View Full Version : Basic workflow for creating photorealistic images
lancelott 01-03-2006, 05:45 AM Hello, I am a beginner of Maya. What I am interested is to use Maya to create photorealistic images/models. As I'v learned so far, the following steps are important for achieving photorealistic images: shading/material, texture, lights, and rendering. If you have experiences on photorealistic images, could you give me some general guidelines?
Thanks!
Xingqun
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lazzhar
01-04-2006, 08:36 AM
Put enough details in each aspect of your scene would give you photoreal images. Good models, textures, shading, lighting and optical effects are the key. Nothing more or less.
Hamburger
01-04-2006, 11:23 AM
Put enough details in each aspect of your scene would give you photoreal images. Good models, textures, shading, lighting and optical effects are the key. Nothing more or less.
You forgot practice :D
Also aim for imperfection when going for photorealism. Don't have tiling textures, make sure you don't have perfectly straight edges (ie bevel all edges of the objects), slightly randomize verts and make sure you have some really good quality textures.
oneczech
01-04-2006, 12:43 PM
You forgot practice :D
Don't have tiling textures, ... and make sure you have some really good quality textures.
speaking of TEXTURES for PRINT ... withouth tiling, how do you paint your textures for a huge print size *3500x3500 and bigger when textures I have bought on CDs (for example) are way smaller then the actual size of my render (yet they are big for TV at least}????
.... the only thing that occures to me is to use the clone stamp tool in photoshop and use the textures as my source for painting ... but that is very similar to tiling ain't so (or I could tile it and then change the repetition somewhat)? .. but still Id have to repaint every single texture to get the sharp render (well I know, why not when that is the way) ... I only ask this cause I know the texture size should be as big as the actual render size .. at least for most of the main ones ... and I wonder about how 3D artists that focus on graphics for print manage their textures and workflow ...
lancelott
01-10-2006, 06:23 AM
I haven't tracked on this message for a few days Thanks for all your comments :=)
Solute!
Lance
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