Maya for 3D Printing - Rapid Prototyping
In this course we're going to look at something a little different, creating technically accurate 3D printed parts.
# 151 27-07-2007 , 10:32 AM
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you can save render time by killing the image plan and putting it back in when you composite.., AE, fusion, motion , whatever


take it easy and life will be easy
# 152 28-07-2007 , 08:27 AM
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i think thats better . But i don't know any ways of how to improve realistic look of my image in the back :? Is this possible or ...

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# 153 28-07-2007 , 05:55 PM
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Much much betteruser added image

# 154 10-08-2007 , 05:58 AM
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i Change the light to get from the back i think of adding 1 or 2 lamps on the building .. But it's almost finished C&C please user added image to get fix the things that are Shitty user added image

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# 155 10-08-2007 , 06:26 AM
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I think that it’s too bright now. Also, try turning your shadow color to a lighter shade (not so black).
user added image

# 156 10-08-2007 , 08:05 AM
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-I would spice up the textures of the sidewalk and street a bit.
-If i look at the imageplane it seems that the sun is setting, but when i look at the shadows of your building for instance it looks like highnoon,so lower the lights position and make the direction so that the shadows are coming ad a bit off an angle.
-when i look at the shadow off the wooden fence there are no holes like there are in the wooden fence make a transparencymap for that and do the same for the fences around the basketballfield.
-the windows of the building aren't transparent.
-the windows are flat on the wall , make a bump map texture to fake that they fall inside the wall.
-the scaling of certain objects seem a bit strange but when i look at the firecrane-thingy and compare that to the bench, then it would seem that it's the world's broadest sidewalk.
I think ypu should scale the objects on the foreground a bit down.
-the placing of a streetlight on that position doesn't seem right to me either and make the light yellowish and less intens.

so that's it (for now)good luck
Oh and before i forget;...please, please get rid off the checkertexture at the center of your scene

# 157 10-08-2007 , 09:23 AM
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10x mastone i will fix all the things soon user added image .

About the checker see that pic ... I`m on it and you will know why i set the checker

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# 158 10-08-2007 , 06:38 PM
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You could make the checker more part of the scene.
maybe making more like plastic looks, and some dirtiness, and maybe would looks better if you wave the surface a littler bit.

And if this still doesn`t looks right, put some tape on the conner.

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# 159 10-08-2007 , 11:01 PM
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How you make it plastic ... ? Shading network ?

# 160 11-08-2007 , 12:31 AM
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Yes.
I used a phong E shader.
messing up with the whiteness, specular, highlight Size, roughness.

# 161 11-08-2007 , 08:18 AM
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Originally posted by Stormgetto
Yes.
I used a phong E shader.
messing up with the whiteness, specular, highlight Size, roughness.

user added image can you post me a pic of your shading network ?

# 162 12-08-2007 , 07:49 AM
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Ok small up dates ... need help about the windows ... and the ground ... when i make transperant windows the bricks behind them are visible ... :headbang: C&C ... pls

I know i have to improve more things but some help need about those things user added image ( this is my first textured model for now rofl )

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# 163 12-08-2007 , 08:09 AM
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I'd say put a false wall behind the windows with a regular room like texture. just so that you're not seeing the bricks behind it.

# 164 13-08-2007 , 07:04 AM
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change the directions of shadows. Becouse you changed the place of light, you should change the shadows


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