This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
Parked it by the harbor. I love HDRI's, but they can be a real pain to work with. First off, it's hard to find a good HDRI that isn't too over the top, and then once you've found one you like it's an even bigger pain to find the camera angle that looks best. The same HDRI can range from looking absolutely terrible to great in the course of a few degrees of camera movement. Any suggestions on getting good HDRI results would be welcome.
It looks a little speckaly for me. And you might want to bring down the reflectivity. Also, you should finish the model before you start fooling around with materials.
The speckles are due to the conversion from a Maya iff image at 1024x768 to a JPEG at 640x480, which always sucks it seems. The paint has a silver flake to it which just won't come out clear with a JPEG at that resolution, and subsequently it looks speckly. I'd post a nice high res image, but this forum seems a bit weird with large image attachments.
Yeah, I've got to finish up the modeling, I shouldn't get impatient.
A few updates. Added the grill over the engine, the air vents, the wing mirrors, and both sets of rear lights. Welding all those half spheres together was a big pain, and it's still not finished. I also tidied up the spoiler. Next it's on to the wheels, and then the interior.
test renders are always a good idea to see where things are going. mess with the shaders all u like to get an idea of the desired result for the final model
Thats a really well made rim... but no offence, I wouldn't use that design for my car. I mean, the modeling is perfect, just that style of rim is not to my taste, you know? Anyways, cheers
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