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Fighter
New fighter made in Maya, also rendered in Maya. I made the planet in Photoshop and the put the picture on a sphere. The background is also photoshop then applied to a sphere. I turned on the glow option for the background, the sun, and the lasers. The pilot is from Poser.
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Comments (4)
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- Swear I commended on this already... Horo- You are probably correct and it shouldn't glow, but glowing things are fun and look cool. The pilot took a while to get in the ship because of the fact that once I imported into Maya I couldn't reposition the model anymore. Richter- The list of telling me when to use Lambert, Blinn, and Phong is very helpful. The cockpit is part of the ship model, not a separate model, but that will change soon. Rashadcarter1- I've tried to make the glow in Bryce before but I have not been able to do it, however I am not that good at texturing. Thank you for the comments, feedback, suggestions, and help!
- Very nice. i will not comment too much on the Maya rendering, for me it is a very nice start. I wonder if you could reproduce the lasers effect in Bryce?
- While we're still on the specularity subject, use the Blinn shader to plug your textures in, not Lambert. If the glass cover cockpit isn't a 2-sided object - make it so (make it a separate 3D model as if you're really recreating the cockpit's glass window with its small amount of thickness). And for that use the Phong shader, because it has refractive options to tweak. The refraction/reflection rely on raytracing, so make sure to put a number higher then 1 in the render optons window for raytracing. And to generalize the purpose of Maya's Software-render material shader nodes (the other being mentalRay nodes) and for you to have a starting point for recreating a given substance, here's a quickie: > Stone, wood, rock, cloth and matte alike - use [b]Lambert shader[/b] > Smooth Metallic surfaces of almost any kind, mirrors - [b]Blinn[/b] > Brushed metallic surfaces with controlable specularity "stretch" direction - [b]Anisotropic[/b] > Glassy, transparent and semi-transparent surfaces, both reflective and refractive with specularity present, mirrors with more controlable advanced options - [b]Phong & Phong E[/b] These are the basic ones and work perfectly with the maya's software renderer and mentalRay.
- Very good decision to put in a pilot. The pulsed light looks good but in empy space, there shouldn't be a glow.