Beer glass scene creation
This course contains a little bit of everything with modeling, UVing, texturing and dynamics in Maya, as well as compositing multilayered EXR's in Photoshop.
# 1 07-05-2004 , 02:27 AM
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May - Noob - NightPhantom

It took me a while, but a I finaly got an idea for this challenge. Its a pirate from the future, where humans are pets and parrots rule the world! (or was it apes?... it doesn't matter)
If I have enough time I'll make a little naked human to sit on his shoulder.
For now all I have is the concept drawing. Please bear with me, I don't know how to draw (as previously stated). In other words, comments on the idea are good, but on my drawing ability (or lack of) are pretty pointless.

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There can not be Good without Evil, so then it must be good to be Evil sometimes.

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# 2 07-05-2004 , 02:52 AM
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Cool idea!

# 3 07-05-2004 , 06:54 AM
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Get your stinking wings off me, you damned dirty parrot!!!!

Great idea m8.


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# 4 07-05-2004 , 09:06 AM
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Progress, yoohoo! user added image
I made a hat :p
I still want to give it a velvety look, but when I was loading some textures Maya crashed on me, and this is what I had saved.

I have a question, I hope you guys can answer (or I'll make a new thread to ask in the newby forum). I have been using the layered shadder for a while now (used it right now, for the hat), but there is one thing I still haven't found out for sure (I have my theories, but nothing for sure). The thing is... When say for example I create a layered shader, a blimm, and a lambert. Then I connect the lambert and the blimm to the layered shader putting the blimm ontop of the lambert. At that point, if I don't apply any transparency, no properties of the lamber are taken in consideration, am I right? I mean, like bump, color, displacement, specularity, etc... If I'm not right, then, which properties do count, and which don't?
The question goes a little further now. If I do apply a transparency, like say for example, in a sphere, I make the top hemisphere transparent for the blimm, and the bottom hemisphere opaque for the blimm. Now, obviously I should now see the color of the lambert on the top of the sphere, and the color of the blimm on the bottom of the sphere. But, does that mean that none of the properties of the blimm apear at the top, and all the properties of the lambert do? I mean, like for example, the blimm is shinny, but the lambert isn't, so would the top of the sphere be shinny because the blimm is technically over the lambert? or would it not be shinny because the blimm is transparent in that area? This confuses me because if I use just a blimm on the sphere and then I make it transparent, it looks like glass, and it even creates refractions if I turn ray tracing on; so then in this case wouldn't it look like if there was glass ontop of the color of the lambert? If so, then how can I make it so that the properties of the blimm only apply to the areas that are not transparent for it?
Uff, this was a long question :p , but it's something that's been bothering for a while (and I'm kinda blind so I haven't been lucky using trial and error). I hope someone can help me out.

Well, anyway, here's the hat:

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There can not be Good without Evil, so then it must be good to be Evil sometimes.

:tup:
# 5 07-05-2004 , 11:14 AM
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I don't know about layered shaders, but if you make the lambert the top layer and transparent you will still get the blinn shiny on the part the blinn is showing and the lambert part will be matt....just a thought.




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# 6 07-05-2004 , 02:39 PM
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If you do not apply transparency to the top layer, none of the bottom will show. No bump, no shine, nothing.

If your top layer is at least partially transparent, like glass, all of its properties will show, but if it is absolutely tranparent, i think(i will check for myself) it will just not be there, the bottom will show.


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# 7 07-05-2004 , 08:29 PM
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Originally posted by jsprogg
I don't know about layered shaders, but if you make the lambert the top layer and transparent you will still get the blinn shiny on the part the blinn is showing and the lambert part will be matt....just a thought.

Yeah, that's what I used for the hat. But some times I think it would be easier to do the other way around. But I'm not sure of what the results would be. Once I did had a blimm (no layers) applied to a square, and a transparency map on the blimm to hide the color in certain areas, but then when I would render I would get like a square piece of glass with the color in certain areas. But it was very obvious that there was a squared piece of geometry there (which is what I was trying to hide).
When appliyng transparency in a layered shadder I can either apply the transparency to the material (blimm) or to the layered shader with the number where the material is (like if blimm is in color 1, then I can put the transparency in transparency 1). Is there any difference with those two ways?

Originally posted by Jack Of Spades
If you do not apply transparency to the top layer, none of the bottom will show. No bump, no shine, nothing.

If your top layer is at least partially transparent, like glass, all of its properties will show, but if it is absolutely tranparent, i think(i will check for myself) it will just not be there, the bottom will show.

Yeah, I know, but I meant a transparency map, like a drawing in black and white, black is completely transparent and white is completely opaque.


There can not be Good without Evil, so then it must be good to be Evil sometimes.

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# 8 08-05-2004 , 02:39 AM
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Yeah, I know, but I meant a transparency map, like a drawing in black and white, black is completely transparent and white is completely opaque.

That is what I meant too user added image there will be absolutely nothing where it is completely black.


I am in 10th grade, sophomore in high school, but if you don't take me serious, I'll make you.
# 9 08-05-2004 , 04:35 AM
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I have an example of what I mean here. As you can see in the previous pictures, the borders of the hat are silver while the rest is black. I achieved that by using a layered shadder, with the silver shader being underneat the black shader (the silver shader is an anisotropic, and the black shader is a lambert). Then I applied a black and white picture (no shades of gray) to the surface where the black edge is transparent for the lambert, and so it shows silver in the hat, while the white area is makes the lambert opaque, and so that part shows the black of the lambert.
However, all of this seems to apply ONLY to the color attribute. In the last pciture below you can see the green covering the silver part too. All I did to achieve that was asign a ramp to the incandecence of the lambert. But it ended up not being transparent and covering the silver part. So I'm thinking... besides the color, there is nothing that I can do to the silver area because it will be over written by the lambert ontop of it. And I can't invert the order by putting the silver shader over the lambert because then I lose control over the lambert. user added image
Does anyway know how to solve this problem? how can I make it so that ALL of the properties of the lambert will be ignored in that transparent area? There has to be a way...

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There can not be Good without Evil, so then it must be good to be Evil sometimes.

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# 10 08-05-2004 , 05:49 AM
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Well, since I have no idea of how to make the hat any better, here's the hook.

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There can not be Good without Evil, so then it must be good to be Evil sometimes.

:tup:
# 11 08-05-2004 , 07:42 AM
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Here's a treasure map

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There can not be Good without Evil, so then it must be good to be Evil sometimes.

:tup:
# 12 08-05-2004 , 01:38 PM
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It looks like those faces need to be UV mapped. Also, you can delete the green shader in your layered material, as it is only there as a placeholder.

# 13 08-05-2004 , 02:24 PM
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you can always use the shaders as 2 separate ones. make the black part of the hat only lambert(apply the shader to selected faces) and the silver only silver


I am in 10th grade, sophomore in high school, but if you don't take me serious, I'll make you.
# 14 08-05-2004 , 09:31 PM
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Selecting faces, UP mapping, it's all cool. But I use NURBS people user added image
I would figure you guys would know that by know. I only reply to every single NURBS question I see in the forum :p
That green part is a ramp node by the way, conected to the incandecence value of the black lambert. So even if I was using polys I don't understand how UV mapping would fix it. Unless you are talking about not using a layered shader at all.


There can not be Good without Evil, so then it must be good to be Evil sometimes.

:tup:
# 15 08-05-2004 , 10:46 PM
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Yes im talking about using not a layered shader, but 2 separate simple ones.

PS. You can always convert Nurbs to poly user added image


I am in 10th grade, sophomore in high school, but if you don't take me serious, I'll make you.
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