Introduction to Maya - Modeling Fundamentals Vol 1
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.
# 1 02-09-2012 , 02:21 AM
Subscriber
Join Date: Apr 2007
Posts: 183

A cliff scene

Working on this scene now for 2 days. Gonna add a deamon walking down the stairs tommorow.

Attached Thumbnails
# 2 02-09-2012 , 03:36 AM
TravisCowsill's Avatar
Registered User
Join Date: Oct 2011
Posts: 135
F#ckin Aye dude. Dark and awesome my friend! Nicely done!

# 3 02-09-2012 , 01:29 PM
Subscriber
Join Date: Apr 2007
Posts: 183
Thanks mate! Got quite a few more nature scenes finnished up that i'm gonna post soon. Just gonna add the deamon to this picture first user added image

# 4 02-09-2012 , 02:22 PM
TravisCowsill's Avatar
Registered User
Join Date: Oct 2011
Posts: 135
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).

# 5 02-09-2012 , 05:56 PM
Subscriber
Join Date: Apr 2007
Posts: 183
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 user added image nice work on your car by the way! Looking good

# 6 02-09-2012 , 06:07 PM
TravisCowsill's Avatar
Registered User
Join Date: Oct 2011
Posts: 135
haha. Thanks, but you're confusing me with another Maya extraordinaire.

Im doing the horror scene with the floating rusted toolbox.user added image

# 7 02-09-2012 , 07:02 PM
Subscriber
Join Date: Apr 2007
Posts: 183
Oh, yeah! Saw that work aswell! Turning out very good mate! Starting to look like the real picture user added image

# 8 02-09-2012 , 08:27 PM
honestdom's Avatar
The Nurb Herd
Join Date: Oct 2007
Location: London
Posts: 2,381
Hey, you need to premult the alpha to get rid of the edges.

# 9 02-09-2012 , 10:05 PM
Subscriber
Join Date: Apr 2007
Posts: 183
Yea, but i don't really see the edges. Otherwhise i would look into it user added image

# 10 03-09-2012 , 08:26 AM
honestdom's Avatar
The Nurb Herd
Join Date: Oct 2007
Location: London
Posts: 2,381


Last edited by honestdom; 03-09-2012 at 10:23 AM.
# 11 03-09-2012 , 12:26 PM
Subscriber
Join Date: Apr 2007
Posts: 183
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

# 12 03-09-2012 , 12:26 PM
dustykhan's Avatar
Subscriber
Join Date: Apr 2012
Posts: 187
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.

# 13 03-09-2012 , 02:06 PM
Gen's Avatar
Super Moderator
Join Date: Dec 2006
Location: South FL
Posts: 3,522
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.


- Genny
__________________
::|| My CG Blog ||::
::|| My Maya FAQ ||::
# 14 03-09-2012 , 06:21 PM
Subscriber
Join Date: Apr 2007
Posts: 183
@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 user added image

@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 user added image

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 user added image

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!

Thanks for the feedback guys!

# 15 03-09-2012 , 07:16 PM
PixalZA's Avatar
Lifetime Member
Join Date: May 2011
Location: Riyadh, Saudi Arabia
Posts: 525

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


Earth: The crazy asylum of the universe.
Posting Rules Forum Rules
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

Similar Threads