Maya 2020 fundamentals - modelling the real world
Get halfway through a model and find it's an unworkable mess? Can't add edge loops where you need them? Can't subdivide a mesh properly? If any of this sounds familiar check this course out.
# 1 25-06-2011 , 09:20 PM
Registered User
Join Date: May 2008
Posts: 245

Modeling Exhibition with Maya, Lighting Advice

Hi everyone,

I Need Advice for lighting setup for my Exhibition stand Design.
As you see from image reference , That is what I need to achieve. I need help with Maya lighting setup ,

I tried, but I can Not get the same result, the image reference is done with Max.

IF you know something PLZ say something.

regards

Attached Thumbnails
# 2 25-06-2011 , 09:39 PM
daverave's Avatar
The thin red line
Join Date: Aug 2009
Location: England
Posts: 4,472




Avatar Challenge Winner 2010
# 3 25-06-2011 , 09:52 PM
Registered User
Join Date: May 2008
Posts: 245
Thanks Dave, You right,

Yes , its Final gather,

well this is my first render , I just used final gather with default maya lighting.

Attached Thumbnails
# 4 25-06-2011 , 09:57 PM
Registered User
Join Date: May 2008
Posts: 245
I need bit glossy in the Materials. something bit shinny with reflection.

# 5 25-06-2011 , 11:55 PM
honestdom's Avatar
The Nurb Herd
Join Date: Oct 2007
Location: London
Posts: 2,381
do you even have an ibl?

your reference looks terrible, why do they want it to look like that.

(on a side note, try turning off quadratic filtering on your textures.)

# 6 26-06-2011 , 12:02 AM
Registered User
Join Date: May 2008
Posts: 245
Thanks Dave for the tutorial. It is great tutorial by this lady.

well , As you see my render images, it is improved compare to the beginning , I'm happy so far, I need bit more of tweaking around with the final gather and lighting.


if you see something wrong/changes in my render PLZ say something.
Your Advice always welcome.

regards

Attached Thumbnails
# 7 26-06-2011 , 12:17 AM
Registered User
Join Date: May 2008
Posts: 245
@ honestdom , I turn off the Quadratic.

here is the render with texture turn off the Q.

what do you think? any more suggestion to improve the quality?

No IBL. only dome light (sphere) and 2 spot light with low intensity for the shadow, plus final gather.

regards

Attached Thumbnails
# 8 26-06-2011 , 02:40 AM
bullet1968's Avatar
Lifetime Member
Join Date: Feb 2010
Location: Australia
Posts: 4,255
I would try an IBL turned down so it just highlights dubai3d, it will make a difference.

cheers bullet


bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 9 26-06-2011 , 06:15 AM
Registered User
Join Date: May 2008
Posts: 245
@ Bullet . I have already sky dome ( sphere with bright color) in the scene. you mean IBL on sky dome or separate?

regards

Attached Thumbnails
# 10 26-06-2011 , 11:53 AM
bullet1968's Avatar
Lifetime Member
Join Date: Feb 2010
Location: Australia
Posts: 4,255
No that looks like is it.....hmmm it just seems too bright to me, the objects I mean...get rid of the light blue...it isnt represented in the ref...unless that is for modelling and lighting only? If you want colour IMO only LOL....where you have light blue...change it to a peach colour...sheilas dig peach. I think (I could be wrong)...if you have IBL the image would be 'on' in the background? so you would render the IBL as well...dom?

cheers bullet


bullet1968

"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
# 11 26-06-2011 , 12:19 PM
Registered User
Join Date: May 2008
Posts: 245
@ bullet

The light blue objects are the glass windows of the middle cabinets. as you see in image reference 2, the glass windows are gray in color. I changed it slightly the shape and the cabinets ( I don't want looks exactly the same.) Plus I add sphere(blue) on the roof/top of cabinets.

I dont have any light with blue color. I used the sky dome ( sphere with bright color ) to light the scene. IBL makes the scene very glossy and shinny , but in this scene there is not much shinny and glossy, its mostly brightness from the final gather and sky dome sphere plus 2 spot light with low intensity 0.500

but you are right , the scene is bit bright, the objects in the middle ( the cabinets) are brights and hardly to make it out what they are, and what kind of shape they have...

I'm thinking of reduce the brightness from sky dome or light, but the its effects the whole scene.

so you may can help me how can I make the middle object more visible.

If you know something PLZ write something.

regards

below Image: second image reference

Attached Thumbnails
# 12 26-06-2011 , 12:36 PM
Registered User
Join Date: May 2008
Posts: 245
Same angle as image reference.

Attached Images
# 13 26-06-2011 , 12:41 PM
mastone's Avatar
Maniacal boy king of Babylon
Join Date: Aug 2005
Location: the netherlands
Posts: 1,605
What I don't get is why you're making a exhibition stand in 3D from an obvious 3d render which you use as reference, why not ask them for the files and tweak some setings....because as of now the reference looks a bit better than your renders.
-try adding small surface details, Depth of Field, a greater variety of materials, slightly colored lights etc etc .
There were some great tutorials on GNOMON about Mental ray lighting and shading or if you don't like watching tutorials, try to get Boaz Livny's Mental Ray book which is great.
But those tutorials/books only learn you about how to get stuff to work in Maya/Mental ray, if you want to know how something should look you need to study light and color theory...

I am affraid that there isn't an easy answer to your " lighting-problems", just practice and learn

# 14 26-06-2011 , 12:55 PM
Registered User
Join Date: May 2008
Posts: 245
The reference image has been done in 3d max. its copyrighted to Nivea company, people they dont easily giveaway their models,

anyway, I went through alot of tutorials and lighting, but because Maya is not that good for architectural things ( maybe I'm wrong). 3d max is excellent for this kind of jobs, which I'm not really good in 3d max.

Anyway I'm trying to discover how this scene can be done in maya, which I may get some freelance project regarding exhibition design. who knows, this days we needs to learn and try every thing in 3d.

after trying so many times I'm getting tired, and I don't want to give up . that is why I asked 4 public help.

if you know something and would you like to share it, please write something.

regards

# 15 26-06-2011 , 01:07 PM
mastone's Avatar
Maniacal boy king of Babylon
Join Date: Aug 2005
Location: the netherlands
Posts: 1,605
It really doesn't matter which package you use, 3ds Max is general more easy to set stuff up, but I personally hate the interface.
The only thing is that Mental ray is a bit akwardly implemented in Maya ( it used to be a lot worse mind you, it's getting better).

Try this:
https://simplymaya.com/autodesk-maya-...id=2&sub_cat=0
https://www.thegnomonworkshop.com/sto...torials/asa01/
https://www.thegnomonworkshop.com/sto...ls/jen_series/
https://www.thegnomonworkshop.com/sto...tdoor-Lighting
https://www.thegnomonworkshop.com/sto...tion-Practices
https://www.thegnomonworkshop.com/sto...-FULLY-UPDATED
https://www.thegnomonworkshop.com/sto...l-Illumination
https://www.thegnomonworkshop.com/sto...ng-and-Shaders
https://www.amazon.com/mental-ray-May.../dp/0470008547


Just to warm you up a bit user added image

For whom are you making the stand, if it's for nivea, they probably made the drawing in Autocad then exported to Max, you can export FBX from max and import the FBX in Maya, there could be some stuff that doesn't work ( lightnodes/materials), but at least you have the intended model and can tweak from there, again no easy answers

Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads