Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 1 10-11-2010 , 06:17 AM
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toon shader render

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# 2 10-11-2010 , 08:46 AM
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are you watching me or am I watching you?? rendered in?? Maya?


bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 3 10-11-2010 , 10:36 AM
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not sure the fake dof is working for me. try using maya dof or rendering a depth pass.

# 4 10-11-2010 , 12:26 PM
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I would say don't blur the wall at all, only the balloons further back; it just gives the impression of a low-quality render.
I like everything else, though, and think it would be quite nifty if changed in the way I mentioned!


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# 5 10-11-2010 , 06:43 PM
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thanks for the comments folks!

@ Bullet, yes.. render in maya.. using Toon shaders and Maya Software. Which is what I am restricted to only in this render.


@ Hammer.Horror As for Maya DoF which else is there to use besides the one of the Camera settings?

the only Depth of Field settings I can find are under my Main_Render_Cam..


will be happy to try it another way if I knew how


Last edited by Ataraxy; 10-11-2010 at 06:46 PM.
# 6 10-11-2010 , 10:00 PM
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create a depth pass and use a compositing program to blur it correctly.
you can create a depth pass by projecting a black and white ramp from the camera (this is also quite good for fog)
if you dont have a comp program then use maya dof i guess. but it works better than guessing in photoshop.

# 7 11-11-2010 , 06:19 PM
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Ahh yeah.. you're right that would turn out better probably with toon shaders..

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