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
and here's his back, not much done here as i'm not sure how much detail to go into.
aiming for around 4500 - 5500 polys if poss. going to make the head more detailed for close up and fmv, same with the hands so i don't have to make loads of models in the short space of time i have.
are you planning on taking this into z-brush to create normals if yes i believe their are a lot of polys which you could possibly get rid of im looking in the arms and the back. You should be trying to construct a cage for the normal map.
I your not going into z-brush then you should try to keep it as low as possible in poly count then as you increase edges increase detail. This way you will only ever have the lowest possible amount of edges.
besides from that it has a good silouhette and is proportioned well good luck
hope this all helps
it isn't going to be taken to zbrush, at least not at this stage. if we get more time (highly unlikely) then i probably will.
i've reworked his shoulders so the edges flow nicer across his chest and round his arm and his kness now have a bit more detail. dropped the elbow pads in favor of the old three loop technique and generally tidied up bits. his back is still quite messy but i'll sort that in the next few days.
glad you like the silohuette and proportions, i'll crack the head and hands on today and post an update for more crit.
can we see updated pics. I want to give comments but as you said, the first pic is in its early stages before it gets reworked. One thing i like to do is start with the head or whatever you want to apply most details to so if that is the body, then start with the body...that way you know where to put the rest of your poly limit at.....
got him rigged and ready for mocap. we're using the gyro method rather than the cams and it's pretty darn good. the mocap that is, the model is the not the greatest but i have three more to do so with your help they'll only get better!
i'll post some vids or just check out www.daretobedigital.com our team is 'game over studios' and the game is 'smile'.
your totally right, there's been a few pro's running around our studio here giving advice now and again and it's hard to please them all. I decided to amalgamate the best serving tips onto one model so it works. next time i'll be a bit more prudent with the poly count.
you have also saved my life with your published works, college isn't like the real world at all!
cheers guys and i'll keep updating more frequently from now on.
chris
i'm such a fan of the gyro suit and the guys at animazoo are fabulous too, hey you guys!
not bad - all of the parts have a nice balance to them - though the arms look a little weird at the moment - the shoulders look high, almost as if her shoulders are hunched - and also the arms wouldn't bend downwards like that at the elbow - it looks a bit unnatural. remember, the arms can only really bend in one direction at the elbow and also that it twists in the forearm.
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