Introduction to Maya - Rendering in Arnold
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
# 16 06-10-2003 , 03:57 PM
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Hi mtmckinley

Thanks for ur reply i'll do that....also what color i should put on the pointy things on the roof?


If you can Imagine, Draw it, if you Draw it, Animate it, then it becomes a Masterpiece.....
# 17 06-10-2003 , 04:55 PM
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Hey, that looks verry nice! Keep it up!

BTW, do you know any site with old/fantasy castles?

# 18 06-10-2003 , 05:00 PM
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Hey Thanks,

Fantasy castle, hmm don't really know but you can use ur search engine and write castle...i bet you will find something.....


If you can Imagine, Draw it, if you Draw it, Animate it, then it becomes a Masterpiece.....
# 19 06-10-2003 , 10:39 PM
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Shouldn't this be in the W.I.P forum?

# 20 06-10-2003 , 11:13 PM
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That castle keeps getting better and better, keep it up! Want to see more of it.

# 21 06-10-2003 , 11:53 PM
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Originally posted by ckyuk
Shouldn't this be in the W.I.P forum?

Yep.

# 22 07-10-2003 , 02:59 PM
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?user added image

# 23 07-10-2003 , 03:49 PM
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Hey guys,

I did a bvel on the towers corner and did a place a texture file to it and this happens (see pic)

why?

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# 24 07-10-2003 , 03:52 PM
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When you bevelled it it seems to have lost it's UV information. Try applying a UV map to it.

# 25 07-10-2003 , 04:02 PM
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Thanks wichy!!!!

I did a test with planar maping and took all the corner faces also to place the texture....

Is this the correct way to texture it? i mean when u bevel something u have to use planar maping etc... and select the corner like i did?

Now i have a seam in the texture how can i get rid of it?

thanks in advance!!!

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# 26 07-10-2003 , 04:04 PM
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this is what it looks like with a seam...

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# 27 07-10-2003 , 04:10 PM
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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;

https://www.mtmckinley.net/

and danny's uv tools that help out a huge amount imho;

https://www.dannyngan.com/

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.

# 28 07-10-2003 , 04:10 PM
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thanks thx!!


If you can Imagine, Draw it, if you Draw it, Animate it, then it becomes a Masterpiece.....
# 29 07-10-2003 , 04:15 PM
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hehehehe thanks for the help wichy!!!

I will see the video...and the tools

Thanks again....


If you can Imagine, Draw it, if you Draw it, Animate it, then it becomes a Masterpiece.....
# 30 07-10-2003 , 06:13 PM
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tank2002

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. user added image

user added image


Dave Baer
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Digital Media Arts College
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