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
I like the shape and it renders smoothly, I've not done much hard body modeling though and I'm concerned about the poly-count (1,334 unsmoothed so far).
I'm working only with a front view image plane (maybe not my best idea but I'm committed now).
With an old tv like this, the screen bulges out, do you think though that the actual tv shape is convex - so that if it was viewed from above, it would curve forwards?
Yeah, I realize that the screen will bulge outwards, but I'm wondering if the actual plastic mould (the part I'm modeling just now) would curve outwards towards the front.
My feeling is that it would... easily modified using a deformer later though.
I'm having a bit of a hard time creating the screen - getting a convincing, even bulge. I've tried making a plane and inserting edgeloops, then gradually moving the loops outwards, working my way in towards the apex of the bulge but it's not looking correct and is quite time consuming.
There must be a more efficient way - any advice anyone?
Thanks for the responses. Taken a break from it just now to watch some training vids, I'll try both the lattice and the edgeloop method later on.
That's kind of what I was doing blazer, I'll give it another shot.
Blazer, I've always been impressed by the hard body modeling you show here. How do you think my tv is shaping up generally? In terms of geometry, edgeflow etc.
I think the mesh looks great, can't find anything particular to complain about. However in the last render those areas around the buttons are blocky, I'm not sure what you did to them since they look like they should smooth fine.
Thanks, it's good to hear considering the quality of your hard body models.
Re the last render - it's not smoothed. Been trying to get it looking as smooth as possible pre-smooth, and thought I would try it out in this render. Well spotted though.
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