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
# 106 17-09-2008 , 04:27 PM
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UVed the boot. Bought a cool little plugin to balnce out the uvs on multipe objects called UV Auto ratio from renderheads, does just the trick

Jay

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# 107 17-09-2008 , 04:35 PM
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thats a hot boot

# 108 19-09-2008 , 09:56 AM
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Thanks Acid

have a small update user added image

Ive been looking at alot of PVC boots (hehe) and these in particular dont have a great deal of creasing in terms of detail, though I've exagerated the sharpness of these just to bring them out a bit

Cheer
Jay

# 109 19-09-2008 , 02:20 PM
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Working on her 'gloves' with a z pass...

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# 110 19-09-2008 , 04:16 PM
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impressive glove

how do you do it? did you just duplicate the faces on the arm and play around with it?




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# 111 19-09-2008 , 04:18 PM
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nice boot. user added image

have looked at this a few times and always thought the shoulders kind of looked off - they just don't seem to have enough mass - maybe the clavicle needs to be raised...?

# 112 19-09-2008 , 10:27 PM
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Arran

Thanks, yeah Im aware on the shoulder, I believe I mentioned it on the first post.

Chirone

thanks, yeah I could have masked the arm in Zbrush to extract the mesh but I did it in Maya as I have selected sets on various parts of the model so I just used that option as I had it to hand, then just did duplicate faces command for that area...sorted, then as usual sent an obj to Zbrush. Once in Zbrush I did an inflate from the deformation pallete at a value of 4 to displace it and give it some thickness from the arm itself. I then went into project master at a very hi res (5million) and using the deformatiion, and normalise options with fade turned off sculpted the creases using the line tool then after brought back in the main 3d sculpting and shaped them and smoothed them out.

hope that helps
Jay

# 113 20-09-2008 , 02:05 AM
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thanks for the details user added image

can that be used if you were wanting to make tight clothes for a character to be animated?




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# 114 20-09-2008 , 02:33 AM
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Yeah just use dis or normal maps instead of hi poly

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# 115 22-09-2008 , 10:11 AM
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very nice work jay i like the grid image youre using for the uv mapping

# 116 22-09-2008 , 10:18 AM
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Hey Young Lion

PM me your email and I'll send it you

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# 117 22-09-2008 , 01:04 PM
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Originally posted by younglion
very nice work jay i like the grid image youre using for the uv mapping

I thought that was the material for the boot, until I realized it was all over everything. Add a nice red to it and it could be a sweet boot material no? user added image


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# 118 22-09-2008 , 05:54 PM
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alexanderH

LOl you are the second person this week to say that, I think a little re search as to who this character is and what colors she wears.

It would be severely bad taste to dress a character in a uv grid texture, non?

Anyway, updates nearer the weekend
Jay

# 119 22-09-2008 , 10:07 PM
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Originally posted by Jay
alexanderH

LOl you are the second person this week to say that, I think a little re search as to who this character is and what colors she wears.

It would be severely bad taste to dress a character in a uv grid texture, non?

Anyway, updates nearer the weekend
Jay

Hey, I never said it would suit the character.
But I can still say it'd be a fun texture. user added image
I shall wait patiently...:headbang: :headbang:


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# 120 22-09-2008 , 10:28 PM
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I know but check her colors out on google...

Jay

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