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
# 61 11-04-2006 , 07:43 PM
t1ck135's Avatar
Registered User
Join Date: May 2004
Location: UK
Posts: 1,991
cheers guys, everyone who mentioned about the leg pose was right user added image

I'm not too up on the rendering yet THX1138 but when the modelling is done I'll have a try at a clay render with mental ray for you user added image
Dont know why its a fairly quiet competition, I'm finding the hard edge modelling difficult which might put some people off. Saying that I've been playing eve-online a fair bit and when you dont have much time to do both gaming and modelling then it cuts into a bit too much user added image

Yep 'heavy weight' is looking a bit sturdier now 13th though the arms need some work user added image

Here's the face with a basic sculpt. Dont think I'm going to do much detail around this area.

https://www.flash-fx.net/3D/images/tr...rs/model7b.jpg


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
www.flash-fx.net
# 62 11-04-2006 , 09:40 PM
THX1138's Avatar
19 year Veteran
Join Date: Sep 2002
Location: U.S.A.
Posts: 2,140
I understand that this competition doesn't revolve around "rendering skills"; I still think you should be practing it none-the-less. Even at your current stage of modeling.

# 63 13-04-2006 , 09:15 AM
t1ck135's Avatar
Registered User
Join Date: May 2004
Location: UK
Posts: 1,991
valid point THX1138, I should really. When I get a spare day or evening to have a crack I'll see what I can do.

Here's the underlying structure of the arms/legs in place. Not finalised yet but probably what I'm going to use.

https://www.flash-fx.net/3D/images/tr...rs/model8a.jpg


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
www.flash-fx.net
# 64 13-04-2006 , 01:07 PM
joed8349's Avatar
Registered User
Join Date: Feb 2004
Posts: 261
It looks to be coming together nicely. Keep up the great work.

I know I don't have the great rendering skills these other people have, but I do know that it does help the final image/animation a lot more than some people would think. On the other hand, the rendering may not be that important if the animation is really good.


<br><b><a href="https://euphrates.wpunj.edu/students/dimperioj" target = blank> My Website </a>
# 65 19-04-2006 , 07:22 AM
t1ck135's Avatar
Registered User
Join Date: May 2004
Location: UK
Posts: 1,991
Just a quick question to anyone who reads this (hopefully).

How is everyone going about creating/rigging the final transformer?
I've got the model with loads of parts to it (grouped into major body parts) but am not sure how easy it is to rig it as I've only ever rigged a solid object. Do you need to create a skeleton and bind it to the grouped transformer or do you have to combine all the polygons first so it works as a single object?

Any help/ideas/methods would be cool to hear about as I'm a bit worried about jumping in and wasting loads of time to find that it doesnt work.


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
www.flash-fx.net
# 66 19-04-2006 , 08:52 PM
THX1138's Avatar
19 year Veteran
Join Date: Sep 2002
Location: U.S.A.
Posts: 2,140
All you have to do is group all your geometry to your skeleton. Once it is grouped you can pose your model and keyframe it.

Be shure you lable your skeleton aswell as your geometry ( abdomen, waist, chest, neck, ect.. )

# 67 20-04-2006 , 07:22 AM
t1ck135's Avatar
Registered User
Join Date: May 2004
Location: UK
Posts: 1,991
thanks for the information THX1138 user added image some things in maya are still beyond my comprehension

better crack on and get this baby fully UV'ed and rigged!


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
www.flash-fx.net
# 68 20-04-2006 , 10:42 PM
Gamestarf's Avatar
Subscriber
Join Date: Feb 2006
Location: Netherlands
Posts: 165
looking good :attn:

# 69 23-04-2006 , 05:08 PM
t1ck135's Avatar
Registered User
Join Date: May 2004
Location: UK
Posts: 1,991


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
www.flash-fx.net
# 70 23-04-2006 , 05:29 PM
arran's Avatar
Registered User
Join Date: Dec 2005
Location: Brooklyn, NY
Posts: 3,708
Glad to see that you are still in the competition T1ck. Your robot is looking very cool.

# 71 23-04-2006 , 07:29 PM
Registered User
Join Date: Jul 2004
Location: Northern California
Posts: 445
The whole piece has some good character.

Good luck in the home stretch, Si

Dave

# 72 25-04-2006 , 07:44 PM
t1ck135's Avatar
Registered User
Join Date: May 2004
Location: UK
Posts: 1,991
Cheers guys - not had much time recently hence the lack of posts.

Here's the boat stage with its rear mounted engine.

I'm working on a quick animation so you can see where all the bits are used and am hoping to get a quick playblast done in the next day or two.

No time for texturing so I'll probably add some more detail to the boat and bot stages but thats gonna be all user added image

https://www.flash-fx.net/3D/images/tr...s/model10a.jpg


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
www.flash-fx.net
# 73 25-04-2006 , 09:03 PM
arran's Avatar
Registered User
Join Date: Dec 2005
Location: Brooklyn, NY
Posts: 3,708
Good work T1ck user added image You have put a lot of effort into this latest challenge. Maybe you could add a couple of port holes and an anchor (possible weapon?) just to give the boat a bit of detail. Just an idea...

Looking forward to seeing your playblast. It's a shame that they didn't give everyone just a little bit longer as there have been a lot of promising ideas in this challenge.

Hope you manage to get everything finished in time!user added image

# 74 25-04-2006 , 11:20 PM
13th_resident's Avatar
Subscriber
Join Date: Feb 2006
Location: London
Posts: 703
times ticking by, fast.
i looking too seeing heavy's animation.


A pint of example is worth a gallon of advice!!
# 75 26-04-2006 , 07:22 AM
t1ck135's Avatar
Registered User
Join Date: May 2004
Location: UK
Posts: 1,991
good ideas with the portholes and anchor arran, it does look rather bland at the minute user added image
I guess with two models on the go at once you can forget to keep looking at the reference pics.
hmmm, a weapon....I've got a load of deck space to create something with so maybe that'll be where it sits - better crack on!

definately 13th_resident user added image I'd better get heavyweight to a half decent stage!


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
Jan/Feb Challenge 2007 Entry and W.I.P
May/Jun Challenge 2006 Entry and W.I.P
Mar/Apr Challenge 2006 Entry and W.I.P
Jan/Feb Challenge 2006 Entry and W.I.P
Nov/Dec Challenge 2005 Entry and W.I.P
Sep/Oct Challenge 2005 Entry and W.I.P
Jul/Aug Challenge 2005 Entry
www.flash-fx.net
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