This is such a great tutorial. Something I've learned long ago is to never take anything you see on the internet for granted because at any moment it could disappear inexplicably, and you'll never see it again. I have this video backed up to my drive because of how often I have to revisit it and how easily you explain the process. Thank you friend.
I'm so glad to hear that it helped! If you haven't check out my new site www.davidbittorf.com please take a look. It just launched this week and will have RUclips practice files, Courses, Tutoring and MasterClasses. Let me know what you think!
@@davidbittorf Hi David, I took a look at your website, and I think it's very admirable that you're attempting to make CG more accessible. I also appreciate the variety in options. As someone privileged enough to already go to university for CG, I can't say that additional master classes would be in my future. However, I am dying to learn Zbrush, and would happily pay a lesser fee for asynchronous lesson videos. A 5 hour tutorial for $50 might be something many people would be interested in. I wish you luck on your side teaching project and hope you find students who are grateful for your time and skill.
@@cadetri9716 Thank you so much for your feedback I really appreciate it! A ZBrush class is a great idea! I will defiantly do that. Please make sure to spread the word about my site if you come across anyone who you think could benefit from it. Perhaps we will cross paths in the future. Thanks again.
ty for the tips dude, it was very straith to the point. I want to agree that I find a way if you want your model with subd preview but you want to avoid the dense mesh, u need to select every object of your model, go to the atributte editor, in the node mesh that has the name of "shape" u will find "smooth mesh", u need to click "subdivision levels" and finally uncheck were it say "use preview level for rendering" and set like "2" , with that I could see just what i needed, A render of my model not to low poly and not to high, just in the middle, so the hardsurface could see it better, then play with the colors, the lenght of the wire,etc. So all this will be like this: select the object of your model > Atribute Editor > in mesh node > Smooth mesh > subdivision levels > uncheck "use preview lvl for rendering" > set what u need or 2. Hope I help you, ty for the video. And sorry for my english.
Thank you for that! That's a great point. That is also a great idea if you are animating and want to keep the mesh low res in the viewport and high res in the render.
This was cool. I think that if you want to address the faceting, you could try turning on the shape node’s Arnold subdivide attributes. That should be a render time smoothing. It might make the wireframe smooth out without getting more dense. I’ll have to try it next time I’m around my computer. Haha stellar video dude.
Thanks for this tutorial. Is there a setting to have the geo render smoothed with display 3 and show the wireframe subdivided to dispay 1? In other words, can we render the geo smoothed but showing the wireframe lines unsmoothed? I am trying to achive a render exactly the way it shows the green/grey geo at 3:58. Hope that made sense. I'm thinking it might be in the geo attributes->smooth mesh settings but can't get the undivided wireframe yet.
Great question. I know you can do what you are asking in ZBrush very easily. In ZBrush what ever level you turn your wireframe it will stay at that wire regardless of geometry level of smoothness. I don't believe you can do this easily in Maya. I would suggest the following hack. Render out an image (with smooth geo) using Ambient Occlusion (no wireframe). Then render out another image with wireframe at level 1. In the wire settings set your color to solid black surface shader and a solid black background. Then, in Photoshop "screen" the Wireframe image over the AO image.
Simply right click and hold over the object and choose "Assign Existing Material" Then choose "Lambert1" if you want the default material otherwise choose your material.
This is such a great tutorial.
Something I've learned long ago is to never take anything you see on the internet for granted because at any moment it could disappear inexplicably, and you'll never see it again. I have this video backed up to my drive because of how often I have to revisit it and how easily you explain the process.
Thank you friend.
I'm so glad to hear that it helped! If you haven't check out my new site www.davidbittorf.com please take a look. It just launched this week and will have RUclips practice files, Courses, Tutoring and MasterClasses. Let me know what you think!
@@davidbittorf Hi David,
I took a look at your website, and I think it's very admirable that you're attempting to make CG more accessible. I also appreciate the variety in options. As someone privileged enough to already go to university for CG, I can't say that additional master classes would be in my future. However, I am dying to learn Zbrush, and would happily pay a lesser fee for asynchronous lesson videos. A 5 hour tutorial for $50 might be something many people would be interested in.
I wish you luck on your side teaching project and hope you find students who are grateful for your time and skill.
@@cadetri9716 Thank you so much for your feedback I really appreciate it! A ZBrush class is a great idea! I will defiantly do that. Please make sure to spread the word about my site if you come across anyone who you think could benefit from it. Perhaps we will cross paths in the future. Thanks again.
4:45 Good tip there for beginners, it took me a while to understand proper density.
