Beer glass scene creation
This course contains a little bit of everything with modeling, UVing, texturing and dynamics in Maya, as well as compositing multilayered EXR's in Photoshop.
# 16 19-09-2007 , 06:23 PM
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Looking good man!

I think you can change the hardware texturing of the material to transparacy, not got maya open to have a look so not too sure, but i'm sure theres a way.


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# 17 20-09-2007 , 08:16 AM
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yeah - coming along nicely mate - and i think the trees look fine. user added image

# 18 20-09-2007 , 08:45 AM
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Looks pretty nice there mate.
and gster is right about that.
Select the object open the attribute editor and go to either hardware shading or texturing(can't remember which one it was) and change the display texture to transparency...


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# 19 26-09-2007 , 07:12 AM
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yeah I achieved that, thx for the help.
Now see what I'm getting.

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# 20 26-09-2007 , 11:34 AM
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I have textured the obelisc now. It looks quite better now :nod:
and here you see transparency is working user added image

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# 21 26-09-2007 , 11:52 AM
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Nice texturing, the only thing i want to say is to keep the proper scaling as for now the tree's seem a bit big to me in comparison to the ruin.
Also the pillars ar a bit to thick (this is easily solved by pressing r and ctrl click the y axis and drag down).
But i have to say that it looks promisinguser added image

# 22 26-09-2007 , 12:14 PM
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Yeah or maybe the ruins are too small xD, thanks for making me realise that user added image really
But I guess i'll let that for before I've textured more stuff. Because all that gray makes me sick aghhh
Thanks again.

# 23 26-09-2007 , 06:14 PM
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more texturing work and used a ramp texture in the sky user added image

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# 24 26-09-2007 , 08:57 PM
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nice texturing - definitely agree that the obelisk is looking a bit small compared to the trees - might be nice to pull back a bit so we can see a bit more ruins as well.

good work as always Legolas_hv! user added image

# 25 27-09-2007 , 03:20 AM
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looking sweet indeed, legolas. I have to agree with everyone else, though. The ruins are dwarfed by the trees.

When I look at these ruins I'd kinda like to see it in epic proportions. with a camera angle lower to the ground and the trees much smaller. I think it would be cool to push the scale of this work to a point where the audience says 'whoa...' - at the moment it's fairly reasonable in size if not even a little small, but it depends what you're going for.
Either way, it's looking real nice. Keep it up, man user added image

# 26 27-09-2007 , 05:30 AM
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I agree, great job on the texturing, especially the obelisc ...

user added image

# 27 27-09-2007 , 07:25 AM
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thx for the feedback user added image
yeah it would be cool to make this look mastodonticly big.
xD but I'm quite bad while planing scenes, because I've always preferred characters.

I don't know anything about perspective or how to cause that mega big look... I mean I don't wanna just make a render with a ruin that doesn't fit in the camera gate. people won't say whoa, they'll say wtf! this is a crap.
So I love this idea you gave me, but It will be difficult though :S

# 28 27-09-2007 , 02:41 PM
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The key to making things look big in 3D is a reference. The trees make the oblisk look small. IMHO you should add something that will be easy to compare the size to. People usually work but you could put in a camel or something else that has a recognizable size.

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# 29 27-09-2007 , 05:40 PM
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nice progress!

# 30 04-10-2007 , 08:52 PM
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thx sandman, I thought that including that reference object would seem like something I just made fit there... I guess a single object would not do it, I need the whole scene for reference.. so I made some sketches and I'm finally getting some results... I will change the whole scene.
Now the reference object is the complete surrounding... and for more clear comparision I guess I'll model a man standing by the obelisc.

Now look at the stairs I dug in the rock.. I think it works..

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