This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
Gtfo! That looks great! You've had your nose to the grindstoned eh . It's paying off. Only thing that that I can say is that the tree trunk silhouette is pretty smooth for such a bumpy looking bark texture.
Cheers guys! Yeah, i just loving doing environments. Always have since i did maps for different games in quark, hehe! I agree on the tree trunk thing. The trunk is actually a paint FX stroke which i applied 2 bumps + a displacement map on. I puched the bump to 1 and put a really high disp value with no great result. But i think i will end up modelling the trunk myself and putting it into zbrush ^^
Using mental ray. Alpha gain set to 5 and offset to -5 gonna look into it later. Can't use the approximation editor for paint fx, so i did a regular smooth. But there is displacement. Did serveral rendertests with the tree alone. But maybe it's cause i rendered the fog by itself? I only put a lambert black hole on the tree without attaching the displacement map from the color photo?
That's pretty incredible. Mind doing a short tut on building plant matter? You seem to have done a terrific job blending different shrubberies together. My only crit is that the fog seems a bit strong for this type of scene. I don't know, the bright fresh green in the foreground doesn't seem to mesh with the somber desaturation of the background.
Cheers guys! Yeah, the fog is rendered seperately. So i just duplicated the fog layer in photoshop until i got the amount of fog i liked. But i could reduse it in post
Yeah! Would be fun to do a tut. What did ya want to know? To do it from scratch? Or just getting the materials right? Cause it's a blend between making shaders, particle emitters and hero objects
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