This is so helpful as I am putting together a portfolio. Thank you!
So glad I could help!
ty for the tips dude, it was very straith to the point. I want to agree that I find a way if you want your model with subd preview but you want to avoid the dense mesh, u need to select every object of your model, go to the atributte editor, in the node mesh that has the name of "shape" u will find "smooth mesh", u need to click "subdivision levels" and finally uncheck were it say "use preview level for rendering" and set like "2" , with that I could see just what i needed, A render of my model not to low poly and not to high, just in the middle, so the hardsurface could see it better, then play with the colors, the lenght of the wire,etc.
So all this will be like this: select the object of your model > Atribute Editor > in mesh node > Smooth mesh > subdivision levels > uncheck "use preview lvl for rendering" > set what u need or 2.
Hope I help you, ty for the video. And sorry for my english.
Thank you for that! That's a great point. That is also a great idea if you are animating and want to keep the mesh low res in the viewport and high res in the render.
This was the most helpful of all the wireframe tutorials! Thank you 🤘
Thank you!!! I appreciate your feedback. Glad I could help you out.
literally
i was so confused beacause it added more wireflame and it was just the "high and low poly" thing... thank you such a nice video
Glad I could help!
Really helped me with my school project. Thank you so much!
Glad to hear that. If you are subscribed I have new videos coming out every week if you want to stay in the loop.
This was cool. I think that if you want to address the faceting, you could try turning on the shape node’s Arnold subdivide attributes. That should be a render time smoothing. It might make the wireframe smooth out without getting more dense. I’ll have to try it next time I’m around my computer. Haha stellar video dude.
That’s a great idea. Let me know what you find out if you give that a try.
you are a legend, thank you
Very helpful! Thanks.
You Rule Mr. Bittorf!! Thank You!!
Thank you so much! Make sure to subscribe if you haven’t already to stay updated.
thanking u bro
really helpful thank u so much for ur valuable cls.......
most helpful vdo thank you so much
Thank you! Glad to hear that.
Thanks a lot. I've been looking for a video like this. I find making a cube, cutting faces and then curving it to be a floor and background annoying.
Thanks!
Thank you so much! I really appreciate that! 🙏
Thanks 🫡
Thank you for watching!!
Thx for video)
You are welcome! What other types of video would you be interested in?
@@davidbittorf Hi! I'm currently studying Arnold, I want to learn how to beautifully present my work for a portfolio)
Have you checked out his video? ruclips.net/video/IJ9j1t310JQ/видео.html It’s how I start all my Arnold renders. Cheers!
thanks a lot
thanks !
You are welcome!
Thanks
Glad I could help!
Excellent Tutorial! Can I easily change the Fill color 's opacity to 0 to only expose the wireframe?
Hmmm I haven’t tried that. If you want to show only the wireframe I would suggest rendering with maya vector instead of Arnold
@@davidbittorf okay
Thanks for this tutorial. Is there a setting to have the geo render smoothed with display 3 and show the wireframe subdivided to dispay 1? In other words, can we render the geo smoothed but showing the wireframe lines unsmoothed? I am trying to achive a render exactly the way it shows the green/grey geo at 3:58. Hope that made sense. I'm thinking it might be in the geo attributes->smooth mesh settings but can't get the undivided wireframe yet.
Great question. I know you can do what you are asking in ZBrush very easily. In ZBrush what ever level you turn your wireframe it will stay at that wire regardless of geometry level of smoothness. I don't believe you can do this easily in Maya. I would suggest the following hack. Render out an image (with smooth geo) using Ambient Occlusion (no wireframe). Then render out another image with wireframe at level 1. In the wire settings set your color to solid black surface shader and a solid black background. Then, in Photoshop "screen" the Wireframe image over the AO image.
Hello, aiWireframe1 doesn't appear to my attribute editor, i can't edit line width, please help.
Arnold must be loaded. Go to windows-> settings preferences-> plugin manager : mtoa “loaded” and “auto loaded”
how to render, arnold shader together with wireframe?
The video shows how to do exactly that. You need to render with Arnold and not Maya Vector.
how do i get this back to normal?
Simply right click and hold over the object and choose "Assign Existing Material" Then choose "Lambert1" if you want the default material otherwise choose your material.
the aiWireframe is showing edges that don't exist my actural model
Right click on the material and choose “material attributes “. Then make sure edge type is set to “polygon” instead of “triangle”
@@davidbittorf i tried that, still was funky
I ended up playblasting it in the end
Thanks for the help though