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
# 1 23-03-2003 , 02:14 AM
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I figure out how to do weels

emmm I can make it better ....:banana:


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# 2 23-03-2003 , 02:46 AM
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Imagine the potential......Since I joined this forum, every day has brought some small piece of info that totally changes my Maya experiance. When I see work like what Brian has been doing and others...I get that this is just the tip of the iceberg........:banana:


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# 3 23-03-2003 , 03:08 AM
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yep ..thats right baby


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# 4 23-03-2003 , 03:17 AM
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Polys, NURBS, or Sub-D's?


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# 5 23-03-2003 , 04:47 AM
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Brid those are pure polys.
just play with extrude face...nothing else!


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# 6 23-03-2003 , 03:25 PM
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I really like those type of wheels. Nice job anita user added image


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# 7 23-03-2003 , 04:43 PM
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that is a cool start for a wheel. a few suggestions though, if you dont mind:
  • the extruded faces might be better if they are not so regularly extruded
  • the edges of them might be better if you round them (e.g. smooth) a bit
  • the form of the nipples maybe not quad, but something with non 90 degree corners
and then i have a question, did you use duplicate with transform?


I-Iybrid: Polys, NURBS, or Sub-D's?

does it really matter if it is nurbs, polys or subd? it gets triangualted on the way to get rendered anyway. or do you think higher about someones result (and nothing else you look at here) if it is "only" poly (no offence anita)? convert nurbs->poly, subd->poly, poly->subd, and in 4.5 subd->nurbs does all the tricks. if you limit yourself to just one toolbox within maya you simply not use the full potential you might be able to get out of it - but that is just my 2 cents.


Last edited by BabyDuck; 23-03-2003 at 04:46 PM.
# 8 23-03-2003 , 04:56 PM
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I understand what you mean BabyDuck. I was just curious as to which she used, thats all.


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# 9 23-03-2003 , 11:59 PM
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thanks Brid..and babyduck thankx also fo the suggestions...the whole thing u see is just one piece of geometry!.no duplicates no transforms the simplest way in history ..= extrude face.user added imageuser added imageuser added image
but i like it too...


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# 10 24-03-2003 , 02:41 AM
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anita, what i meant with "duplicate with transform": model a slice of the wheel at whatever precision you like, then duplicate with transform. first time to line up the rotation, and then just repeat it (with pressing "D" in default setting) many times. after that select all the pieces, combine, merge vertices. done. one piece geometry. if you dont like history, just delete the history afterwards. it might not be effective? well, that might be true if the only thing you did was extrude face. but add more complex modelling, and i am sure you dont want to do it for each nipple seperately. then the duplicate with transform or possibly a animation snapshot abused for modeling might pay off. complicated to use or understand at first, but fast, very powerfull and efficient once you opened your mind.

and never forget: there is always at least 2 ways to do things in maya, usually even more user added image

# 11 24-03-2003 , 02:49 AM
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Im gona try that right away thankx baby!!user added imageuser added image


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# 12 24-03-2003 , 06:52 PM
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Cool start.

Are you going to model a vehicle to put those onto?


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# 13 25-03-2003 , 06:04 AM
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euuh maybe...user added imageuser added imageuser added image:


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