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 31-01-2007 , 07:48 AM
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size--SIZE!!!

I wan´t to know how you create a big Landscape?
I scale my sculptet plane to a big scale and the man or the car or what else to the standard size of 1 or 2.
But it looks never as a really far scene?
How would you craete a scene like that?
Probably with camera attributes?
I tried but then its to hard to find good camera views, it dolly and tumble to fast?
Please help me, because I have my racer and I want to animate it through my landscape of 1 mile or something like that. It should be fast and for that i need enough distance and wideness!
Thanks...

# 2 31-01-2007 , 08:05 AM
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Why not create a rolling cylinder, then the road surface is endless. and do the same with the rear view. Just like the chaep TV shows and movies do.

Just an idea, to recreate 1 mile at the correct scale would be a massive scale.

You could just use the same peice of geo and use different camera views to simulate real scale.

there are lotgs of options. inc real footage


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# 3 01-02-2007 , 12:17 AM
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A really good idea with the rolling cylinder, but I thought I have some shots where I can follow the racer from the far to the near. Like the Intro from Nightrider!
In the Cylinder I´m very cramped.Also the geo repeats every round. I know you can play with arround, but I thought I have a cliff where the racer falls down and absorb on the ground!


It should have the style from a pursuit, you know R@nSiD?

The pros are specialised on only one topic of MAyA. On Modeling, Animation, Texturing and so on.

How can I be good in MAyA, when I can´t control only one of them! To tear at one´s Hair!
Probably a litte entry?

# 4 01-02-2007 , 12:32 AM
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Originally posted by R@nSiD
You could just use the same peice of geo and use different camera views to simulate real scale.

This is the option I would go for.

On the "pros" front. I can't sepak for them as I am not one, but what I can say is learn maya as much as you can, learn the basics for everything, then find where you want to be:

Animation, Rigging, Modeller, Texture Artist, Concept Artist, Technical, Scripting/API/Programmer.

Once you decide practice, practice practice. That was advise passed to me by David Jones COE, Real Time Worlds (founder of DMA Design & Ex Boss of Rockstar North). Also you really need to know where you want to work, which sector. VFX, Games, TV, Commercials etc...


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