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
...and I just had to add details to the rotor. I also got some great close ups of this chopper, so i figured that I may well invest in adding some details for close-up-renderings.
Thats a lot of choppers! Thanks! Every pic has that little something to add to my experience with choppers.
I just love nurbs! I even got to learn to use the surface fillet tools properly. I'll use this tool when I have skinned the whole exterior of this helicopter.
I have finished tweaking the surfaces in this pic.
edit:
Oh and thanks guys, and just ask me for advice, it is so fruitful to be handed over a solution when you have a problem you either cannot solve or dont quite understand. It speed up the learning process I think, having a teatcher to help you out on those questions and be done with it, and move on to other problems.
dave_baer:
I usually stick to the default lightning when modeling, but the one shown last is lit with a directional ligh. It is nice to have some shadows to create a better spacial effect, rather than a kind of ambient-looking light, with the defaults.
I usually use raytraced shadows, im not too good with the depthmap setting.
watch it now. McDonalds has some pretty good insurance for employees....
<html><font size=2>
<font color="blue">
And after calming me down with some orange slices and some fetal spooning,
E.T. revealed to me his singular purpose.
Haha, well here's some more development. Actually I plan to show you how I make the nose;
1) I first wondered if I should simply make half of a nurbs sphere and tweak it, and then attatch it to the rest of the fuselage BUT I made some tests and it did not work as I expected. so...
I have now started to model the nose by copying the fuselage and tweaking it. This will of course generate an issue with the nose tip, as the non-tweaked suface isn't capped.
So, I will take Mtmckinleys advice and simply scale the end-hulls/vertices close to 0. I will put these vertices at the same single vertice position later, for making the surface to a polygon object later on (after I have finished all the modleing on the fuselage).
You may not post new threads |
You may not post replies |
You may not post attachments |
You may not edit your posts |
BB code is On |
Smilies are On |
[IMG] code is On |
HTML code is Off