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 29-01-2004 , 08:29 PM
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Vehicle: '96 McLaren FINA BMW Motorsport (GTR)

This is the 1996 FINA BMW Motorsport GTR variant of the McLaren F1. Some of the parts from the LM are altered or completed replaced, and of course it has the energetic color scheme and all of the sponser liveries. I find this to be the most attractive and interesting looking McLaren of all the ones I've seen, so I strove to make a good replica of it.

Modeled in Maya 4.5, subd's and NURBS, rendered with mental ray, standard shadow-mapped lighting

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# 2 29-01-2004 , 10:51 PM
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Great job of texturing but i still think i like the showroom paint finish more.

The top one looks good enough for the gallery in my opinion.

# 3 29-01-2004 , 11:02 PM
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Class looking car. What about putting an environment map on it to enhance the realism?

# 4 31-01-2004 , 02:21 PM
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the reflections on the front windshield on the right side seem too blosky. looks weird.


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# 5 04-02-2004 , 09:40 PM
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Excellent work man!!



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# 6 06-02-2004 , 11:50 AM
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Wow!! This is good man! Can u do a tutorial for this??

# 7 06-02-2004 , 03:38 PM
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What a fantastic car. Your texture work is excellent

# 8 06-02-2004 , 06:54 PM
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great work user added image


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# 9 06-02-2004 , 09:18 PM
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Thanks guys, I appreciate the kudosuser added image

cathura, a tut on this car would be a rather long and cumbersome task that I just don't have the energy for. The key with boxmodeling in general is to understand how a crease is formed by two edges close together and how to create a round hole in a flat object. After that, its just a matter of roughing out the shape and then refining it, and also having the 'eye for detail' so you canm match what you're making to what you're looking at. Just keep in mind that box modeling also has its disadvantages too -- ultra poly heavy models. I'm going to focus more on my NURBS modeling skills for awhile I think..


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# 10 07-02-2004 , 01:09 AM
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this is really some good work hear. hows about a wire.

# 11 07-02-2004 , 05:17 AM
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This looks great. The only thing I will pick on id the first image. The fractal on the dash does not look right. keep up the great work.

# 12 20-02-2004 , 06:07 AM
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JASON HOW DID YOU PUT THE TEXTURES ON, CAN YOU PLEASE SHARE.

# 13 21-02-2004 , 12:04 AM
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basically, I used auto mapping and tweaked some of the uvs manually into a workable form for all of the basic parts. But I still got texture stretching in some areas, so I used projections for most of the decals.


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