual the backgound to foreground structure of your model.
There's no reason why you shouldn't be able to render that scene though. I'm using only 2 gigs of Ram, with a dual-core processor, and I've managed to render all my more complicated scenes so far. You probably just need to adjust your modeling to use less polys in your base mesh.
yea well what i usually do is model it and smooth level 3. I like highly smoothed crap because it just looks better. I know I should go with less polies but ive seen people model whole scenes with backgrounds n crap so I know they mesh has like 20 times what i have. I dont know this usually happens when rendering anything over 80,000 kb's i get "mr cant allocate so&so bytes" Ill have to try these layers tho
Just my opinion, but a level 3 smooth is probably over doing it. I've never smoothed higher than 2 subdivisions, and that third level is going to increase your poly count exponentially. Remember, the smoothing process is only as good as your base mesh. The more subdivisions you do, in reality, the MORE errors you'll see, as the subdivisions get small enough to pick up tiny bumps in your surface caused by vertices being a pixel or two out of line.
You can also try messing with the BSP structure, and memory settings in the Render Globals. Also, try decreasing the anti-aliasing a little. Often I find that the "Production" default settings are overkill for a quality still image. Also, reflections and refractions can effect the render hugely. The default settings of "10" reflections and refractions is too high for most images (unless you have a lot of glass). Most of the time I reduce them to around 6, and that alone decreases your render time. Optimizing a render can take a long time, but it's often necessary if you don't have access to a supercomputer.
This was my last poly wheel and tire. It was smoothed at level 2, and renders in just a few minutes, and my PC stats are lower than yours. If you try some of the things I mentioned, I'm sure you'll be able to get it to render.
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