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
# 121 13-04-2006 , 08:45 PM
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# 122 14-04-2006 , 10:13 PM
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Verry good piece of work. Congrsatulations top of the tops user added image


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# 123 01-10-2006 , 08:47 AM
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dilberts much respect on the work man. love the renders but i think they are a bit dark at the bottom. those are some good settings for the paint and thanx for sharing, i normally use mi_phen_metallic for my paint.

# 124 01-10-2006 , 12:06 PM
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It look nice

# 125 01-10-2006 , 08:02 PM
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Everyone wants info on the paint shader it seems user added image I am wondering how you got the road surface. That is one texture that I have tried many times to make but it never turns out well. Any chance on getting a snapshot of your shading network on that shader? Chalk up one more in the "nice work" column user added image

# 126 02-10-2006 , 10:21 AM
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Sorry jassonator, it's not my texture for the road. I downloaded it off a website a long time ago. The guy who created it released it for commercial use, but I don't remember the website.

# 127 02-10-2006 , 10:27 AM
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This Porsche Carrera GT is also a pretty old model of mine. I've modified my rendering since then, and have also made new paint shaders. Here's a more recent car that I did. I much prefer these new render settings than the ones I used for the Porsche in this thread.

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# 128 02-10-2006 , 10:29 AM
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wow dilberts i really love your work .... looks really good ...glad to see you pop in and out sometimes

# 129 04-10-2006 , 03:05 AM
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Hi Dilberts,

Great stuff on the cars fella!!

Was just wondering if you could help us?

Sorry to pop a question here in the Carrera GT thread, but I'm looking to try and model the Bugatti Veyron, however I'm not sure on the best method to do this. The car is pretty curved,but I'm unsure of the best approach.

Which do you think would be better? Create a spline and extrude faces / poly model or model it in NURBS?

Many thank Dilberts and keep up the greatwork!!

Regs,

Keith

# 130 04-10-2006 , 03:54 AM
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it dose not look like Porsche Carrera GT its bmw z4 u read rims too logo for bmw


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# 131 04-10-2006 , 04:59 AM
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Keith, I would model that car with NURBS 100%. It has some nice long flowing surfaces that will be much easier to get right with NURBS. I might be biased though, as I model everything in NURBS now.

gaganjain. The picture above is a BMW Z4 Coupe. The car in the rest of the thread is a Porsch Carerra GT.

mmoore. I've been gone on business for a month or so. I haven't had time to do any 3D work since then. Been sketching some of my own insustrial designs though.

# 132 04-10-2006 , 05:08 AM
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well good to see you back mate .... I been busy also ...have a new edtion to my little family ...

cant wait to see your work and hope things are getting back to normal for you and can work your magic with maya ...

# 133 05-10-2006 , 12:59 PM
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cool car, looks like you do it for a living.

matt you got your finger on every tut in the book. well I know where to go if I need help.


take it easy and life will be easy
# 134 05-10-2006 , 11:16 PM
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I don't think I'm qualified to even compliment you for this great work of art... breathtaking user added image

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