Maya 2020 fundamentals - modelling the real world
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# 76 19-08-2008 , 02:25 PM
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# 77 20-08-2008 , 02:30 PM
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DONE TEXTURING!!! (basicly)

The logo:
https://img181.imageshack.us/img181/8772/temppj0.th.png

Now I need to figure out how to use shadows in this scene...

I've also started experimenting with 3D liquid but I think it's not what I need in this case. Anyone knows how to get a feeling of dust?

C&C&Help please,
Benny


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# 78 20-08-2008 , 06:54 PM
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You've done a really great job on the texturing and modeling. As for shadows, there should be some really great information in your help files (F1). But the very basics, is to select your light and then in the attributes, under the shadow section, check either "use dept map shadows" or if you are going to render with Mental Ray, check "Use Ray Trace Shadows".

For Dept Map Shadows: 1) Higher Resolution makes cleaner shadows but increases render time. 2) Filter size adjusts the sharpness of the shadow edges whether you want soft shadows or harsh shadows.

For Ray Trace Shadows: 1) Higher Light Radius makes shadows softer, lower radius makes shadows harsher. 2) More shadow rays makes cleaner shadows, less rays makes shadows more grainy looking.

For more detailed shadow information, search around in your help files, but this should give you a decent start. Good job so far BennyK


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# 79 20-08-2008 , 10:16 PM
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Thanks Perfecto but I know how to do shadows. the problem is the creativity it takes to create the light in a way that the shadows will look good (with the fridge door blocking the whole interior it is tricky to get realistic shadows and still make the scene look good).
Here's the render with more work on the lights + shadows on:
https://img154.imageshack.us/img154/6374/tempaq6.th.png

Still need help with the dust...
C&C please,
Benny


When in doubt, delete history and freeze transformations.

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# 80 21-08-2008 , 02:51 AM
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what about using a particle emitter?
have a -ve run up on the timeline so frame1 (or does it start from 0?) will have some particles

or maybe just texture on some particles? merik was playing with texture layers before, so maybe you could do something similar




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# 81 24-08-2008 , 10:02 AM
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Thanks for the advise Chirone. I could use some tutorial or something so I'll have a better clue what you're talking about user added image (:headbang: :headbang: :headbang: ). I've experimented with fluid emitters and other 3D fluid container stuff and I might just use it in the end, but I need a lot more practice on this...

I did a lot more work on the environment meanwhile:
https://img237.imageshack.us/img237/9016/tempso6.th.png
Re-textured everything and added the wire fence...

C&C please,
Benny


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# 82 24-08-2008 , 10:11 AM
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Looks good. I like the way you made the fence.

Good luck user added image

# 83 24-08-2008 , 10:24 AM
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haha, oh i actually have no idea what i'm talking about

it's just theory... i haven't actually tried it out

i just know what particle emitters do, and know they only emit particles after you've hit play

and i watched Kurt's free cloth tutorial and he talked about a negative timeline as a runup




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# 84 24-08-2008 , 01:30 PM
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Another render (17:03 - new personal record...) :
https://img176.imageshack.us/img176/4169/templf3.th.jpg
Did some more work on the fence, imported the environment and created some new lights - I'll probably be going with a night shot.

At this point I'm almost ready for the final render I think so any critics, no matter how small will be helpful...

Benny

PS-
Todo:
*Dust
*Fix fence's left side where the rocks and concrete aren't intersecting smoothly
*Add nails for the plywood


When in doubt, delete history and freeze transformations.

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# 85 24-08-2008 , 02:27 PM
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Looking at the render i would say you need to add a bump to the shed roof and walls or if you have one already you need to increase the bump depth.
The other thing that stands out for me is the chrome handles/hinges ect, i think there should be at least a little spec of chrome here and there so you could add a chrome shader but also add a spec map and relection map to limit where the chrome appears.




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Last edited by jsprogg; 24-08-2008 at 04:12 PM.
# 86 24-08-2008 , 02:50 PM
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yeah - i agree - also the textures on the ground and shed are just too plain and lack variation / wear.

# 87 24-08-2008 , 03:35 PM
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Arran: I'll see what I can do about it as soon as I go back to modeling...
Jsprogg: Can you (or somebody else) please explain what's a Chrome shader, how do I make one and how do I use it?

Thanks guys,
Benny


When in doubt, delete history and freeze transformations.

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# 88 24-08-2008 , 04:11 PM
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Here is a basic chrome shader that you can import into your scene....

Attached Files
File Type: mb chrome.mb (4.0 KB, 120 views)



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# 89 25-08-2008 , 03:49 AM
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Thanks jsprogg, it helped a lot...
Added some Chrome to several objects, increased bump depth(a bit too much, I'll fix it in the next render), fixed some parts of the fence and minor lighting issues.
I also changed the resolution to a 1k square so not that much of the sides will be visible.

https://img170.imageshack.us/img170/7979/tempmf3.th.png

C&C please,
Benny


When in doubt, delete history and freeze transformations.

My latest snake game
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# 90 25-08-2008 , 07:31 AM
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i notice that your chain link fence is casting a shadow on the ground. Is the shadow a separate piece of geometry or is it really from the fence? If the fence is an alpha map, how did you get it to project a shadow like that?

I've never done much with alpha maps so I'm clueless.

Or did you model the fence?


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