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And while it's slightly reflective like polished wood, it's not too shiny. Take a look at the table as a basic material with a wooden color and glossy finish using textures. Why is it called a "lobe"? You can visualize how a material reflects or transmits light based on its distribution function, these are usually visualized as a lobe (an elongated shape showing sharpness, power, and direction) in 2D or 3D. When laying out your UVs, avoid overlapping UVs and keep an eye on UV shells with flipped edges as this can cause artifacts when displacing or warnings during the render. Make use of bump mapping instead of displacement on polygons or convert them to subdivsion surfaces for displacement. Making these subdivision surfaces can balloon your memory usage for little visual impact. These objects are typically not deforming and plentiful in your scene. But despite these caveats, polygons for background and prop objects will render just fine and perform quite well. Polygons are also quite useful for anything with hard normals (faceted faces for many inorganic things like buildings, props, set pieces, etc.) You may soften these normals for closer rendering or add more modeling details to make it look nice but be aware that silhouette artifacts may appear during shading if that's insufficient. Anything less than 1 is very high quality.) (Note that if this is too coarse you will get shading artifacts especially along edges, reduce the value slowly. Try settings anywhere from 1.5 to 3 for reasonable production quality. This provides automatic level-of-detail, and higher numbers are more coarse but can still be enough to look good. Make use of higher micropolygonlength settings.Keep creased edges to a minimum, they can be expensive.Only model the bare minimum detail you need in the base mesh so that the resulting surface is the correct shape when subdivided and not more.When converting to a Subdivision Mesh using the default Catmull-Clark scheme, to avoid over-dicing, use quads only.When modeling for Subdivision Surfaces, keep these things in mind to get the shape you want but not destroy performance: Polygons like to come apart when displaced, so convert to a Subdivision Surface. This is also a good choice when using displacement. This reduces possible tearing and improves the look of characters and organic objects seen up close. RenderMan is designed to render subdivision surfaces when possible for animated characters and hero objects. Props - These are often kept as simple as possible, you'd be amazed at how good texturing can take a low-detail asset and make it look quite nice!.Set assets - These may have varying levels of detail based on where they are in a scene.Hero assets - Things like main characters and the focus of a shot or story.When creating assets, it's important to understand which objects fall into certain categories and model their detail accordingly: We'll dissect each object and its shading first.
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The scene recreates studio lighting as well as organic objects and adds depth of field for better realism.
#RENDERMAN MAYA TUTORIAL HOW TO#
The Generalist Intermediate Course teaches you how to build your own characters.This tutorial expands on the instructions set forth in Harsh Agrawal's Community Site version and focuses on look development and lighting. Please refer back to the Generalist Intermediate Course for clarification on topics as this walkthrough is a demonstration of the concepts taught in those classes. Compositing And Grading in After Effects (0:51mins) Renderman Shader Setup, AOV and Render (1:36hrs)ġ2. Rig Update, Poses And Pipeline Project Setup (1:09hrs)ġ1. Mesh Cleanup And Rig Preparation (52mins)ĩ.
#RENDERMAN MAYA TUTORIAL FULL#
See the concepts of the Generalist Intermediate Course put into practice with this production ready character modelled, UV’d, animated, rigged, lit and comped in this real time walk through designed for those that enjoy slow full featured tutorial demonstrations.Ģ. All 3d by Andrew Silke, character invented by Guy Jamieson, Illustrated by Deanna Hewitt. This tutorial walk through is in real time and completely unscripted and unedited, Andrew talks you through many of the concepts in real time over many hours. In This Class You’ll Access…Watch the creation of the Robo character from modelling all the way through to animation and the final render.
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