Introduction to Maya - Rendering in Arnold
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
# 1 17-07-2005 , 12:12 PM
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Sutton Hoo

Hello there,

It's been a while so I thought I'd show my face and a bit of work I'm in the process of doing.

This is my take on the Sutton Hoo helmet. It is almost finished so I thought it would be cool to recieve some C&C for it before I leave it alone.

Cheers,
Mat.

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# 2 17-07-2005 , 03:46 PM
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cool looking helmet. I'd like to see some more angles and close ups. Is the texture just random or is there some pattern there? I'd recommend using some suitably medieval or celtic line art as the basis for the texture bump.



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# 3 17-07-2005 , 04:08 PM
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cheers mhcannon,

there is a bit of a pattern there although you are right to point out that it is a little random looking. This is the bump map I've used on the face, put together from various pictures from the net. Any suggestions on how to make the pattern more visible?

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# 4 17-07-2005 , 04:30 PM
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here's a couple more angles too. these are from older renders, I have changed a couple of things since them but the bump maps are the same.

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# 5 17-07-2005 , 07:43 PM
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v nice work!

# 6 17-07-2005 , 08:46 PM
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A++. Poly count?

# 7 18-07-2005 , 06:38 AM
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cheers,

it has a fairly high count at almost 13000.

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Last edited by happymat27; 18-07-2005 at 06:40 AM.
# 8 18-07-2005 , 03:16 PM
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Nice.

# 9 19-07-2005 , 09:24 AM
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hello again,

I forgot that I have a book called 'Celtic Art The Methods Of Construction', a very useful reference book! After scanning a few images I came up with this new bump map for the face. It seems to be more effective than the original one. I'll sort out the rest of the bump maps next.

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# 10 19-07-2005 , 12:16 PM
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Yes, that does look alot better. Did you use any conversion at all for that nice clean mesh?

# 11 19-07-2005 , 03:01 PM
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Much better. It is a lot cleaner and sharper looking.

# 12 19-07-2005 , 04:29 PM
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Thanks dgustavson and alienscience,

What do you mean by conversion?

edit:

doh, just realised what you meant!! No conversion, I modeled it using poly spheres extruding and splitting as I went then I smoothed it out. Here is the low poly mesh.


Last edited by happymat27; 19-07-2005 at 04:35 PM.
# 13 19-07-2005 , 04:37 PM
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low poly mesh

couldn't post it with the edit, sorry.

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