Introduction to Maya - Modeling Fundamentals Vol 2
This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with complex objects.
# 61 10-07-2011 , 05:12 PM
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did you take the HDRI yourself? if its just a random one and you are not lighting the scene with lights, then your lighting will not match your backplate.
Also, why do you have an occlusion on the environment objects?

I also agree a higher res image would be better.

# 62 10-07-2011 , 06:31 PM
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I think the material on the game unit might be too intense. It's is alot brighter that the white on the magazine. I took the pic into photoshop and darkened it as far as it could go and the game unit was still totally visible while everything else totally black.So I darkened the game unit just a tad to match white levels on everything else, and applied a slight blurr to the game unit.

It seems to match a little better with everything else, what do you think?

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# 63 10-07-2011 , 06:42 PM
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OK this image is 1920x1080 (right click and view image as SM shrinks the images down on the forum)

user added image

"why do you have an occlusion on the environment objects?"
because I missed read the escape studios doc - I thought it said apply it to all objects in the scene, but on further reading I now see the mistake - corrected for this render.

Yes my own HDRI image - sorting that out was a pain.

Thx THX (ha that made me chuckle) just got your message while posting this


# 64 10-07-2011 , 07:03 PM
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Thats a much better render! Still, I think the material needs tweeking just a Tad. Still seems a little bit on bright side. And the letter art on the game unit itself is more readable than the large text is on the magazine.

Just my observation, thats all.

# 65 10-07-2011 , 07:13 PM
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cool, I've never made an hdri because i don't have a wide enough lens. I usually fake them or use a 16bit tif.

the larger image helps.
i think you ought to try and match the compression/grain of the backplate. It doesn't help that the picture is a bit out of focus. Try adding some blur.
It looks like you still have the occlusion on the book, wallet and the coke. You can see it on the book near the left side of the table.... Also the big shadow under the book.

you might find that when using fg, the use background shader will pick up some bounce.

# 66 10-07-2011 , 07:42 PM
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cool, I've never made an hdri because i don't have a wide enough lens. I usually fake them or use a 16bit tif.

you might find that when using fg, the use background shader will pick up some bounce.

Be nice to know how you fake it as I borrowed the camera and he`s a pain to get it off him again.

Using FG and the background shader thats why there is the shadow under the mag. - The AB was deff only on the cards, game and box.

Oh silly me - just found the main problem - some how maya turned on default lighting - have to go and change all the lighting settings now - but already getting better results.


# 67 10-07-2011 , 07:54 PM
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turn off cast shadows on the other objects.

# 68 10-07-2011 , 09:46 PM
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Arrrr not having good day. Sorted out most of the problems but now have a new one - Maya will not render a shadow layer for me. At first I thought it was because I was using mental ray shadders but even on simple lambuts its not doing it. Tryed render layers and the render passes both not working. As you can see from my comp I need to get some shadows in there and some reflections.

Just wondering if its because I only have the indirect lighting ??? (there are no other lights)

Added some blur and color correction in photoshop - just need the other layers now.

user added image

Again this is full size just right click view image

user added image



Last edited by tweetytunes; 10-07-2011 at 09:50 PM.
# 69 10-07-2011 , 09:54 PM
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I think the answer is yes you need one light to cast a shadow...........dave

Edit:use light linking if you do not want a shadow or what Dom said




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Last edited by daverave; 10-07-2011 at 10:03 PM.
# 70 10-07-2011 , 10:13 PM
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On putting on my glasses I need them at my age I think you main problem as I think Dom pointed out is the main photo is out of focus. I would try to get a better shot(showing shadow direction) if possible and do a three point lighting with spot lights......dave




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# 71 10-07-2011 , 11:20 PM
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Maya will not render a shadow layer for me. At first I thought it was because I was using mental ray shadders but even on simple lambuts its not doing it. Tried render layers and the render passes both not working. As you can see from my comp I need to get some shadows in there and some reflections.

Your shadows aren't going to show if hardly at all in that render because of the direction of the light source. It's hitting your models straight on, and at a high angle. Reflections are simple. Just make a blinn, or phong, and apply it to a simple cylinder. Scale the cylinder to match the with, size, and angle of your real table, and make it transparent. Adjust the attributes to match the reflections of the real table. Render your scene and comp in photoshop.

EDIT: I meant that the because of the direction of the light source in the real photo, your not going to get much shadow if hardly at all.


Last edited by THX1138; 10-07-2011 at 11:26 PM.
# 72 10-07-2011 , 11:55 PM
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Well it more the fact they are not rendering at all - no matter what you would see. Render layers ain`t doing anything and the render passes are just coming out white no matter the number of lights or materials.

Some thing very wrong here - but super tired now so off to sleep - have another look tomo.


# 73 11-07-2011 , 08:55 AM
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That's looking better, I would still have an occlusion from the objects on the table, you ought to throw the reflection pass back on. I think it was missing from that render.

if you are going to grade the renders, maybe think about having them separate.

I agree the sun position is right behind the photographer (you can see the shadow on the table) so you might not have very noticeable shadows. You will need a directional light for the sun. 3 point lighting is a set-up for studios. doesn't really apply in the real world.

# 74 11-07-2011 , 12:54 PM
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I know SFA about what you are all talking about...but if I may add...turn the Zelda box on an angle not tanget with the closest part of the table...turn it about 30°....either way. There appears to be no reflection at all tweety off the console (to my eyes and screen). The reflections from the composite are slighty enhanced.....and yes the text can do with a small blur...nice shots though dude, you are getting a good composite.

cheers bullet


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# 75 12-07-2011 , 02:56 AM
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Hi Tweetytunes, -very frustrating. Not that it's a solution to what you're working on, and it could even create more of a headache, but if your interested in trying iray in maya, I'd be glad to post-up some links that I found that allowed me to enable iray in Maya (Maya 2012 64bit). If it works, then iray might (should) be able to give you physically accurate shadows, without you having to spend a huge amount of time on the set-up of lighting and shadows.

And/or, if you wanted to post your maya scene/file, that might allow others to see if they can get some shadow action to happen? But, if you don't want to post your scene, cool, that's completely understandable, -and no pressure on that at all. Not to forget, -excellent work user added image !

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