All in all it's been nice to develop my ability to model accurately, render, texture and composite.
Showing posts with label Rendering. Show all posts
Showing posts with label Rendering. Show all posts
Tuesday, 10 January 2017
AC Cobra Modelling Challenge Outcome
I'm really happy to conclude this little project I've had on the fly, a Car Modelling Challenge. The primary objective of the project was (as per the description) to focus on the modelling of a vehicle. I chose the AC Cobra 427 partly because it's iconic curved bodywork presented a challenge as it would clearly force me consider the changes in its geometry, the curves as pinch points: and partially because I've always been fascinated by the vehicle, even as a kid. I still had one of those 1:30 scaled toys of the Cobra on my window seal.
All in all it's been nice to develop my ability to model accurately, render, texture and composite.
All in all it's been nice to develop my ability to model accurately, render, texture and composite.
Thursday, 15 September 2016
Render Update
It's been quite a while since I last managed to post some personal work online, this being said this post is an opportunity to share some of my latest little renders with you all.
The images below are by no means my best works, but they have definitely helped me to learn some new techniques in both materials and modelling with 3DS Max and VRay.
In particular I've been getting creative around procedural maps within composites, as well as exploring translucency and caustic refraction.
Modelling has just been about getting more precision in my models and working to a higher functionality, maintaining a nice and easy geometric flow in models whilst adding more technical details. the boombox for example has lots of intersecting faces and holes to model around.
Fig.6 Boombox 04
Thursday, 2 June 2016
Product Rendering: The Watch
Just a quick one, I thought I would share this nice watch I designed and made inside 3DS Max. The larger learning curve for this mini project was working with advanced shaders to produce realistic rendering results. I took my light rig from the previous post (Automotive Design project) and altered some values. Leave any comments, questions or suggestions below. Ta.
Fig.2: Advanced Metal shader
Fig.4 Final Outcome
Fig.5 Final Outcome Wireframe
Automotive Concept PT 3: The Outcome
So here she is, she's been sitting in my drafts for a while waiting to be posted. I didn't do anything spectacular with render layers for the final (although if I did have the time I would like to go back and revisit it; perhaps for another day), there was merely an alpha channel, beauty and AO pass, with a little bit of touching up inside of photo shop. All in all I'm really happy with this project, I got to learn a few new modelling tricks, I think the design of the car sits cohesively. Many thanks for all of your input.
Labels:
3DS Max,
Automotive,
Compositing,
Design,
Gallery,
Rendering,
VRay
Thursday, 19 May 2016
Automotive Design: PT Two. Texturing and Rendering
Okay, so now the vehicle was more or less modelled all that remained was to set up render passes, light the scene and texture the vehicle.
I'm not going to go into too much detail, but I used a very basic HDRI of a studio set up, added some reflective objects and set physical camera exposure accordingly. There are three lights, one above (the key light, and two aimed towards a separate tyre from the side cam view.
Texturing is all pretty straight forward. I used a Falloff map to create a subtle blue/green pearlescent effect on a VRay Car Paint Material.
Finally I've only set up three render passes, AO, Beauty and ZDepth. I will add a few more between this stage and compositing and will most probably tweak the light set up.
But for now, check out the final image to see how one of these shots is currently compositing. The car really seems to be coming on!
Wednesday, 13 April 2016
VRay Toon Render
a) I deactivated the GI and created a 3DS Max standard ink and paint shader inside the override MTL check box.
b) I adjusted the values of the ink and paint texture as I saw fit.
c) I created a the VRay Toon Effect and included all the layers necessary and adjusted the parameters.
Then all I had to do was render and composite the image inside photo shop. Bish, bash bosh.
I think this style helps present the work in a clear and interesting manner.
Wednesday, 28 October 2015
Tornado GR4
Recently I've been working on this beauty, modelling a Tornado GR4 to scale in 3DS Max. The aim of this project was to develop all of my existing skills in Max and VRay by taking a real world vehicle and building it from scratch. I may some point later add a simple rig to the retractable wings, landing gears etc, but for now here are some pics highlighting each stage of the pipeline so far.
Wednesday, 21 October 2015
Using 3DS Max and VRay to Create a Hyper real Still Life Set
Overview:
The main objective of this task was to develop my skillset in VRay by pushing myself to make a hyper real still life set.
I used the VRay Blend materials of an SSS2 shader and a standard VRayMTL for the plants and fruit. The helped me get nice glossy reflections over the fruit whilst applying sub-surface scattering.
Throughout the scene I used some of Max's standard maps such as Fractal noise, cellular maps and dent maps to add some extra details into the renders.
Fig.1
Fig.2 and Fig.3 show how my model changed a lot throughout the progression of this project. The cabbage for example was completely remodelled after I took photographs of real cabbage leafs to develop an opacity map for each individual leaf.
Fig.4 The Final Result
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