Maya for 3D Printing - Rapid Prototyping
In this course we're going to look at something a little different, creating technically accurate 3D printed parts.
# 16 03-04-2006 , 09:15 AM
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indy jones

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# 17 04-04-2006 , 05:44 AM
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Here is an update...I am pretty much done with this, maybe fine tune the rendering and the reflections on the blade, but this is about it.

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# 18 05-04-2006 , 06:17 AM
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This is my last update. Cheers!

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# 19 05-04-2006 , 08:53 AM
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The handle is looking nice user added image
Not too sure about the reflection in the blade though. The blade looks like its outside but the background and shadow under the sword make it look like its inside.

nice progress though, keep it up


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# 20 05-04-2006 , 02:49 PM
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Thx for the comments Tick. Is it that obvious the reflection map on the blade is from an outdoor envball picture? I may play a bit more to get a better shadow and use a different reflection map, and see what happens. I don't want to spend too much more time on this though...time to move on user added image

Thx again for the comments.

# 21 05-04-2006 , 06:02 PM
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Here is another shot, different HDRI image. It has a redish tint.

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# 22 05-04-2006 , 06:22 PM
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You can still use that first outdoor HDRI on your sword. Just create a directional light source, and apply some ray tracing to it.

Sword looks awsome BTW!user added image

# 23 05-04-2006 , 06:38 PM
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here you go

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# 24 05-04-2006 , 09:31 PM
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Hmmmm. I'm not seeing a difference between your earlier versions and this new version. What is your directional light's intensity?

# 25 05-04-2006 , 09:37 PM
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Looks good,

I think the refelctions on the blade might be a bit too high, can you "blurr" the reflection map that you've got a little bit to maybe reduce the effect, or reduce its effect overall effect in some way.

Maybe using a sampler node??


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# 26 05-04-2006 , 09:57 PM
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I guess it depends on what he likes. Some blades are very reflective, and some are not.

# 27 05-04-2006 , 11:47 PM
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The light with the raytrace on is a spot light with 150 intensity (quad). There is a second spot light with also 150 int (quad) but no raytrace on. The blade has # of reflactions set to zero bc otherwise it gets way too bright from the FG Dome (which has color and ambient maps). so right now its picking up all reflections only from the reflection map. Making the intensity on the spot light with raytrace on higher would make the shadow stand out a bit more, i'll try that see if it enhances the look. I am a bit worried it will create too big/strong of a spec on the blade.

# 28 05-04-2006 , 11:52 PM
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hmm.. and THX, there is a bit of a difference on the shadow between the last render and the one above the redish one user added image, very subtle though, the one above is from FG only, the one below has both FG and the raytraced one.

# 29 06-04-2006 , 12:14 AM
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Man this sword looks sick. I have no complaints

# 30 06-04-2006 , 01:29 AM
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there is a bit of a difference on the shadow between the last render and the one above the redish one , very subtle though

I see that now.user added image

What kind of lighting are you trying to achieve? Are you going for an indoor effect, or an outdoor effect?

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