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Old 27-04-2012, 04:40 PM   #106
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Thnx for the feedback guys, would implement ur ideas but I’ve run into other issues.

Well guys sorry for the lack of updates but everything has turned to a chaotic mess now ;__; I'm running Maya 2012/2013 and it doesn’t open with 2011 now and I've tried everything but its no good. I needed to use 2011 because that’s on the computers I was rendering out on.

I'm going to have to leave it as a still image because its just to messy to reset up again, innless anyone has any better ideas

Also is it a bad idea to render Maya shaders with Mentalray Passes because my beauty pass looks nothing like the final render???
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Old 28-04-2012, 11:43 AM   #107
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This projects turning into a chaotic mess, decided not to do a final fully rendered animation but rather a clay render. However I can’t even get the clay render to work. What’s showing up in Maya's viewport is not the same as what’s being rendered out. I've checked all the frame rates in both Maya and AE and I can’t find the fault

http://youtu.be/dK0im4esaV4
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Old 28-04-2012, 12:07 PM   #108
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have you rendered it out as a avi or as separate files it almost looks like its rendered out nth frames

Last edited by needse; 28-04-2012 at 12:12 PM..
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Old 28-04-2012, 12:22 PM   #109
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I rendered as a tiff sequence, I'm going to sift through it and delete some frames. Hopefully that will smooth it up but I just don't see how this could happen 0.o

Also anyone using a gtx460 on Max because in Maya I reach a bottle neck of 2mill polys and I don’t think that’s very high?
I'm not an animator so I'm thinking of switching to Max because I'm fed up with Maya.
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Old 28-04-2012, 12:35 PM   #110
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number of poly's are more crucial to mental ray than to GPU. Graphic card if you are not using it to render and judging by the posts you are not, is only used to present your scene in viewport. I had numerous crashes with mental ray only because of high amount of poly's.

vray handles this that it prolongs the duration of a render, mental ray just crashes.

Fingers crossed that deleting some frames will help out, i would opt to increase the framerate, making it more smooth and shorter in time duration.

GL each way you try to finish this
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Old 28-04-2012, 02:29 PM   #111
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Fiddled with the frames some more and I think I've managed to recover some of the animation.

http://youtu.be/DYB3ltumLbw

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Last edited by astroAJ; 29-04-2012 at 03:40 AM..
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Old 02-05-2012, 04:57 PM   #112
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First time using fluids, I'm trying to create clouds @_@
Slowly recovering the scene and getting things fixed up.
Going to start rendering out the animation now, scene also needs to go through some heavy colour correction

Edit: I wanted to add the city in but don’t have the time so I'll try something else
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Old 06-05-2012, 10:17 AM   #113
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Ok I think this is just about finished, unless anyone has any obvious changes that I should make??

http://youtu.be/WLES44EEMwE
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Old 06-05-2012, 10:43 AM   #114
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looks good mate

would have been nice to see a camera move in there as well.
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Old 06-05-2012, 11:07 AM   #115
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Thnx needse
I rendered it a fairly high res so I guess I can still add a camera zoom in.

I'm having some clashing opinions with colour grading. Does the cold blue look better or the orange??
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Old 07-05-2012, 07:26 AM   #116
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I'd go with the orange.
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Old 07-05-2012, 08:18 AM   #117
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My two Cents ?

Have the blue as a backlight/fill, add a little bit of saturation to the light, and splash some curves on top of it to increase contrast.

Just 2 cents.
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Old 07-05-2012, 08:33 AM   #118
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Looks nice mate.

i would say go with the orange.
Or maybe TekNeek's idea, because it does look good. But i feel that my eye is drawn to that blue a tad too much, maybe you could find a nice balance there. So try it out and see where it gets you.
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Old 07-05-2012, 10:08 AM   #119
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Cheers guys, will give it a shot and see what happens
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Old 07-05-2012, 10:13 AM   #120
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I haven't seen your progress in few days and i feel the change

Any chance you might add a reflection map to the platform, cause as opposed to the rest of the structures it looks too clean and reflective. Not to kill it just to add some areas that are "dirty" and give less reflection
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