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
# 31 03-04-2006 , 06:48 AM
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I owe it all to concorddawned. Hey, can you tell me what I need to do to get a render to look like this

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# 32 03-04-2006 , 06:55 AM
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Basically Select all objects and assign them a lambert material

Create a poly plane underneath your object and resize it. then create a poly sphere.

Resize the sphere so its larger than the whole scene.

Go into front or side view and cut the sphere in half Horizontally (delete the lower half) by deleting the faces. Assign the hemisphere a new lambert and raise the ambience and translucent sliders both to 75%

In your mental ray render globals set the quality level to production, then go down to the final gather tab and enable it.

Render away

You should have the same reuslts.





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# 33 03-04-2006 , 12:51 PM
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man so far I am loving this thread. i have learned alot just by the questions you have asked and thanks concord for explain clay in detail and chrome

# 34 03-04-2006 , 12:56 PM
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Yes, I have to agree with mmoore5553.
concorddawned is giving everyone a good lesson on material. Alright so I got my hemisphere and i gave its ambience and trans up to 75% and I just assigned a plane brand new lambert to all my other materials and this is what im comming up with. I tried changing the color of the lamber but it still looked very similar. Ohhh im sooo close to getting that type of render.

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# 35 03-04-2006 , 02:14 PM
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create a point light put it above your disc and set its intensity to 0.

Enable ray trace shadows in the shadow section.

Re render as see what happens.

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# 36 03-04-2006 , 03:57 PM
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Nope, its still rendering the same. I probabl have something enabled tha shouldn be but im not sure.

# 37 03-04-2006 , 08:13 PM
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Originally posted by ericmattison81
I owe it all to concorddawned. Hey, can you tell me what I need to do to get a render to look like this

How do you get the render to look like that?

# 38 03-04-2006 , 10:04 PM
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This front bumper is no where nea finished thats why the creases still look funny but i though Id see how it look rendered while im waiting on the clay render. Anyways, heres the shot

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# 39 03-04-2006 , 10:05 PM
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I didnt create these rims NOR will I use them> This is just for testing purposes. I wanted to see how big I need to keep the rotors with the car

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# 40 03-04-2006 , 10:06 PM
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another shot

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# 41 03-04-2006 , 10:10 PM
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The rims were found from some eclipse I found on one of these websites that ppl allow you to download there work. I dont remember which site I downloaded the eclipse from but i figured id use there rims until I create my own. Hopefully I can make my rims look near as good as these ones. we will find oue

# 42 03-04-2006 , 10:11 PM
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Originally posted by Anhslaught
How do you get the render to look like that?

Anhslaught, which render are you talking about.

# 43 04-04-2006 , 12:07 AM
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Ok,

Try Raising the Ambient/Incandescecence on the lambert for your object to around 5%

Then Change the colour. Make sure u have RGB selected (not HSV) andenter these numbers...

R ---- .624

G ---- .575

B ---- .430

That should work.



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# 44 04-04-2006 , 04:47 AM
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Hey, you think tou can mail me a file with you rendering a cube because im having no luck. I wan to see what im doing wrong. If you can, Id appreciate it, if not, Thanks anways. Email me at

ejmattison@yahoo.com

# 45 04-04-2006 , 06:26 AM
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Disregard what i said before,

Just set everything to a clay lambert colour and set the settings to production again, then create a image based lighting node and render.

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