Maya 2020 fundamentals - modelling the real world
Get halfway through a model and find it's an unworkable mess? Can't add edge loops where you need them? Can't subdivide a mesh properly? If any of this sounds familiar check this course out.
# 136 13-09-2003 , 06:14 AM
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Alright Brian!


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# 137 13-09-2003 , 07:37 PM
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Grats, well deserved. Keep us posted about it, oh and don't forget to model you're truck.



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# 138 13-09-2003 , 09:50 PM
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Whee... another hidden talent about to be recognized! Way to go.. good luck!


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# 139 15-09-2003 , 01:38 PM
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Thanks guys... I really hope that it works out... Hey... what does it mean when you render with MR and it says no photons emited after 10,000??? its very annoying...Grrr. THanks,
Brian


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# 140 15-09-2003 , 02:04 PM
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Not very familliar, (yet) with MR, but is there some sort of possible "user-controlled-photon-cap" setting in the MR settings that needs to be upped in your case maybe?

I only guess, so don't take my word for it, but I had the idea from seeing the Subd poly conversion cap that was user-controlled.

...I'm most likely full of it, but it's just a thoughtuser added image ??


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# 141 15-09-2003 , 03:28 PM
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If it says "No photons stored after 10000" or something similar, it's a warning that after 10k emissions, no photons were stored in any photonmap. If your scene still looks fine there is no reason to worry (probably a pointlight that shoots half its rays into infinity), but if it comes out black or without GI (or caustics) check for "recieve photons" in the scenes objects. Good luck with the job.


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# 142 15-09-2003 , 03:31 PM
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thanks for the tips guys... one of the first things it says, its no photons storred...ect then it just kinda stops... so I delete my dome and stuff and made a new one with the same settings, and it works, lol... here is a new displacement test render... I know its not huge mud, but i think it looks decent. Thanks<
Brian

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# 143 15-09-2003 , 04:58 PM
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don't think this looks to good... could use some help/opinions :bow: :bow:

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# 144 15-09-2003 , 05:06 PM
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Brian,

I love seeing the progress you are making with the truck.

How are you able to get those nice bevels man??

the bevel tool in maya just doesn't cut it for me - it adds extra geometry which messes up the smoothing

what's your secret?


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# 145 15-09-2003 , 05:41 PM
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well there are two ways of doing it... atleast the way i do.. I use the bevel tool, and make tons of clean up... where it makes those unwanted edges, and verticies? yeah, i know it sucks, and it is very time consuming, or you can do a soften harden edge after you convert to Subd's. For this one I just used the bevel took before I converted to Sub d's so that it would keep the mesh count small in Subd's. THakns,
Brian

unfortunatly...there is no major secrect... just lots of time user added image


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# 146 15-09-2003 , 05:50 PM
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Its a great looking truck so faruser added image could you post a low poly wire?


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# 147 15-09-2003 , 06:11 PM
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jason,

I tried to access your site... but it doesn't seem to b working?


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# 148 15-09-2003 , 07:05 PM
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hey guys.. by the time i am done with this, you won't be able to tell that i used the photos of my truck that i took... It allready looks totally different. The previous pic was with the modified photo textures, this is with even more dirt, water spots... like it got rained on, and then got muddy again... What do you think?? I will post a close up,
Brian

BTW I am using all entirely seperate specular, diffuse, displacement, bump, Transparancy maps, and reflective maps for each piece of the truck... unfortunatly, it takes forever to load all of them, when rendering a frame in MR

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# 149 15-09-2003 , 07:39 PM
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The model is as usual awesome.
The mud looks a bit 'hard' more like molten metal (would probably be a very cool molten metal look with some shine, alas I don't think that is what you are after). A more subtle displacement or slight filtering?


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# 150 15-09-2003 , 07:47 PM
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I think some filtering would "round" the edges a bit thats a good idea bjorn. Although i too know nuthing about displacement so i could be wrong. Why is the colour map white wherever there is mud? Should it not be brown?



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