Step 9: "Backface culling" when you're building a room, or other cube object, and you want to make it one-sided so you can see inside. As you spin he cameras around, the walls reappear so you can work on them when you're ready.
Grid can also be turned off by deselecting grid icon (looks like an eggo next to a rolling pin)
step 12: seeing objects when you're starting to get a pile up. next to sRGB gamma long box, there is a little blue circle that says ON. click it OFF and the boxes and room will get darker. To further aid vision, hit icon for wireframing around an opaque object. You can see it in the screen grab above, highlighted in blue just over from the opaqued object box icon.
step 14: A column with bevels has been made. Instead of CTRL+D to duplicate and arrange manually, select the object to dupe, then select edit, duplicate special and hover over open box to go to special features. From there you can choose which axis to place objects along, how many and how far apart they should be. Here's my result:
step 15: What I'm calling "space toilet" was originally a cone. By adding segments, each row of vertices can be selected and manipulated. This cone was given 5 rows of vertices. Attention much be paid to manipulating them evenly with the light blue box to avoid warping of the shape.
step 21: If you want one object, like the ring, to perfectly line up with another object, the planet, you copy the Translate X and Translate Z coordinates from the planet to the ring's control box. Once you hit enter, it should sync up.
step 22: creating hierarchies and parenting objects together
windows-outliner- scrolly button held down, drop and drag child object onto parent object in "outliner" box. 51:20
Step 24: using hypershade create and assign material. setting up hypershade preferences.
58:00
step 27: creating textures using diffuse maps
FIRST MAYA CRASH as I'm texturing my objects. Now to see how much work the incremental save preference has saved me... It took me 20 minutes to figure out, but a lot of the textures I put in before the crash were invisible, not lost. Once I chose the checkboard ball (?), they reappeared. I only lost the floor tiling, which is good! Under renderer, Legacy viewport default shows the textures off better than viewport 2.0.
click on out Uv for repeat UV to change amount of tiling. right click on floor and select face so you can lay floor without going into modelling tools.
Room with full textures (except ceiling)
step 31: 1.17.24 adding lights to the scene
ctrl A opens attribute editor and repeatedly hitting it will cycle between that and channel/layer editor
step 32: lighting effects like spotlights, light fog and light coming from inside something.
test render with sRGB gamma on |
and off which looks more like how the real thing will look post-rendering |
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