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
Lol, once i found this small bee made by tariqrf in one of the old tournaments.. i realised that your mesh really isnt that dense! One thing though i do suggest is that you go over your model, and really start to choose large areas.. and delete all of the edges in that flat area, its a technique that really is useful.. you could probably lower the polycount a lot.. then you can smooth it when you wish to render it off .. works better that way
"I should call you sugar maple tree cause i'd totally tap that" haha
Um...hate to bust ur guyses bubbles but....the poly count is 0. Thats right, 0. Its all NURBS, my dear friends. It runs fine on my P4 2.5gig and 512DDR ram machine
But if you converted that to polys the mesh would still look like that because of all the isoparms right? And does render time alter if its nurbs or polys? Those are just things im wondering. Anyways, not dissin the car buddy... the cars great.. just it does look like its a bit dense.. then again i havent made a car with nurbs.
"I should call you sugar maple tree cause i'd totally tap that" haha
Yea, take a look at Forumsnoboarders Honda CRX. His mesh is just as bad/dense as mine is, and his is in NURBS too. Not sure what renders quicker, polys or nurbs. Ill have to experiment on it.
Not sure what you mean by "stitch curves together", but I just attach them and cut/detach them as I need to. What I basically do is start off of one curve, then build around the car, off of the other curves. Then to get the surface(s), I just birail.
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