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.
Left the sketch at work..but I think the title says most of the idea. Got a silly concept of ruins from the view of something not so big as a human. Amazing the inspiration you get from a cluttered work desk, lol. I'm working out the details but I hope it turns out
Well, I started to work on this, and I have come across something I have never witnessed. If you look at the picture there are a lot of problems with the textures. A) The blade of grass, it's a ramp shader from dark green to light green, simple..but why did it render out like this. The ground plane has a lot of issues too, a 10x10 plane witha 512x512 color&bump map to it, but it looks horrid.
Anyone know why the scene is rendering out like this? (Btw it's set to default Production quality with ray trace on, no adjustments to any settings)
I mapped the blade, played with the normals, created a new shader, and a new scene. It just didn't wanna play right. It really has me confused seeing as it is such a simple shader and design.
Did you create a new uv map when you did the projection, if so i would suggest that you right click on the grassgeo and go to uv linking to add the uv map to the file node manually.
I like the miniature ruin idea you have there mate
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