This course contains a little bit of everything with modeling, UVing, texturing and dynamics in Maya, as well as compositing multilayered EXR's in Photoshop.
Basically what I did is I added an ambiant light everywhere (like usual) then added point lights where I want the hardpoints. (the dim one can be a directional light/spotlight, really doesn't matter too much)
Created a Blinn Shader
Under "specular shading"
1) "eccentricity" I made smallish (~0.1/0.2)
2) "Rolloff" I made one
3) "Color" I made a fairly light grey (it can be whatever color you feel like -- just try to make it light)
On the sample shader you should then have a fine-ish dot of brightness on the object. That will appear wherever light from whatever light will reflect off to bounce into your eye -- so
**whichever side of the object you want to glow -- make that light powerful!** (~4-6 in light intensity (on the actual LIGHT material, not the Blinn material) should do it)
To get blurred glowing off the edge of the object -- go into your Blinn shader and maximize the menu "Special Effects" (should be right under Specular Shading -- at least for Maya 6)
Increase the glow to a small amount (that shot was 0.02)... note: It will be affected more wherever a specular hardpoint is... so your ENTIRE object will not glow -- just the very very bright parts. (which is good)
Enjoy. Its all trial and error though... play with light intensity, the specular values, and glow
(renderable in Software and Mental Ray-- maybe hardware/vector/toon... not sure)
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