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 10-03-2012 , 01:01 AM
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ok here's the head i know the eye geo looks like its coming through but its not i dunno why its doing that.

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# 32 10-03-2012 , 08:47 AM
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Usually I got that sort of thing because the camera settings are to low in the far/near clip plane in the "perspShape" (attribute Editor). Depends on the size of your scene/model.

Anyway great work thus far. - How you plaining to do the hair


# 33 10-03-2012 , 11:24 AM
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Looks like you have another mesh under your original mesh, look at the corner of the mouth and the ear................dave




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# 34 10-03-2012 , 07:12 PM
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no thats just the inside of the mouth, its just showing through for some reason like the eyes are

# 35 10-03-2012 , 07:18 PM
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Set your near clip a bit higher in the camera attribute editor

# 36 10-03-2012 , 08:02 PM
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You mean lower? Like closer to zero?

# 37 10-03-2012 , 08:11 PM
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where is this setting under?

# 38 10-03-2012 , 08:28 PM
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see my above post - its in the carma settings


# 39 10-03-2012 , 09:48 PM
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You're getting that melon thing going on around the back of the head, that round brain case section should finish at the height of the lower ears, if that makes any sense, and the ears look just a bit stuck on, they could move into the head a bit. Shrink your image down to thumbnail size and you'll see all the proportion issues stand out more.

I would only question the lack of loops around the mouth, it will still animate though. Mostly the mesh seems pretty solid and you just need to move a few things around to get it looking more correct. I'm not a head expert but I've done a few and each time I learned something, but all the topology issues have been figured out by others and you can just look at their solutions, the main thing is proportions.

# 40 10-03-2012 , 09:53 PM
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# 41 11-03-2012 , 10:24 AM
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a little mudbox test not saving this one just playing with it to see how it might be coming together

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# 42 11-03-2012 , 10:32 AM
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turned on shadows

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# 43 13-03-2012 , 08:54 AM
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a few hair tests, still trying to figure out collisions so the hair will stop going through the head.

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# 44 13-03-2012 , 10:10 AM
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I think I would texture the face first, you might get away with projecting the images you have in mudbox..................dave




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# 45 13-03-2012 , 01:14 PM
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+1 for texturing.
i assume you are going for a photo real head here? i would work on other things first, texturing being one of them. a couple of posts ago you said "turned shadows on" that didn't make much sense looking at the attached image. does that mean you started shading and lighting? the image looked like a screen shot rather than a render. So if you did start lighting and rendering why did you stop?
the hair renders you have there are not great. there is no shadowing and the shader is pretty horrible tbh.
Keep going with things you have begun to learn a little, like shading and lighting and texturing. Or, if you want to be an animator, why not just start rigging. because the texturing, lighting and rendering doesn't matter and neither does hair. you don't animate hair, its more of a dynamic simulation thing.
It will be good, just don't go in the wring direction too much. I think you are jumping hte gun with hair.

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