Showing posts with label 3ds max. Show all posts
Showing posts with label 3ds max. Show all posts

Monday, 23 April 2012

Crowded Spheres

A collection of sliced hemispheres were compounded into a single object, and then used as dummy objects in a  3D crowd simulation. This is a snapshot, involving an HDRI, skylight as well as a variety of camera effects. Post-production carried out in Oloneo PhotoEngine.

Friday, 14 May 2010

Pen....ROCKET - Continuation of Pen Modelling


Extrusion by Polygon
Subsurface scattering material used for flames.
Omni light and glass material used for flames.
Extrusion And Scale

Pen - Hard Edge Polygon Modelled, MR Rendered

Initial Model - Proof of Concept - Modelled with control edges and turbosmooth.
Initial Presentation
Two Pens - Environment Added
Depth of Field Added -further modelling done.
New Environment Test
Colour Corrected Environment Map
 New Layout/Composition
 Environment Added

Perspective Left View - Lens Correction
New Composition

Saturday, 24 April 2010

Walkway

In a previous post of mine I had a sketchup-exported model of an odd building with a walkway. Digging out some old renders I came across these:






 Looks as if I used a mental ray sunlight haze-driven system paired with a fog effect. In conjunction with these I seem to have used some custom MR materials. New material coming soon.

Sky Models

   3DS Max presents us with 3 different sky models to use: CIE, Haze, and Perez. Note that all the images below have undergone levels correction as a post process.
   At render time, the fastest was CIE, then Haze and Finally Perez. Apparently CIE is designed to be fast and accurate, and Perez is designed to be used in conjunction with real weather data files. It appears to me as if the haze driven model is designed to look accurate, without actually being so.

CIE System

Haze Driven
Perez Model

Tuesday, 9 March 2010

Powerplant Study

This is one of my most complex models to date. The tanks were modelled in Sketchup, imported into Max in 3ds format. The materials (where shown) were applied to sub-object groups which I defined by hand. The pipes were built around the tanks in sketch up, and imported separately.

Materials are all mental ray, as is the lighting system (when a sky is visible). I used the architectural materials in mental ray, experimenting with brushed, satin, polished (etc.) metals. For less important parts I utilized the MR wood and porcelain templates, and modified them until they gave me the image I wanted.

One very important thing to remember is to set up many cameras, instead of moving a single one around, its just a lot more practical.
Speaking of practical, I used the Mental Ray "render region" and "render selected" to great extent in this project.

In order to develop the image some more, I referenced industrial design objects using google images, and sketched them in sketchup. These were then merged into the same Max scene. It was therefore important to keep an eye on scale. To do this I kept a 2d "person plane" visible when modelling in sketchup.

Again, I couldn't help using my orthogonal clay render technique...but I added a twist. I left the pipe material as a MR Metal, which to me really makes the complexity and design stand out.


























Racer

(Click For High-Res Version)

Another go at editable polys. Here I worked off a cube, using a mirror down the middle so I only needed to model half of the racer....so surely there should be the same number of exhaust fins on one side as the other...right?

*Lighting setup - the MR usual.
*UVW's need a touch of re-mapping.
*Postwork done in photoshop.

Large Scale Greeble

Cityscape build and lighting set up described below (scene was also used for blog banner):









To create the cityscape I created a ground plane a few kilometers squared, with a high mesh density. I then applied the greeble script until I had the look I desired. In all cases I used an MR lighting set up, except for the below images. For these views I reassigned a standard material to the city and added a simple skylight with Light Tracer enabled and rendered using the default Scanline Renderer.


Here I show the difference between perspective and othogonal cameras:


I feel an orthogonal camera could show more complex designs more clearly when dealing with large structures, similar to a floor plan.

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