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
How do you keep the polys so smooth across the surface, keeping the long graceful curves? Could you post a little about the technique you use? Maybe a couple of CU wireframes?
i just reformatted my computer - so ill reinstall maya and get some wireframes up
btw - i built it in polys and converted over to Sub-d.
ill explain the way i did it after i get everything set up again.
basicly - i have finally learned how sub-d's work now when converting. Its kinda hard to see on the wireframe, since i dropped the res down from 1600x1200 to 640x480 - but i use the bevel edge polytool a lot. That is how i get my sharper edges with the sub-d's.
Like you get a really nice curve for the rear wheel bulge, and I have a hard time doing that. Is the bevel tool used to keep that hard edge between the bulge and the panel?
You really have a minimum of polys in there. Do you just subd (or smooth) for looks, or do you tweak in there?
ya, i use the bevel tool to get that harder edge (crease) between the body panel and the fender
if you want, add me on msn or aim forum_snowboarder33@hotmail.com <--msn
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what do you want a wire of? front, rear, side?
oh, and i convert back and forth between that low poly and sub-d. I do modifications in both views.
The two views you had are fine. In my few attempts to do car type things, I just end up adding too many polys to define things like the corner of a panel, like the Audi TT, above the front wheel.
Then it gets hard to keep them smooth, or 5 corner them somewhere you won't notice the change.
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