Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 1 13-06-2010 , 11:31 AM
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classroom

After modeling a school desk I thought it would be nice to duplicate it and make a classroom. The room though have no walls or ceiling.

I have used mia material x in every object and a physical sun and sky as lighting.

link to high resolution


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# 2 13-06-2010 , 02:15 PM
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# 3 13-06-2010 , 02:34 PM
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hey the materials seem to be abit washed out check out genny's blog she explains how to fix this issues

# 4 13-06-2010 , 04:13 PM
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I think it's partly due to that he's using Physical Sun & Sky. It has a tendency to do that. It looks good, however the floor is a bit too reflective.


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# 5 13-06-2010 , 04:55 PM
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# 6 13-06-2010 , 06:13 PM
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Thanks for your comments.

I made a mistake in the first post , the floor is a blin, not a mia material.

I dont really want to correct the picture, it looks nice to me, in fact the more realistic i have done till now, but thanks for the link that seems to be quite interesting and i may learn a lot.

Thats true, i like to use the sun and sky because by doing that you dont have to use hdr pictures and get very nice reflection effects.

thank you guys for your interest. I add another render i made with the same floor and lighting before putting the chairs.

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link to high resolution


Last edited by taquion; 13-06-2010 at 07:27 PM.
# 7 13-06-2010 , 06:34 PM
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Nice little render.

Originally posted by NextDesign
I think it's partly due to that he's using Physical Sun & Sky. It has a tendency to do that.

Yesh but to get it corrected you need to do a linear workflow as suggested.

Personally I would make another render with the adsjutments and comper the two.


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# 8 13-06-2010 , 07:34 PM
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What the hell! She is going to gamma correct the next transformers movie.

Ok,ok ill learn about linear correction and by the way, is the second render also in need of it?

# 9 13-06-2010 , 08:50 PM
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nice renders. What material did you use to make the glass?

# 10 13-06-2010 , 09:55 PM
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Is very easy to make this glass. Just assign a mia x material and choose one of the glass presets, glass solid in this case, and tune it as you like. Take care because if you put several pieces of glass behind other you will have to rise the max trace depth number or you will get dark areas.


I have been learning something about gamma correction, and suposedly the problem is that the gamma is applied two times, one in the lens shader, and another one in the texture, and then we have to use a gamma correction node.

I have just done that a moment ago and i was unable to get a better picture even trying the 0.45 thing (the number you have to multiply the given gamma), but im still a noob in gamma correction. Ill keep trying.


Last edited by taquion; 18-06-2010 at 11:20 PM.
# 11 17-06-2010 , 02:39 PM
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--The attack of the gamma correct utility--

Thank you very much for pushing me to learn linear workflow.

I have used the gamma correct utility in the procedural textures and another way to fix the gamma issue for the file texture of the floor.
The other way is the EXR file format that works with floating point information (I dont know what im saying but looks cool), and you dont have to gamma correct anything because there is no change of color space when the picture is displayed in the motitor that works in srgb color space.

So by using exr textures (you convert them with photoshop) you save the transition from linear (what maya use) to srgb (what the monitor use)

And here is the result. Im not sure if i like this render more but suposedly it is more correct if everything is ok.

note: To convert a picture to the exr format, first it has to be changed to 32 bit mode or else the exr option will not appear in the "save as" menu of photoshop.


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I learned this things in this page:

https://www.djx.com.au/blog/2008/09/1...low-and-gamma/


Last edited by taquion; 24-06-2010 at 10:10 AM.
# 12 18-06-2010 , 03:24 PM
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The wood texture now looks correct, previously it was indeed washed out, maybe add a bit of reflection blur. The issue that comes from using .exr textures is that they are pretty much double the size of the original and this may turn into a storage problem for some people. And gamma issues don't stop at textures, it affects the colors as well so you're not going to avoid the gamma nodes especially when using the physical sky as it is expecting colors/textures that are in a gamma 1.0 or "linear" space.


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# 13 18-06-2010 , 11:11 PM
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Yes, you are right. I have found a page that explains a linear workflow with physical sun and sky that fixes all textures by using the 0.45 in the framebufer (render settings) and a gamma value of 1 in the lens shader, but still the colors need special atention.

https://3dlight.blogspot.com/2008/09/...ental-ray.html


Last edited by taquion; 22-06-2010 at 01:40 PM.
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