1 Tutorials Maya Making of "Chaleur et paix" by Mohammed Khalil Sex Jan 21, 2011 8:52 am
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Reference:
I was looking for some references that could help me put things together. Basically I was aiming for a dramatic shot of an ancient passage, and so after doing some research I came up with these references:
Modeling:
Most of the objects in the scene were poly modeled. I believe poly modeling is more flexible and a commonly used technique in similar scenes as it facilitates the process of laying out UVs later on. I had to use other techniques like Splines and Loft objects. I find it more convenient to set up the camera angle at early stages so that you don’t have to model what is not visible to the camera. This is the camera angle that I chose:
Now it is the perfect time to move on and model all the details you want to have in your scene:
Since it is an ancient scene that we are after, it is a good idea to give your models an irregular shape. This can be done easily by adding more polygons to places where you want it to look and feel old, and then adding Noise modifier with reasonable values. It might look a bit exaggerated in viewports, but you have to put in mind the distance from camera, and GI calculation which blurs details due to interpolation:
More tiny details were added with the aid of Cut tool:
1 | 2 | 3 | 4
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Copyright © Mohammed Khalil
Edit by Raider
Source: [Tens de ter uma conta e sessão iniciada para poderes visualizar este link]]
I was looking for some references that could help me put things together. Basically I was aiming for a dramatic shot of an ancient passage, and so after doing some research I came up with these references:
Modeling:
Most of the objects in the scene were poly modeled. I believe poly modeling is more flexible and a commonly used technique in similar scenes as it facilitates the process of laying out UVs later on. I had to use other techniques like Splines and Loft objects. I find it more convenient to set up the camera angle at early stages so that you don’t have to model what is not visible to the camera. This is the camera angle that I chose:
Now it is the perfect time to move on and model all the details you want to have in your scene:
Since it is an ancient scene that we are after, it is a good idea to give your models an irregular shape. This can be done easily by adding more polygons to places where you want it to look and feel old, and then adding Noise modifier with reasonable values. It might look a bit exaggerated in viewports, but you have to put in mind the distance from camera, and GI calculation which blurs details due to interpolation:
More tiny details were added with the aid of Cut tool:
1 | 2 | 3 | 4
3DM3.com
Copyright © Mohammed Khalil
Edit by Raider
Source: [Tens de ter uma conta e sessão iniciada para poderes visualizar este link]]