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
# 16 09-08-2007 , 09:25 AM
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ya i can add some white and color soon... going to get the little dude underway


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# 17 10-08-2007 , 11:06 AM
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skin adn hair underway still a lot more tone to add..

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# 18 13-08-2007 , 04:22 AM
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boots done

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# 19 14-08-2007 , 03:09 AM
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color done just need to do spec mapp. final poly count is just under 3500 and 1 1024color map..

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# 20 27-08-2007 , 10:59 AM
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Pretty close to finished....

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# 21 27-08-2007 , 11:11 AM
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Hey looking good!

I would suggest that you display your models as screen-grabs instead of renders. Since game art is real-time and not rendered, people would get to see the art in more of a real-time setting. What I generally do is Use No Lights so that you avoid the default lighting look that Maya gives things.

# 22 27-08-2007 , 11:18 AM
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thanks Mike here a screen grab

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# 23 27-08-2007 , 01:07 PM
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then I would also suggest not using a blinn or phong so you avoid the "sheen" look user added image

# 24 27-08-2007 , 01:32 PM
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On it...=)


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# 25 27-08-2007 , 07:58 PM
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looking cool kurt. user added image

I was just wondering why you wouldn't use a blinn or phong though?

# 26 28-08-2007 , 01:47 AM
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I would say it that a few years ago all models used Gourad shading because that was the fastest (and ugliest). Nowadays with advanced gfx-cards and shaders, realtime materials can be very advanced, so I dont' think it's totally wrong to use a blinn or a phong to show off the model. However if you want to show off the modeling and texturing it's best to use as simple materials/light setup as possible as it's the model/texturing that's important and not the graphics engine/renderer etc. therefore what Mike said is the best with no lights.

# 27 28-08-2007 , 08:12 AM
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Will pose him soon...

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# 28 28-08-2007 , 09:13 AM
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Originally posted by DJbLAZER
I would say it that a few years ago all models used Gourad shading because that was the fastest (and ugliest). Nowadays with advanced gfx-cards and shaders, realtime materials can be very advanced, so I dont' think it's totally wrong to use a blinn or a phong to show off the model. However if you want to show off the modeling and texturing it's best to use as simple materials/light setup as possible as it's the model/texturing that's important and not the graphics engine/renderer etc. therefore what Mike said is the best with no lights.

got you - that makes sense. thanks.

# 29 30-08-2007 , 07:45 AM
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pose

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# 30 30-08-2007 , 08:41 AM
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what does he look like when you turn on Use No Lights?

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