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
# 31 15-09-2005 , 09:00 PM
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Dave
Send me a couple of good shots on my email and Ill see what the best way will be

Jay

# 32 17-09-2005 , 12:25 AM
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wow! i love everything about this.

you modelling is so simple... but so smooth. Fantastic work


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# 33 18-09-2005 , 11:23 PM
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I've got most of today off from work so I plan to hammer out the rider as completely as I can in the next few hours. Heres the first bit ... I don't think I'm going to model eyes since he will probably wear goggles or a helmet that will obscure them anyhow. This geometry needs a little cleaning up but you get the idea ...
https://tenthchoir.com/Sept_Oct_Challenge015.jpg

# 34 18-09-2005 , 11:35 PM
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t1ck135- After spending some serious time reducing polys on the wings the model weighed in at just over 5000 polys. Of course this doesn't include the rider and all the little extras still to come ... yipes!

Dae - Thanks! I admire your work. Your comments mean a lot to me.

Legolas- Thank you! Your entry is coming along very well and I appreciate your concern over the wings but I assure you I have a plan my friend!

Jay- You are most definately THE MAN for your offer, but I must go these murky waters alone. As long as I take the model one peice at a time the UV situation seem to be sorting itself out quite well.

Joshlobo- Thank you for your comments. You are too kind!

OK ... back to it!

Dave

# 35 19-09-2005 , 12:46 AM
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# 36 19-09-2005 , 05:24 AM
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This is as far as I could get today. The spikes on the shoulder are a bit of test just to see how they might look as a design element. I didn't do a sketch for this guy and its bogging me down a bit as I try this and that. Hopefully tomorrow I can model his helmet.

https://tenthchoir.com/Sept_Oct_Challenge017.jpg

# 37 19-09-2005 , 05:48 AM
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looking good, as always.
are you going to animate them? if so, wouldn't it be better to give him a straight face, and then make him frown with blendshapes later?

# 38 19-09-2005 , 08:15 AM
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looking very nice user added image

As an experiment after the competition you could have a pack of riders each with varying characteristics, maybe even in a game along the lines of speedball 2 - that'd be cool user added image

Well impressive.


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# 39 19-09-2005 , 11:22 AM
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Simply fantastic. The more impressive to me is the way you can give expressiveness for your models, using low poly geometry only. I hope some day I could have this ability too. Congratulations. :bow:

# 40 20-09-2005 , 01:59 AM
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Utpal - I don't know if I'll try to animate this or not. I do want to pose it so simplified rig is planned. As far as the guy's expression goes I figured I would just model a scowl on his face and leave it at that ... for nowuser added image

tick135 - Man, I wish I had the time! I may end up using this model for one of my personal projects if it turns out well.

jramauri - Its so nice to get such a compliment from an artist as obviously talented as you. Thanks, buddy!

All the major modeling is done. The helmet is tilted up so you can still see his face. I'm debating wether or not just to leave it out completely. That thing off to the right is his shield ...

https://tenthchoir.com/Sept_Oct_Challenge018.jpg

# 41 20-09-2005 , 02:08 AM
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# 42 21-09-2005 , 06:27 AM
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# 43 21-09-2005 , 04:57 PM
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Cant wait to see the rider on the bird, awsome work!:bandit:

# 44 23-09-2005 , 05:50 AM
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Very impressed

I like your models very much. Everything is nicely organized too. I think the way you rendered your models really helps in displaying them.

Keep up the great work.

# 45 23-09-2005 , 06:59 AM
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All looking Schweeeet!!

Jay

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