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
# 16 08-08-2004 , 07:56 PM
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5th or 6th attempt...

finaly getting a feel for this model, it's hard steering away from the traditional crocodile, and putting a dino-theme in there but i THINK i am achieving it...

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# 17 08-08-2004 , 07:59 PM
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and another

user added image

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# 18 08-08-2004 , 08:18 PM
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wow really nice, could i ask how exactly u did the head? how do u make all those curves and foldes and shit? u use polygons rite?

# 19 08-08-2004 , 08:24 PM
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Nice model mate. Maybe post a wire. Anyway the eyebrows make it look like a girl. Is that what you were going for?

Nice work. Keep it up!


Imagination is more important than knowledge.
# 20 08-08-2004 , 08:31 PM
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-(vagyb)-

yeah i've used polys, but this is the first time i have ever used polys, raise a couple of edges or vert's up and then use the smooth command from the poly menu, or can utilise the sculpt tool on very very fine, i am sure there are ppl laughing at my miss-use of these tools and there are proberly better ways of doing it, but if it works eh?

right i am off now to scope out the rest of the competition....

chheeers...


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Last edited by murph; 08-08-2004 at 08:36 PM.
# 21 08-08-2004 , 08:34 PM
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peltra,

lol user added image cheers dude, my wife said exactly the same thing about the eyebrows 10 mins ago, but no i wasn't aiming for it to be a girl... they were supposed to be manly armour plates for his eyes, maybe need to rework them a bit...

good luck again w/ the Egg...


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# 22 08-08-2004 , 09:12 PM
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wireframe on shaded... his name is "SHARKODILE"!

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Last edited by murph; 08-08-2004 at 09:40 PM.
# 23 08-08-2004 , 10:41 PM
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man the more i look at it the more i like it hehe. good job, i can't wait to see the final result.


edit: btw i love the eyebrows hehe

# 24 09-08-2004 , 07:55 AM
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Hi Murph it's looking good , here's a general rule for you when working with polygons ...try to stick to 4 sided faces,I noticed on your model you have quite a few nth sided (meaning 5 or more) and quite a few 3 sided too.You can get away with the odd 3 but if you leave those 5's ect ,if you wanted to rig and animate it in future it would make it really difficult.
to get rid of the 5 sided ect use the split polygon tool and add some lines and maybe delete a few to try and clean it up , the result will be a lot smoother mesh.

Hope this doesn't put you off cause you are doing well, but just wanted to start you out right.

goodluck dude.

# 25 09-08-2004 , 02:13 PM
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advice heeded

cheers dude, i will address that right away, by the next update arrives (after these couple) i'll have it sorted...

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# 26 09-08-2004 , 02:17 PM
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and this...

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# 27 09-08-2004 , 02:19 PM
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like this?

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# 28 09-08-2004 , 02:58 PM
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yes that is exactly right , you should try to avoid the creating areas like the red areas, it's not too hard to add a few splits or maybe delete a few to make the geometry more or less all quads.Don't be too worried if you have an odd triangle here and there as sometimes it is kinder hard to avoid , but definately avoid 5,6,7 sided ect.

# 29 09-08-2004 , 03:00 PM
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I love the actual model, good work.

# 30 09-08-2004 , 07:53 PM
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after advice (cheers Jsprogg),

heres another afternoon infront of a vdu...

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