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Giorgio's level 5 thread - VFX

- - - - - vfx modeling cfx texturing creatures rigging

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38 replies to this topic

#31
thorna100

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I can't get an arnold licence unfortunately.  Managed to get all the detail in Vray now though. 

 

I would, create a new scene. Import the exact same OBJ you sent me. and try again and see if you still get seems. 



#32
Giorgio Pennisi

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Alright now I am seriously going crazy. So yeah, the file I sent you guys was divided into different polygons but I did combined and merged it before rendering coz I did think it was the problem at the begging. But just in case I re-exported it from zbrush as one polygroup and it did import it all together but it still showed up the seams.

 

So I took the scene from Dan, I exported the model from that scene and imported it in my scene, I renamed my displacements with the 1001 UDIM convention and yet, this is the result.

 

Did you guys use the version 5 of Arnold? I feel like there is something wrong with mine at this point

Fxs09AE.jpg



#33
thorna100

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I just loaded the OBJ you sent that was in loads of pieces into 3ds max. Wacked the displacement on (after renaming the files to 1001 convention) and it rendered fine. 

 

did you load the model into a 100 percent fresh scene and rebuild from scratch? did it render fine for Dan?



#34
Dan Dindarov

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wut. Ye using arnold 5 with maya 2017 here.

 

Can you try rendering my scene? just repath the textures



#35
Giorgio Pennisi

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Gosh

 

I used aiImage instead of the maya file node.

 

... 

 

it fixed it

 

 

thank you so much guys, you wasted hours on this c.c


Edited by Giorgio Pennisi, 12 October 2017 - 01:45 PM.


#36
Dan Dindarov

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nice one, file node might be buggy now. it is a good shout to keep your nodes withing the ones arnold provides as much as possible. No worries man, no time was wasted ^^


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#37
thorna100

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Haha glad you solved it. No worries :) was cool to see the model progress. Keep it up!

#38
Moid

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file node was weird in the previous version of Maya, it's definitely to one to avoid in the current version. aiImage is your friend :)


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#39
Giorgio Pennisi

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for my rigging brief I wanted to work on a model of my own so I decided to do something just a little bit different, between quadruped and biped

 

I have used my horse model as a base mesh for this and I have only started adding some details on the torso area. The forearm is still a bit weird and different areas need a lot of work still, but all in all I want to go for something a bit more stylized this time, maybe add some props, just to test my rigging skills.

 

I will post progress of the rig as I start working on it, I hope I can finish the model by tomorrow

jtETHlG.jpg


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