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.
Showing posts with label background. Show all posts
Showing posts with label background. Show all posts
Monday, 23 April 2012
Crowded Spheres
Friday, 14 May 2010
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
Labels:
3d,
3ds max,
background,
Contrast,
depth of field,
DOF,
Editable Poly,
mental ray,
Pen,
Post-Processing
Tuesday, 9 March 2010
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.








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.
Labels:
3ds max,
background,
City,
environment,
mental ray,
Orthographic,
scanline,
Skylight
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