Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
This is really just a shading/rendering learning experience. I'm trying to get a better grasp of mray. I'm not too concerned about the modeling. It's completly procedural,
I added a bump, made less shiney, added a background of sorts, applied some Dof, and also changed the hue.
It still doesnt really look like its in the liquid that the background is made of. Not sure how to achieve this. I'd like to add some veins that arent as translucent as the rest of him next
I think that the bump is a little too much, the bumps should be smaller and less pronounced IMHO. The tubes are a nice touch. Maybe if they were slightly more translucent it mite work better. Also if you want it to look like it's sitting liquid then maybe adding small particles of debris that are in front and around the embryo mite work quite well.
Alright heres a new comp, I think i like this one more
i toned down the bump, but adding facial details posed a bit of a problem, because the material i made is too transparent.
I also added some particles in front of the embryo, might be hard to tell though. thanks for the advice pure.
that's looking much better, maybe if you can get some of the particles closer to the camera and then using your DOF to blur them out.
It still doesnt quite look like it's "sitting" in the scene. Are you using a compositing package or doing it all in maya? what I would suggest (which i learned today) is to use an edge detect to find the edges of the feteus and then blur them ever so slightly and that will make the object sit a bit better.
You may not post new threads |
You may not post replies |
You may not post attachments |
You may not edit your posts |
BB code is On |
Smilies are On |
[IMG] code is On |
HTML code is Off