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 08-03-2013 , 03:31 PM
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Maya 2014 Modeling Tools



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# 2 08-03-2013 , 09:15 PM
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Hmm... I haven't heard of Nex, but that looks pretty nifty. I hope it's well integrated, and not a loosely tacked on module.

# 3 08-03-2013 , 10:08 PM
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I've always heard good things about Nex, never used it myself though. Stwert, you and me both. After I poke and prod it some then I can get excited, not a moment sooner.


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# 4 10-03-2013 , 03:51 PM
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Wow, that could make creating clothes pretty easy. O.o

# 5 10-03-2013 , 10:38 PM
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It`s not what you have got it`s what you do with ituser added image...............dave




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# 6 11-03-2013 , 09:24 AM
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Go look up Autodesk Project Pinocchio. Anyone who has wanted a crowd sim or character gen for maya will find this useful. I have been utilizing this to get modular people into cryengine for a few days now. Obviously more work to do but if you look closely you will see it exports with the skelly, blendshape rig, or a full facial bone rig. All sorts of awesome...

# 7 11-03-2013 , 02:14 PM
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# 8 11-03-2013 , 02:32 PM
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I think you put the wrong link in there Rickuser added image........dave




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# 9 11-03-2013 , 06:09 PM
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Yeah Rick totally trolled us. lol user added image


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# 10 11-03-2013 , 09:12 PM
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We need to go deeper!

*inception music here*


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# 11 11-03-2013 , 10:57 PM
# 12 11-03-2013 , 11:16 PM
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Ha Ha Stwert, how did you get the link to look like a youtude link..............dave




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# 13 12-03-2013 , 01:18 AM
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# 14 12-03-2013 , 01:21 AM
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Dave, just hit quote and you can see the tag I entered... the text is actually the correct youtube (same as Rick just posted), actually, a different account. I thought I could troll a few people.

# 15 30-03-2013 , 07:24 PM
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I have been looking at the new modeling tools for the most part they simply bolted on Draster's NEX which is a good addition but it's just that a "bolt on" from someplace else. It's like what they did in Max with the graphite tool kit.

I truly appreciate any additions to the modeling tools but I would still like to see some internal retooling as well. My hope is this is not just a quick low investment band-aid dreamed up by the market pukes but rather an honest first step towards bringing maya's modeling tools up to par with their competition.

I also hope they will address the horrible state of the NURB's tools. However, I feel it is more likely that butterflies will come out my arse!

Oh, and by the way I suggested they incorporate NEX functionality over 5 friggin years ago on this very forum!


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