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
The glories of uv mapping are upon us! I am no expert and rather hate it, but you can map all the faces onto one texture map and then join the edges / overlap duplicates etc to get rid of the seams rather than texturing each face individually.
I'd heartily recommend the UV mapping video at Mike's site;
You could also try moving the texture around on the faces using the planar mapping box, but laying out the UVs and texturing them is a handy skill to acquire, if a complete pain in the rear.
1. High res is nice, but when you're just showing test renders, then go with something smaller. save the higres for the final image.
2. The invisible wall. All ya gotta do is reapply a texture to it.
3. The seam. If it's an issue then try using a cylindrical map. Otherwise, align the seam on a side that won't be seen. Remember, you can only see something from one side at a time (unless you're using a super high-technological survailence system, but that's another story) :p Or hide the seam inside where the wall and the tower meet.
4. The textures are a bit repetitive. In photoshop, try using the rubber stamp tool to throw in more variations. I say use that tool because it will copy other parts of the texture instead of you having to try and paint-match it. Maybe use a layered texture to throw in dirt, grime, or vines over the walls to break it up.
It's looking good though. I like the torch lights by the front gate.
Dave Baer
Professor of Digital Arts
Digital Media Arts College
Boca Raton, Florida
dbaer@dmac.edu
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