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.
# 16 05-09-2004 , 11:33 PM
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and some more stuff added

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# 17 06-09-2004 , 12:10 PM
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hey that looks nice.
i like the shaders...(except the shaders on the wood-shelves user added image )

# 18 06-09-2004 , 02:06 PM
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Cool, I like the texture on the wall.


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# 19 02-02-2006 , 05:12 PM
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Time goes by quickly...over a year ago I started on this. My rendering, texturing and modelling skills sure increased a lot since that. Am going to finish this one. This is what I got at the moment.

Things I have to fix for starters:

The crappy wood texture on the shelves
Lower the highlights in the chrome buckets
Try to get the same look on the bucket as in the reference picture. Wonder if it's possible without using an SSS-shader?

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# 20 02-02-2006 , 05:29 PM
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one long pause ey?...looking good so far but as you said there are a lot of things that need attention. perhaps better to leave the bucket till later...looks fine for the moment

edit: one small thing worth considering soon would be the light. remember that in nature (and artificial for that matter) there is no such thing as a pure white light. and in this case there are a lot of redish/blueish tones


Last edited by SpaceGoat; 02-02-2006 at 05:35 PM.
# 21 03-02-2006 , 10:47 PM
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Looking excellent! But, please turn down the GI, I mean, the red bucket looks like it is self illuminated.

But apart from taht I am sure you will make it all dirty later (right?)

Excellent, keep it up!


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# 22 04-02-2006 , 11:47 PM
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The bucket and the plastic cans sure look self illuminated, too much color bleeding going on there, have to lower that if I find out how.

Did some more texturing:

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# 23 05-02-2006 , 06:17 AM
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If you lower the diffuse on the shaders you have used for the problem items that should stop them from glowing (hopefully!).

Nice work by the way.

Take it easy,

Mat,.

# 24 05-02-2006 , 07:42 AM
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Ok, thanks for the tip, will try that!

# 25 05-02-2006 , 08:05 AM
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Well... that didn't work.

Lowering the diffuse made the shader darker, but the bleeding remains the same.

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# 26 05-02-2006 , 08:47 AM
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Strange, any chance you could post the shader attributes to take a look at?

Cheers,

Mat.

# 27 05-02-2006 , 09:09 AM
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sure, but nothing strange there, almost a default blinn. Though I'm not rendering with Mental Ray, I'm using Turtle, so maybe they differ how the interpret the shader.

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# 28 05-02-2006 , 09:17 AM
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You're right, shader looks hunky-dory to me, I can't comment on turtle though as I've never used it.

Good luck,

Mat.

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