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 05-01-2004 , 01:33 PM
Dragonhawk's Avatar
Registered User
Join Date: Jul 2003
Location: Germany
Posts: 457

Jan/Feb - Dragonhawk- Noob

hmm i will try it...but i'm not sure if i'll try to make it as low poly or high poly.But I#m sure i will not texture it cause i cant...lol

# 2 17-01-2004 , 07:42 PM
Dragonhawk's Avatar
Registered User
Join Date: Jul 2003
Location: Germany
Posts: 457
Haven't been using maya for a lot of time...now i'm back hahahaha.!!!
concept:

Attached Thumbnails
# 3 17-01-2004 , 07:54 PM
Dragonhawk's Avatar
Registered User
Join Date: Jul 2003
Location: Germany
Posts: 457

Image Plane Setup

here i've installed the image planes....

Attached Thumbnails
# 4 17-01-2004 , 08:16 PM
mtmckinley's Avatar
The Maya Mountain
Join Date: Aug 2002
Location: Seattle, WA
Posts: 8,245
Nice concepts user added image

Looking forward to it!

# 5 20-01-2004 , 08:38 PM
Dragonhawk's Avatar
Registered User
Join Date: Jul 2003
Location: Germany
Posts: 457

Modeling Part 1

hmm my mistake was that i created a cube with too many subdivision...i had had to use a simple cube and then use the poly split tool .Would be better and safe more time.

Attached Thumbnails
# 6 20-01-2004 , 09:20 PM
Dragonhawk's Avatar
Registered User
Join Date: Jul 2003
Location: Germany
Posts: 457

Modeling Part 2

Here is my upper Torso part...i think im done with it mostly...i only have to make details....other comments?PLZ COMMENTS!!!

btw:Who have done such a comparision before?what you say?Noone? man im good .......lol....just kidding....

Attached Thumbnails
# 7 24-01-2004 , 09:30 AM
twisteddragon33's Avatar
Registered User
Join Date: Apr 2003
Location: New York, USA
Posts: 1,945
seems a little blocky near the bottom with lots of faces that dont seem to need to be there. Ide say on the unsmoothed model flesh them out a bit, then resmooth.


________________________
AIM: SublimeDragon33
Catch me if i'm on. Always up for a chat.
e-mail: sublimedragon33@gmail.com
# 8 24-01-2004 , 02:33 PM
mtmckinley's Avatar
The Maya Mountain
Join Date: Aug 2002
Location: Seattle, WA
Posts: 8,245
I'd agree. One method that you might want to keep in mind is not adding geometry until you really need it.

# 9 24-01-2004 , 03:37 PM
twisteddragon33's Avatar
Registered User
Join Date: Apr 2003
Location: New York, USA
Posts: 1,945
thats pretty true. I recomend going back into the unsmoothed version, and delted edges untill you get back to a reasonable number, its easier to extrude out or split poly to increase the number, harder to go back later and trim them out. And its overall easier to conform a small mesh to your liking than an imtimidatingly high mesh.


________________________
AIM: SublimeDragon33
Catch me if i'm on. Always up for a chat.
e-mail: sublimedragon33@gmail.com
# 10 28-01-2004 , 08:27 PM
Dragonhawk's Avatar
Registered User
Join Date: Jul 2003
Location: Germany
Posts: 457

All needed

Well firstly I only smoothed my model in order to show you the torso result...but because i'm not done with the whole upper body I use the unsmoothed version of course...the last step is smoothing fo me....
Secondly all the geometry is needed in my view.maybe i can merge some edges like the triangles on the unsmoothed version or so but mainly it is done....

Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is Off | HTML code is Off

Similar Threads