Introduction to Maya - Rendering in Arnold
This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
# 1 10-12-2005 , 03:06 AM
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Join Date: Aug 2004
Posts: 408

MW2007 Playermodel

Keep in mind I'm only working on the low-res meshes to start... triangle limit's ~5000 for the full model, but I want to keep it around 1100/1200.

https://img.photobucket.com/albums/v3...jijo/head1.jpg
https://img.photobucket.com/albums/v3...jijo/head2.jpg
https://img.photobucket.com/albums/v3...jijo/head3.jpg
https://img.photobucket.com/albums/v3.../bodyhead1.jpg

The character has two shield generators -- one on the back and one on the head (gameplay wise if you shoot with a big gun or smack the cone in the middle you'll cause that generator to explode instantly gibbing whoever is in the suit in a satisfying gore fountain.)

https://img.photobucket.com/albums/v3.../bodyhead2.jpg

The head I could describe as being stuck between a spoon and a gasmask.

Any comments/suggestions to make the helmet/mask stand out more? Or do you think that textures will fix that up right nice?

# 2 10-12-2005 , 09:17 AM
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got a concept drawing or photo so we can see what effect/look you're after?


Examples of bTraffic - a traffic animation tool for Maya
bFlocking - a tool for Maya 8.5+ to generate flocking and swarming behaviours
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# 3 02-03-2006 , 01:29 AM
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Originally posted by t1ck135
got a concept drawing or photo so we can see what effect/look you're after?

Unfortunately no, for scales (obviously except the tail, I do NOT have a tail stick'n out my spinal cord) I used a picture of myself in my boxers... spare the both of us and not ask? :p

https://img.photobucket.com/albums/v3...o_low_back.jpg
https://img.photobucket.com/albums/v3..._low_front.jpg

Update: Note --

The hands are designed to look like they are, they're sort-of bricks with cylindrical round things on them... its basically a glove.

The armor is also supposed to look blocky and edgy.

The checkerboard look will also go away when I start taking away polygons, though not entirely... trying to keep a machinish quality.


Last edited by Phopojijo; 02-03-2006 at 01:31 AM.
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