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.
I am making a Black & white globe. I have mapped the texture to the poly globe. I would like bit of roughness on the surface. I embossed my texture in PS so all the continents do look raised above sea level but inside the continents everythin is flat. I would like some unevenness in the surface.
II- My sea is dark grey and the continents are light grey. Is there any way I can make the continents chrome without pysically modeling the continents????
grrr I am rendering another part of this animation and at the same time trying this bum I mean bump maping stuff :-)
So everything is slow. I will try what you said afterwards
Mr mtEverest ...(mtmckinleys knowledge is high and wide as Mt Everest hence the nickname:-)
Anyway I am very confused. I have a poly sphere. On that I have mapped earth texture. In the texture image the continents are blackish and the oceans are whiteish.
Then I placed the same earth image as a bump map.
When I render... the earth comes out awesome . All raised up nice topology etc. My only problem is that the the continents come out blackish but depressed rather than raised. How do I rectify it?
Do I need to inverse the colour of the texture and bump map image or just inverse the bump map image?
Enlighten me.
yep worked ...1st time I tried I used inverse in Photoshop. The difference between dark and light was not pronounced enough. So i added more contrast and now it came perfect :-)
When this animation rendering stops I will try what Everest suggested :-)
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