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
# 31 06-08-2004 , 07:29 PM
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wow man u just saved me so much work lol. so far its looking almost exactly as i wanted it to look. hopefully by today or tomorow i'll have some nice screenshots of the head to post.

# 32 07-08-2004 , 08:44 AM
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looking good, i like nurbs too...


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# 33 07-08-2004 , 07:23 PM
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damn i am again not satisfied wit either the bottom part of the head or the nose, but i am satisfied wit the top part of the head wit horns. wat i'm wondering is if i should somehow extend the top part of the head and create the bottom part of the head, OR should i just make a new shape for the bottom part of the head like before?
here r the recent screenshots.

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# 34 08-08-2004 , 03:48 PM
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guys which way do u think is best to make this head (the one in pic attached). cuz i dont like my recent head. i'm trying to make more standing up creature. so which way would be best to make this head? should i stretch the top part of the head (where horns come off) to make the face part (this way it becomes very folded and uneven and annoys me like hell) or should i make like a new shape? if so which one is better nurbs, polygons or subdivs? then somehow attach it to the horns part.

i'v been trying like for 2 days almost and can't come up wit any ideas

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# 35 08-08-2004 , 08:30 PM
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Hi Vagyb. Nice model! Keep up the good work!


Imagination is more important than knowledge.
# 36 08-08-2004 , 09:27 PM
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hey, dude - have a go at polys, i find that nurbs are ok if you have 3 perspective views for depth, but polys seem to be good for organic models, and i find it easier to delete one side of the model, then duplicate the other side as and instance and then template it, as i am doing with the "sharkodile"... (he he)

keep at it dude...


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# 37 08-08-2004 , 10:36 PM
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aight thx man today i started working wit polys and they r very fun.

# 38 13-08-2004 , 08:02 PM
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any up-dates for us dude? looking forward to seeing some!!

cheers murph


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# 39 16-08-2004 , 03:55 AM
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damn i'm trying to fit the maya work into my schedual :S i got like absolutely no time. i did a few more updates but i'll post them later once i do a bit more.

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