Beer glass scene creation
This course contains a little bit of everything with modeling, UVing, texturing and dynamics in Maya, as well as compositing multilayered EXR's in Photoshop.
# 16 23-05-2007 , 06:37 PM
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# 17 24-05-2007 , 06:03 PM
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yer i like it as well (although its missing from this update).

just setting up a final pose for the final renders

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# 18 25-05-2007 , 11:22 AM
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here`s todays workload..

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# 19 25-05-2007 , 11:24 AM
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and a close up of the work so far.

things to do.

eyes textures
build and texture a sword
bump map tweaking
some light tweaks

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# 20 25-05-2007 , 01:29 PM
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Looking good. My only crit is that the character is obscured by the background. hard to see him. Maby a rim light would help to make him pop.


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# 21 25-05-2007 , 02:03 PM
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yer that was just the default render. I normally change the background color as I use final gather a lot, but it was just a grass test so I could not be bothered.

The background will be a lot more colorful.


# 22 25-05-2007 , 06:28 PM
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Hope you can get the rest of your texturing done in time because your work is looking pretty good. Adding the cape was a great idea and a sword will definitely go nicely with it. I also really like the platform you made for him too. Can't wait to see it once you get decent background behind him (so he stands out more as mentioned already).

Nice work tweetytunes.


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# 23 26-05-2007 , 12:02 AM
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Nooo, no eyetextures. I love the undead feel to him now. Ooops I play too much WoW, busted. The cape's class.


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# 24 30-05-2007 , 12:42 PM
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Congrats on a really well though out scene Tweety.

I like it very much. Looking very good.


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# 25 30-05-2007 , 12:47 PM
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Wow, tweety, you really gave that base quite a bit of attention user added image

Reminds me of WH40k model bases.


# 26 30-05-2007 , 03:08 PM
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well thx guys.

its all down to work really. Been learning syflex and ncloth for awhile now so I added the cape and the last 2 weeks been working on backgrounds/vue/and paint effects and thought I`d give him a cool base. The war hammer look was not intended but gladly excepted as a compument.

got the eyes and teeth done now but I`ll away from the model at prez so will post after. Now on with the sword and with the extra days the bump maps.


# 27 31-05-2007 , 03:31 PM
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well a bit late.

but here is the face details and the sword so far

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# 28 31-05-2007 , 03:32 PM
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whoops wrong image heres the one i was meant to post.

Well at least you can now see how the sword fits with the model. The case still needs texturing.

Now going to a degree show this weekend to find some new animators for work back at my old uni in Swansea, so I`m hoping to get this finished on the trip.

Can I just say how cool this model is mike - loved working on it

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Last edited by tweetytunes; 31-05-2007 at 03:47 PM.
# 29 31-05-2007 , 04:07 PM
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ha ha - excellent work mate! Love the expression on his face and the pose - just a couple of small crits - i think the hand that is pulling the sword out should be turned the other way - so the top of the hand is facing upwards - that would be a much more natural way to pull out a sword - i think. also, lets see the model on something other than a black background - just so we can see it! last - it might be nice to have just a bit more of a forward bend in the upper body - not sure - maybe!

good job mate! user added image


Last edited by arran; 31-05-2007 at 04:10 PM.
# 30 31-05-2007 , 05:35 PM
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yer me and my girl friend have been trying to figure out which way to have the hand, so I`ll think I`ll render both and see which one looks better.

and heres one just for you (u down with the blue yet ????)

current render time 14 seconds with the grass SWEEEET !!!

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Last edited by tweetytunes; 31-05-2007 at 05:47 PM.
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