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 03-11-2006 , 06:04 AM
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Shaft

I don't know if the word is right in English, if not, feal free to correct me.
I've made this in maya, but it doesn't look good, at least that's how I feel about it. What can I do to make it look more realistic, though it's for a fantasy game. It's like the pilars are sticking out in style.
https://img518.imageshack.us/img518/1417/blahblahpd4.png

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# 2 03-11-2006 , 08:48 AM
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Depends, for an object as basic as that, its not much you can do with it. It looks good like that, however, i suppose to make it more realistic, you could add a cut a few more faces around the top and bottom.

You could get some very realistic results by using a good texture and bump map. Or by adding cracks etc. but thats add more geometry, and if its for a game (which i dont kno too much about) you wanna keep your poly count to a minimum.

Not much help sorry

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# 3 03-11-2006 , 12:47 PM
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for a fantasy game i think i would look at picture references...

do a google image search for 'greek column'

there's three kinds of columns we learned about in school, doric, ionic, and that third one that always eludes me... (doing a search myself brought me to 'corinthian') so do a search for those types and receive some inspiration from there.


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# 4 03-11-2006 , 07:03 PM
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Having worked on an open source project for a fantasy MMO, my advice would be to use polys to model it or convert this to polygon.

Also as Neo said look at reference images for greek and roman architucture, there is loads out there on the web. If you want I can pass over a model for you, for reference... Let me know.


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