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
Decided to close the loop on a bunch of models. Gotta polish... Got his head rigged in FaceRobot and importing the mdd to c4d through riptide. The guy who made the mdd importer said nobody had mentioned this workflow. Seems good to me....
Maybe I should rename my thread to "Everything BUT Maya"
Last edited by Chavfister; 10-06-2012 at 03:57 AM.
Hmmm, good start, but the teeth look too small and the eye lids have no thickness.
I feel the character is neither, cartoon or realistic - its kind of lost somewhere between. I think you need to examine facial expressions in the mirror as whats going on here isnt doing it any favours.
Sorry if my comments are negative but its all I see right now and so the fact its rigged is kinda moot for me.
Ahhh it's all good Jay. You know I am at the very least trying when I attempt these things. Here is a little progress and a render in c4d and not ZBrush. I know the shader system in c4d better so I prefer that...
So here is another render of Frank and some photos... Gonna try and get as much out of the SSS shader instead of str8 up only texturing him... Got some noise layered and plan on doing some layermasks to limit the amounts on the lips and ears... Got the head in and have just been updating the displace from ZBrush.
Last edited by Chavfister; 11-06-2012 at 11:25 PM.
Pretty much the entire material editor is split off into sections and then you can build a layer in that and stack your shaders and effects. The problem is that there is not much documentation on this stuff and finding it takes time to find scene files either in c4d itself or on the forums to deconstruct what people or Maxon have already built. Tutorials don't even help me nowadays... The SSS also only got to the point of accepting GI this build. I try and do everything through the physical renderer and not Vray simply because of the hair. Vray is great if your dude is bald...
Probably the biggest difference I noticed with my work was when I began to create things at scale. Once I did that and baked about 4 maps out of xNormal or Zbrush things began to get much better looking. But the c4d community for the most part understand "zilch" about topology and UVing and you will never get really good stuff with procedurals...
Below is a drawover that I have mocked up for the facial hair. Been working on my F117 and F18 today trying to get them UV'd...
Last edited by Chavfister; 12-06-2012 at 08:21 PM.
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