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
# 31 04-02-2004 , 09:30 PM
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Hey man, that's thick demon skin your looking at there. This guy can take a beating. Plus the axe is going to be burning red-hot(I'm working on it). Maybe even hot enough to fry your robots circuits before the fight even begins..... LOL

# 32 04-02-2004 , 09:48 PM
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oh.. but my bot can shoot fireballs, animations in my thread.


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# 33 05-02-2004 , 02:49 PM
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# 34 05-02-2004 , 03:12 PM
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Looking good Clod.

# 35 05-02-2004 , 08:53 PM
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are thoe particle effects? I was thinking of doing some for mine. But they would be purely for show. Rages nice little fire ring tut shooting out on my guy

Looks nice but i think you need more particles. They lok a little weak.


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# 36 05-02-2004 , 10:08 PM
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Originally I had them too strong and you couldn't even make out the axe head, probably toned them down too much. I'll have to find a balance.

# 37 05-02-2004 , 10:28 PM
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ide say about 3 times what you have there, but give their life span shorter. Or you could add only a little bit and increase the lifespan. Increasing the lifespan a lot would allow for some really nice effects when you swing the axe, leaving a traile of fire behind it.


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# 38 06-02-2004 , 12:36 AM
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Oh I just saw this. The wrist looks to small for the hands that are with him.

# 39 06-02-2004 , 10:25 AM
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Hehe, that are lots of things out of proportion in this guy Pony and I shouldn't have modelled him in the arms straight out pose as it's causing bad deformation at the shoulders. I'm just putting this one down to experience, hopefully I'll make most of my mistakes on this one and after that they'll turn out better.

# 40 14-02-2004 , 08:52 PM
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Well, I decided to remake my guy rather than wait for the next challenge. I ran into serious deformation problems when it came to animation, particurlarly in the shoulder area. user added image
Hopefully I'll still have enough time to texture and animate him properly if I go at it hard.
https://homepage.eircom.net/~Sharpsho.../Torso%202.jpg

# 41 15-02-2004 , 12:41 AM
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Shoulders are hard to get rigged right for good deformations. Keep at it, its a experience thing.

# 42 15-02-2004 , 10:05 PM
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# 43 17-02-2004 , 01:54 PM
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looking nice there.. good definition.

# 44 18-02-2004 , 10:09 PM
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Last edited by Clod; 18-02-2004 at 10:13 PM.
# 45 18-02-2004 , 10:17 PM
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Looking good. user added image Looking forward to equipment.

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