Showing posts with label 2010. Show all posts
Showing posts with label 2010. Show all posts

15.5.10

a pointless profusion of images



added stairwells, and lights in the atrium..
with physical sun/sky and the attenuation (exponent 2) the lights have to be absurdly bright (can you say ~300000 units) ---settling on 350000.
realistic light settings I suppose--speaking of which I should probably read something about this.





8.5.10

More (wings)


worked some on the wings although they are hard to catch in the above image.


This is a nymph so the wings are not mature yet.
working on the 'root' of the wings now. the horn looking thing in the middle.




4.5.10

Progress

more work

MOre Abuse

Some images of the abuse I have perpetrated;

:: its a actually working






:: something of a diagram to describe the workflow










below:
current render

3.5.10

PYmateus----*hopper


more work on the grasshopper:
Doing the spikes on its back; These are
outlined in green in the Hidden Line Removal image to the right. I had to model these because they were too big to bump map. Then I unwrapped the mesh with the
Render>Property>Texture Project
ion> Unfold
set some things, actually no, I didn't set anything pressed unfold and opened up the texture editor. Did
Edit>Stamp UV Mesh

and then saved it as a targa (not sure if this makes a difference), opened it up in GIMP and proceeded to paint where the bumps were (below)
I then used the top of the two layers and applied it back to the back of the model. I'm sure there is a better way to do this.

1.5.10

30.4.10

KNIFE-model


New work, on a knife I have,modeling it in the hopes that
I can put it up on turbosquid to sell.



the lighting is simple and probably incomplete,
I used one point light and one spot,


One ambient occlusion pass and one diffuse:
simple blinn material for the knife.

Still learning about maps and materials, have to FINISH this, maybe do some research.

-mE

28.3.10

another project...



this is my attempt to model a phymateus nymph. From a book I have, I just have one view but I was pretty happy with the progress until I started the hind leg there.


Phymateus=exotic grasshopper.

6.3.10

28.2.10

Cell Phone


Been at this consistently so I'll show some more updates:


here's a shot with Global Illumination, as the above image seems far too dark and I want better atmosphere.


watching it render; it will take some tweaking to get the effect I want as this seems to be far too pastey and soft.


don't know why that one came out the way it did, here's a render region::





27.2.10

most recent shot

I think its starting to look professional.

more to come...

15.1.10



tried some new ideas with the room scene.
In the process of trying to figure out why the point light I added in one of the images isn't working.

18.12.09

even more...






Spent alot of time tweaking things: I'm using the automatic mode for Final Gathering (softimage 2010)...
Scene File (current) forum thread
Render Options
  • Number of rays, points
  • played with sampling contrast a bit
  • changed the maximum sample normal deviation
  • started to freeze the map, render then render faster
  • picked up (on xsibase_user"maxsi77") Kobayashi's addon for Physical Sun/Sky with Photo Exposure
  • started rendering at a much lower Anti-Aliasing
  • Played with Sample Filtering (Framebuffer tab) Gauss/Mitchell _back to Triangle, Filter Size 1-4
  • Shadows, currently segmented
Physical Sun/Sky/Photographic Exposure
  • Adjusted the multiplier value (drastically different values, with Kobayashi's Addon {.01-1})
  • Thinking that at some point I should add some "Haze"
  • Have to bump up the samples for the light. Should get a crisper image.
Portal Lights

  • Three Light Boxes
  • Visibility on (was getting an error that the lights had to be VISIBLE)
  • Added an exponential falloff to the Portal light
  • bumped samples up to 5,5 (area tab)
  • Shadows on umbra 0
using the mia architectural shaders for the room -standard grey-subtle blue for the windows
  • Indirect Illumination Tab__ adjusted repeatedly the Radiance, Ray Multiplier, and Additional Multiplier settings.
Last Render done::



Extra::

A typical session

23.11.09

alternate project



I'm trying my hand at arch-viz.

nice room I saw, here's a try at modeling it.

this is after about a month of work here and there.
... some things to mention are: its very difficult to place and create the moldings because of the angles in this model, the lighting shown is without any lighting enhancements although it took a good 5 minutes to render.

I am pleased with the progress on the moldings so far, and the room is beginning to look complete.