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
"Your weapons are no match for ours! People of Mars, surrender!"
"Um, this isn't Mars. This is Earth."
"Earth? Earth-with-nuclear-weapons Earth?"
"Yes."
[long pause] "Friend!!"
took off the back dread type tenticles added the tongue.
Yep you guessed it, another dragon and i am not sure if i will do a body or just try and do as much detail as possible with my skills (or lack there of - but getting there) as i can and see how it goes.
Looks good not sure whats going on with the front of the neck seems a little odd to me. Appart from that looks good.
With regards to polycount you can always create a normal map at its high res lower it down a few devisions and then just apply the normal map onto it in maya. However depending on the purpose of your model then poly count might not be an issue then just do a straight export and dont worry about it.
thanks for your comments guys but going to leave this project now as the poly's have got way too high and i think i have screwed it up so starting another - but hey learning where not to screw up.
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