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.
Yeah man. The depth of field really makes it. It's an aspect I think allot of artists don't take advantage of as often as they could (myself included).
Ah yeah, gonna try to render it with a mental ray bokah depth of field later. It's the best looking depth of field i have seen. Allthou the tender time three doubles. But for a still it will be worth it nice work on your car by the way! Looking good
Ah, right! I get it now! I can't find where i premultiply the alphas in maya tho. Been searching the web with no results. Where can i find it? Would be really helpfull
Do you mind sharing how you textured the ground? I am in two minds on how to go about it. I would either use tileable textures and various mask etc... or paint the textures in mudbox which gives a lot more control to the look.
I also agree with honestdom's comment. If needs be if you are in photoshop you can also right click on the mask and select 'Refine Mask' and from there you can smooth, feather and contract the mask accordingly.
It looks like its about to rain, that alone makes me like it. The terrain looks good, not just the texture but the shader as well, the vines look good too. The outline has been mentioned(check Dom's previous comment, he added a link) but a couple other things bother me.
1. There is a slight disconnect between the lighting of the photo backplate and the scene. With such heavy cloud cover, I think the shadows would be softer and lighting more diffused.
2. Its clear the steps are duplicates because the texture is creating a very glaring pattern smack in the center of the shot.
3. The DoF seems painted in, like one solid slab of blur across the image instead of something that gradually changes with distance.
@Dustkhan: Yeah, it's very easy. First i took the mesh exported from zbrush to maya and painted it with the 3d paint tool. I painted one section black, one section white and another green depending on where i wanted the textures to go. Then i took a tileable texture and multiplied it in photoshop. For example if i do a 2k render i need the textures to be like 3-4k. Then i used a normal map from zbrush + 2 bump maps layered on eachother (one with the filter brought up to like 2 to make it a bit blurry and one left at 0.1). And thanks for letting me now how to fix up my alpha! Will work on it tonight
@GecT:
1. Yea, i'm gonna change the background later to match it up more with the picture. Same goes for the statue. In the testing stages atm
2. Yeah, i hoped it wouldn't be super noticable that i duplicated the steps and used the same texture. But for the final comp i will definately make 2 more shaders with different disp maps and textures to make it seem more random. Thanks for the comment
3. Yes, at the moment it is exactly that! A fake depth of field made with the blur tool in photoshop. I'm gonna either render it with a zdepth or a bokah dof in maya for the final comp. I will probably go with the bokah tho since the dof it gives is awesome!
I can't find where i premultiply the alphas in maya tho. Been searching the web with no results. Where can i find it? Would be really helpfull
For mental ray you can find the pre-multiply settings under render settings->Quality Tab>Framebuffer
For Maya software you can find it under render settings->Maya Software Tab->Render Options->Color/Compositing
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