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
The top of the table looks very low. Compared to that of the glass beaker, its barely twice the height of the beaker, which seems awfully low for anyone of average stature. You've either got a lab full of little people, or a lab full of scientists with back problems.
Additionaly the side of the surface is very white, while the rest seens to be lost is shadow. Perhaps moving the light source higher and angling it down? Maybe as well altering the prenumba angle and the drop off for a softer light?
Last edited by [icarus_uk]; 06-08-2003 at 05:12 PM.
I like it I just think you have lots of things competing for the viewers attention.
Perhaps think about how the layout might work to get that money shot for a final render. Maybe looking over the operating table thingy on the right into the lab, or from the scientists point of view etc. You can always include smaller shots to show off your detailed work too.
Maybe adjust some proportions, but what you have so far looks jolly imho, it just needs to fit with the other parts a little better. Don't abandon it yet!
Alright, alright, I'll stick with it...but only cause you guys want me too .
Witchy: you're right, but with what I have at the moment I cant really get my head around how I'm going to get that final render shot. I bet I'll figure something out, it's probably just a small lack of inspiration.
It's been a while since I last updated, but I think I'm going somewhere now. I've still got a long way to go, but I think I'm starting to get that Mad Scientist look
I've actually been having a problem with rendering because I only have 256Mb or RAM. I think it only took a minute or two anyway. If I increase my scene anymore I don't think I'll be able to render anything
Does anyone know how to get a fog effect at the bottom. Mine doesn't really look too good. Any suggestions, cause I really have no idea how to do it. At the moment I've got a cube with a transparent shader...
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