This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with
complex objects.
Gtfo! That looks great! You've had your nose to the grindstoned eh . It's paying off. Only thing that that I can say is that the tree trunk silhouette is pretty smooth for such a bumpy looking bark texture.
Cheers guys! Yeah, i just loving doing environments. Always have since i did maps for different games in quark, hehe! I agree on the tree trunk thing. The trunk is actually a paint FX stroke which i applied 2 bumps + a displacement map on. I puched the bump to 1 and put a really high disp value with no great result. But i think i will end up modelling the trunk myself and putting it into zbrush ^^
Using mental ray. Alpha gain set to 5 and offset to -5 gonna look into it later. Can't use the approximation editor for paint fx, so i did a regular smooth. But there is displacement. Did serveral rendertests with the tree alone. But maybe it's cause i rendered the fog by itself? I only put a lambert black hole on the tree without attaching the displacement map from the color photo?
That's pretty incredible. Mind doing a short tut on building plant matter? You seem to have done a terrific job blending different shrubberies together. My only crit is that the fog seems a bit strong for this type of scene. I don't know, the bright fresh green in the foreground doesn't seem to mesh with the somber desaturation of the background.
Cheers guys! Yeah, the fog is rendered seperately. So i just duplicated the fog layer in photoshop until i got the amount of fog i liked. But i could reduse it in post
Yeah! Would be fun to do a tut. What did ya want to know? To do it from scratch? Or just getting the materials right? Cause it's a blend between making shaders, particle emitters and hero objects
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