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 09-12-2012 , 02:11 PM
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Architectural Context

Hey guys.

I'm doing a contextual model for a school project. Mainly i've been working in 3Ds max, because that's what our school offers courses in. But i've switched to maya. I've always liked the soft lighting, which is very easily created in max with mental ray sun / sky.

I can't seem to get the same nice soft shadow / lighting effect in maya. Any good tips on "realistic" lighting settings / shadows!? user added image

Best,

Mikkel

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# 2 09-12-2012 , 02:58 PM
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Have you tried mental ray sun and sky in Maya? I'm not sure what the screenshot is showing, but it looks like you've got some geometry existing in the same place as other faces.

# 3 09-12-2012 , 03:38 PM
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Is that the 'physical sun and sky' under render settings > indirect lighting? Would geometry existing in the same place cause render problems? Thinking about shadows and such?

# 4 09-12-2012 , 03:38 PM
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... and my material for the project it self (not the context) is slightly transparent!? Does that have anything to do with shadows?

# 5 09-12-2012 , 05:25 PM
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Yes, that's the physical sun and sky. Yes, duplicated geometry can cause render problems. You can see in your screenshot in places there's lighter gray areas hatched over dark grey, indicating there are multiple faces there which is causing drawing problems.

Transparency can also affect shadows, but you'll have to experiment to achieve the effect you want. By default (I think) raytraced shadows ignore transparency, but I could be wrong on that.

# 6 09-12-2012 , 06:10 PM
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Thanks for the answer! I'll fix that! ... I've already tried the physical sun and sky, now i maybe just have to tweek it a bit. Thanks

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