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
# 1 19-12-2005 , 10:10 PM
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Human Male Character Head

Hi, this is the head of a character from a graphic novel I am working on in my spare time, a personal project.


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I'm working on the texture at the moment.

Gio

www.giochrono3d.co.uk

# 2 19-12-2005 , 10:15 PM
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Here is the base mesh for your perusal


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Gio

# 3 19-12-2005 , 10:18 PM
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very clean, by the book, head model


First year 3D Grad
# 4 19-12-2005 , 10:23 PM
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Gio

Nice n clean dude, a small crit, the upper lip bit just under the nose (Oris muscle area) is a little sharp, perhaps a tweak, not much but ever so slighly as to soften it.

Look forward to the textures


Cheers
Jay

# 5 19-12-2005 , 10:31 PM
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Thanks Turbo Dan

Jay
Yeah, the lips were the last thing i was fiddling with. Quite tricky to get that area right, case of very subtle CV/vertex tugging. Will have a look at that.

Gio

# 6 19-12-2005 , 10:34 PM
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G

Yeah indeed

Ive found that area to be a particular ball ache myself at times. Though there advantages when creating Alien characters as theres no set rule, just take it easy and it should go well, the geometry is excellent so you wont have any trouble.

Later

_J

# 7 19-12-2005 , 10:38 PM
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Thanks,

the other several dozen characters should be easier after this one!
(manic laugh)

Gio

# 8 19-12-2005 , 10:45 PM
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Bloody Hell I know that feeling LOL, I've just this minute finished yet another set of uvs on a character. I think I shot myself in the foot this time with the detail in the model. The base mesh is lo-res but not by my usual standard. The trousers are 1200polys before SD conversion, so they will be pretty hi res once the final is converted for the rig, like those Animatrix shots from the other night. Later Dude


Jay

# 9 20-12-2005 , 09:05 PM
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Any textures on this yet?

Jay

# 10 21-12-2005 , 08:18 AM
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-it sure is superclean.. woow that nose is perfect!!!

did you use any type of reference here? is that someone you know? And do you always use polygons for a head modeling?

i'm curious about the texture too.. keep it up!

# 11 21-12-2005 , 09:20 AM
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very nice modelling user added image

thanks for sharing the wireframe, I've already saved it as a study reference for future projects user added image


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# 12 21-12-2005 , 07:16 PM
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Hi,

Thanks for you kind comments.

jornkes
As for reference, I used myself.
And yes, always poly, then SubD and back again at the end.
I say always, but this is my first human head model.

t1ck135
Thanks, hope it helps.

Will post a render with colour map soon.

Gio

# 13 21-12-2005 , 08:46 PM
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Hi,

Here is a render of my head so far.
I have only mapped the colour channel of a DT3D subsurface shader at the moment.

I need to sort out a few areas, particularly the eyes, before I move on to other channels.

The brows are just slapped on the map for now, but will be either transparency-mapped polys, or hair using Shave and a Haircut which I intend to buy later to create the hair for all my characters.


Gio


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# 14 21-12-2005 , 08:51 PM
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Hey G

The eyes, yes indeed!! As weve already discussed this matter in the 'topology chamber of secrets' I shall now leave

I shall be posting a noggin myself a bit later too!! Keep a sharp eye

Rock on dude

Jay

# 15 21-12-2005 , 11:11 PM
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model look pretty good but the render look awesome.did you use an hdri.

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