Introduction to Maya - Modeling Fundamentals Vol 1
This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
# 1 02-10-2008 , 04:35 AM
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Ware house

Hey guys, just thought i'd put up a recent WIP

this is a factory scene that i am modelling.

Im going to animate a small story in here that i have planned out.

So yeah this is what i have so far.

comments and suggestions welcomed user added image

-Ruff

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# 2 02-10-2008 , 06:25 AM
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thank looks well ncie m8y nice renders n lightin user added image

# 3 02-10-2008 , 07:43 AM
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I think the shadows are a bit off, meaning, I don't think there's enough of it and those I see are really hard.


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# 4 02-10-2008 , 08:30 AM
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yo :)

What do you mean by hard gect? as in hard to see or hard edged?

im presuming you mean hard edged, should i switch it to depth map shadows over raytrace then?

i wanted to kinda get some light fog through those windows but i dont know how to do it..

Cheers - ruff

# 5 02-10-2008 , 11:46 AM
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I think he means the shadows aren't dark enough, so they're kind of hard to see.

Render looks nice thoughuser added image

# 6 02-10-2008 , 12:31 PM
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Originally posted by shadowspy
I think he means the shadows aren't dark enough, so they're kind of hard to see...

LOL Genny, they just don't get it user added image

'hard' means sharp edges... you nead to increase the light radius in light attributes under 'shadows' and increase shadow rays to counter the artifacts.
Benny


When in doubt, delete history and freeze transformations.

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# 7 02-10-2008 , 02:59 PM
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Originally posted by BennyK
LOL Genny, they just don't get it user added image

'hard' means sharp edges... you nead to increase the light radius in light attributes under 'shadows' and increase shadow rays to counter the artifacts.
Benny

Sorry but English is not really my language and I might mistake some terms.
I do think they need to be darker though.

# 8 02-10-2008 , 03:56 PM
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Originally posted by shadowspy
Sorry but English is not really my language and I might mistake some terms...

I wouldn't have even guessed that if you didn't say so, your English is very good.

@Benny
I see you've changed your avatar yet again lol.

@Ruff

I meant they are too hard edged, you dont have to use depth map shadows to get softer shadowing, you can increase the light radius as Benny said, and unless you go crazy with the shadow rays, the render time shouldn't take that much of a hit. And about your light fog thingy, theres a great tut on that (you'll have to scroll a lil bit down)

----->>https://www.floze.org/2008/07/six-tut...e-part-vi.html<<----


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# 9 02-10-2008 , 05:22 PM
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Originally posted by GecT

@Benny
I see you've changed your avatar yet again lol.

Yes, but I don't like this one either... I'm just doing lots of experiments with all sorts of lighting right now (I don't have time for anything bigger).
Nice tutorials BTW, Thanks :bow:

About the shadow maps - I never used them so I wouldn't know...
Benny

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When in doubt, delete history and freeze transformations.

My latest snake game
(Requires DirectX9 SDK and Framework)

Last edited by BennyK; 02-10-2008 at 05:33 PM.
# 10 02-10-2008 , 08:29 PM
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Cheers

Hey cheers for the help guys, i'll go and see if i cant fix dem shadows, then i'll re post it user added image

thanks again user added image
-Ruff

# 11 02-10-2008 , 09:09 PM
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update

Ok.. so i've done what you said.. at least ive tried to lol.
the shadows are a little softer around the edges and more .. visible. however the light shining throught the window still has a hard edge on it.. any ideas how i can soften that a little?

- Cheers ruff

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# 12 02-10-2008 , 09:16 PM
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PS GecT

I was lookin at your work before dude, and i have to say .... DAMN..

lol that sunset sky pic is awsome.. 15 minutes hey? ... user added image those 3 candles look dead set real... and the light surfaces render looks ...wicked good

anyways... yeah .. user added image

- Ruff

# 13 03-10-2008 , 07:28 AM
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Thank you <3. And post a screengrab of the lights attr editor (mainly the shadow settings).


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# 14 03-10-2008 , 11:50 AM
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Hey GecT

here are the atributes for most of my lights

first pick is the .. um .. (sun light )

second is a directional one faced toward the building.. of which im thinking about removing it completly

and the third one is the flouro lights on the inside of the building

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# 15 03-10-2008 , 11:51 AM
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2nd

2nd

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