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 23-09-2003 , 02:21 PM
mtmckinley's Avatar
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Finished Normal Entries for September

Please post your final images and descriptions here. Now, remember, this challenge requires a number of things for the final.

1) Post all beauty shots of your finished, textured art assets seperately, and if you'd like, all put together. Remember, only screen shots!

2) Post TRIANGULATED wire frames, or, preferably, wire-on-shaded shots of your finished art assets with the PolyCount displayed in the HUD.

3) Post your texture maps in their full size.

4)Write a small description telling which concept you chose, what game genre you designed for, how many textures at what resolution, and polycount.

Remember, the #1 criteria in this challenge is following the rules. If any rules are broken or ignored, it would seriously dampen your chances to win this challenge, but on a more serious note, it would hamper your job had this been a real job assignment!

The #2 criteria is the artist's ability to capture the look and feel of the concepts. From there, the judging will take place.

No matter what, keep in mind that the ONLY real driving force behind this challenge was to prepare you for real-world requirements in a real job! I hope this challenge hasn't let you down. user added image

Good luck!

# 2 29-09-2003 , 11:15 AM
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Chris_H- Normal_ Character Entry

Well, here goes nothing.

Concept = Action Character
Genre = 3rd person action adventure game.
First character = 2269 polys, 1x512 map for the body, 1x 256 map for the head.

https://www.thecloudcatcher.com/post/glad_tex.jpg

https://www.thecloudcatcher.com/post/gladhead_tex.jpg

https://www.thecloudcatcher.com/post/glad_layout_01.jpg

Second character = Female support unit
3000 polys, 1x512 map for the body, 1x 256 map for the head.

https://www.thecloudcatcher.com/post/red_dress.jpg

https://www.thecloudcatcher.com/post/bitch_head_tex.jpg

https://www.thecloudcatcher.com/post/wire_witch.jpg

https://www.thecloudcatcher.com/post/3_witch.jpg

BTW....sorry if this is message is too heavy on images. If it's
a problem for anyone I don't mind it being edited user added image

Final composition.

I just managed to get both of my characters rigged for animation.
The backround is set up using paint fx to polygons, and the image
is a straight screenshot from maya, no rendering user added image


https://www.thecloudcatcher.com/post/reduc_tex_01.jpg

I have totally enjoyed taking part in this challenge and have learned a hell of a lot. The brief was far better than any I had while studying at college and has given me a much better idea about work in the real world.
Also, it's been realy good getting to know some of you a little, and thanks for all the great feedback.

Chris

# 3 30-09-2003 , 11:24 PM
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Ok here we are; sorry I don't have my own image host so this will be a bit of a scroll moment.

Firstly I have only completed one character, the other is at the same stage as in the thread although it is fully UV mapped.

All pictures of the character are non lit regular print screens from Maya.

Concept: Action character
Game: Action RPG / MMORPG
Poly Count: 2752 with weapons
Textures: 1 256 and 2 512s

Image one:Shaded triangulated poly count in hud.

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# 4 30-09-2003 , 11:27 PM
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Image 2: Texture maps.

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# 5 30-09-2003 , 11:29 PM
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Image 3: Overall character shot

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# 6 30-09-2003 , 11:32 PM
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Finally a few other views.

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