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# 1 01-10-2003 , 06:50 PM
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UltraMegaNoob;)

Hi, must admit i'm a bit scared posting on here because all the work I have seen is of such a good standard, but I suppose there's alway's a first, so here goes. user added image
I have started a tutorial, but want to make it 'different' now I have finished the modelling because I am finding texturing very hard, so need the practice.
My basic idea is to use this simple scene to learn from while improving.
I would be grateful of any help anyone can give..

I want to ask so many questions but first things first......

How should I set my lights for this scene, and also - Even though the background walls textures are a photo of plaster with a bit of blur added in using Photoshop, and is nearly white, then....
How come it renders this 'muddy colour' ? Am having problems because if I turn the lights intensity up - it is too much for rest of scene.
Any Ideas? On this, or anything else in scene?
(Obviously some things aren't textured/modelled yet)

Oh yes, any Ideas on Colours would be greatly appreciated, but I like the couch shader, so I want to stick with it unless someone knows of a better one?


Regards Scraggy

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# 2 01-10-2003 , 07:17 PM
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If you are rendering using the software renderer, try turning the wall materials 'Diffuse' setting up a bit. Diffuse controls how the material reacts to light. when you get better you will learn to do color corrections in maya, that might also help. and also, check your light position relative to the walls. if the light shines along the wall instead of at the wall it can cause a similar problem.

Good scene start BTW.


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# 3 01-10-2003 , 09:17 PM
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Cheers

Thanks, thats given me a great start.. user added image

# 4 02-10-2003 , 12:05 AM
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Hi - diffuse is definitely the answer to your problem. One more thing you can try to get interesting light decay effects in the corners of your room is linking your diffuse to a circular ramp node. Let the ramp go from white or a very light grey to a subtly darker shade of grey. Play around with the settings and check out some interesting results.


Check out the subsurfacescattering on my tongue...

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# 5 02-10-2003 , 09:35 PM
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Not much done - work,,,Grrrr Woof!

OK I put the diffuse up, at first nothing happened, but when I 'upped' to 1.8 - It came out great. Thanks user added image
(Are there any more settings I can play with?)[Tried some but nahh]
Now I think? I need to get some better textures on the walls.
BTW Do you think I 'blurred the plaster one too much??? - It's going anyway, but just wondered..


Maybe? change the colour of the lamp? or else find a different shader for the sofa.....? Whaddaya think? I tried scaling the bulb down, but it didn't make any difference to size of err "haze?/glow?" - the Bulb light in the Lamp...

Also what about the other lights? I have a Directional and an Area light.... (Like in the Tutorials) Is it Ok?


I have added a skirt-board and vase, have tried for a while to cut-out the fireplace hole... but unsuccesful so far....[It's a Nurbs Plane] and am extremely new to NuRBS... (But I like em cos they are sexy user added image oops I'm ranting!) ... but I have to learn it all so i'm sure this will help me in the animation comp.

Will be grateful of help on any of my questions user added image And when I'm famous I will remember you. [You may have to remind me tho!]


Regards Scraggy


Last edited by Scraggy_Dogg; 02-10-2003 at 09:43 PM.
# 6 02-10-2003 , 10:43 PM
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Thanks :D

Hmmm, I messed it up...

Jeez, this is so far....

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# 7 02-10-2003 , 10:53 PM
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:D

Carpet looks naff!
Looks like a map of some wierd blue planet...
Oh yeah and that Glass sux! BTW - I like the 'jeez'
Sort it! Scraggy :p












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# 8 02-10-2003 , 11:29 PM
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Turn on shadows for your light sources. Its easy enough to whack on Depth map shadows to give you a general idea of your overall scene.


# 9 03-10-2003 , 01:11 PM
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Heres a tip..

If your going for that photorealistic look, trymaking sure your lights are positioned according to the way light enters and flows through the room. For instance if most of your light enters through a window, make sure you have your strongest light at the window. Also include lights for lamps and such. And if you want to keep going with lights, add lights to simulate reflection, refraction, specular and diffuse glow. adjust each light according to how much light each surface should reflect. (ie. shinny smooth coffee tables may relfect light the color of the coffee table so, put a low level brown point light on the coffee table to simulate reflection)


<html><font size=2>
<font color="blue">
And after calming me down with some orange slices and some fetal spooning,
E.T. revealed to me his singular purpose.

--TOOL, 10,000 Days---

</font></pre>
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# 10 03-10-2003 , 01:14 PM
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Scraggy, lay off of the newbie man. You dont need to be so blunt.


<html><font size=2>
<font color="blue">
And after calming me down with some orange slices and some fetal spooning,
E.T. revealed to me his singular purpose.

--TOOL, 10,000 Days---

</font></pre>
</html>
# 11 03-10-2003 , 01:51 PM
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Scraggy's the original poster, tick. He was busting on himself.


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# 12 03-10-2003 , 03:25 PM
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<chuckle>


# 13 03-10-2003 , 04:06 PM
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HAhaHaah. That was funny, i had to goto the top of the thred to make sure, cause i thought it was scraggy all along.

Okay first off WHY THE F' are you're completely flat with no round walls, nurbs!?!? Doesn't make any sense to me. Its okay to be infatuated with how sexy those curves are, but you have to learn that even the basic polies have alot of use in some circumstance. I would suggest replacing (at least) the wall on the fireplace side with a poly plane and then making a cut or two and just extruding a face for the fireplace. Then you can lay out the uvs for texturing that part. You're probably gonna need to replace that texture, because i think the texture is just too small (the resolution). For photorealistic maya work you need TONS of high res textures to really make everything look good.

Now it seems to me that you're scene is too dark where its important, and too bright where we don't care. I definately think the floor need to be brighter, whether it need some more diffuse, or just brighten up the colour source. What did the tutorial say that the other lights were representing? I Feel like they are coming out of nowhere. Also you're lamp could lose some red tones and be closer to a yellow. Maybe it coul be brighter too? Make an update and i'd be happy to give you some more feedback from there.



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# 14 03-10-2003 , 11:31 PM
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Non-Master level 1

The "UltraMegaNoob" was a sorta private joke.... Sorry, but I have only been using Maya for 16 seconds. (Lol) ..... Anyway! back to the point.... user added image

Thanks for all the good suggestions. user added image
I have got a few days off work after tomorrow so will get on with it then.
And Hmm... sorry, I changed the lights a bit prior to posting, must have not checked the 'Depth Map' box... Icarus_uk

I found that It's difficult to figure how a certain colour will turn out when rendered.
So iron_tick - I imagine what you are saying, is after texturing, to colour them with lights/specular/ etc? to get the required image.?

Thanks a lot guy's, comments were much appreciated, user added image will do my best to correct it and re-post when I get it better.

Regards Scraggy

# 15 05-10-2003 , 04:59 PM
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damn that is funny..... NO FLAMING YOURSELF DAMNIT. ILL MAKE YOU PUNCH YOURSELF IN THE NOSE. LoL


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And after calming me down with some orange slices and some fetal spooning,
E.T. revealed to me his singular purpose.

--TOOL, 10,000 Days---

</font></pre>
</html>
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