Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 16 25-10-2008 , 11:30 AM
NeoStrider's Avatar
Registered User
Join Date: Jun 2004
Location: Cleveland, Ohio (USA)
Posts: 1,541
the shader on the car doesn't reflect or highlight quite right... it should either be more shiny/reflective (anisotropic works well if you play with it a little) OR more dull (because of the age of the car).

only real gripe about the phone that hasn't been mentioned already is the texture alignment along the 1/4/7 keys... looks like they're shifting right the further down you go, but none of the other keys shift like that so i'm assuming it's just a placement error.

other than that, everything looks pretty impressive, nothing else that seems to benefit from improvement. nice job.


Accept no substitutions.
# 17 25-10-2008 , 12:18 PM
Mickeal_alex's Avatar
Registered User
Join Date: Jan 2007
Location: Romania
Posts: 289
Well thanks alot for the comment, i don't know how i didn't see the wrong placement of the keys, will have to move the keys and as i sayed i think i need to make the reflection more aparent on the phone. On the car i use a simple blinn, with a high reflection, and i also used the reflection blur atribute, maybe it is too blurr so will have to tweake, the crome objects on the car have a DGS assing to it and i think it looks pretty good.


Using the latest version of Maya!!!!
My ultimate goal is perfection!!!!
# 18 25-10-2008 , 12:30 PM
NeoStrider's Avatar
Registered User
Join Date: Jun 2004
Location: Cleveland, Ohio (USA)
Posts: 1,541
since your chrome is so new-looking on the car i think the paint shader should reflect that too and have much sharper specular highlights.


Accept no substitutions.
# 19 25-10-2008 , 12:32 PM
Mickeal_alex's Avatar
Registered User
Join Date: Jan 2007
Location: Romania
Posts: 289
Yeah youre right, it's just that i saw an animation on youtube of a car and the reflection on it was too strong and i tried to make it more blurred and i overshot.


Using the latest version of Maya!!!!
My ultimate goal is perfection!!!!
# 20 25-10-2008 , 02:27 PM
NeoStrider's Avatar
Registered User
Join Date: Jun 2004
Location: Cleveland, Ohio (USA)
Posts: 1,541
well reflection and specular highlight are two different things. what i'm talking about is most prominent in the car's driver side tire's cover. if you were to increase the specular, you'd have a much smaller white area with more definition. more specular = more metallic, more polished/clean, or more wet. less specular = more plastic/rubber, more dull/dirty, more aged/worn, and (obviously) dry as a bone.

meanwhile, if it's just a lesser reflection you're looking for, you can easily just... reduce the reflectivity value. .500 is usually default and i find it WAY too intense. i feel more comfortable at values around .100-.200 for a more subtle reflection. the blur on the reflections doesn't reduce the amount of reflection, it just makes it more obscure and hard to make out.


Accept no substitutions.
# 21 25-10-2008 , 09:32 PM
DJbLAZER's Avatar
Registered User
Join Date: Jun 2004
Location: Gothenburg, Sweden
Posts: 1,318
Although in real life, and in other renderers (Maxwell) reflection and highlights are the same.

# 22 25-10-2008 , 10:06 PM
gster123's Avatar
Moderator
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300
Yep DJ's right, spec controls are really faking what happens in real life as, if I'm not mistaken it reduces render time over.


"No pressure, no diamonds" Thomas Carlyle
Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads