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
# 16 22-01-2012 , 09:53 PM
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Thank you jay, this one made me realize the fact i can have more than 1 option. Could you attach the numbered texture file for me?

# 17 22-01-2012 , 11:11 PM
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Sure......heres 3 for anyone else

These actually came free with my copy of Zbrush


Jay

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# 18 23-01-2012 , 12:21 AM
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I use the red checker jay...how do you get the numbers?? and is this an advantage.

Cheers bullet


bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 19 23-01-2012 , 01:35 AM
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just for interest sake i will post what i did quickly yesterday in about 10 mins ...hehe
no tweaking or cleaning up..lol

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2 x Modeling Challenge Winner

Last edited by jsprogg; 23-01-2012 at 01:38 AM.
# 20 23-01-2012 , 02:06 AM
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LOL jsprogg....doh my e-mail hasnt been updating so Im a post out...damn thing!!!

bullet


bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 21 23-01-2012 , 09:54 AM
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Bullet: it just a texture map mate on a blinn as posted above. Yeah they have a better advantage when repeats are higher on uv's. You can see the distortion on patterns better than a plain colour

J

# 22 23-01-2012 , 09:57 AM
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Sweet as mate thanks

cheers bullet


bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 23 23-01-2012 , 09:58 PM
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I tried both techniques to see different results. Thought it might be better to use 2 cylindrical projections and planer for the flat surfaces, to give a cut metal texture on the flat parts ( two rings on UV map). Also used automapping for nose parts.

Theres a problem with my UV though. When i try to move the edge shown in yellow to fix strech it also effects the texture on nose part since they have connection. Can we work on different UV files for different projections and than import them into same UV map? Or is there a way to avoid moving the yellow edge witout effecting the nose part checker?

Also, for the streching when i apply the small numbered checker texture it seems good enough. But when i apply the big checkered texture the streching seems to be more.

Also 1 piece for front part would be a better idea to get the continious effect on the nose part. RoadKill or such can be better for this maybe. I will see when i get better in applying textures on a model...

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