Showing posts with label sub d. Show all posts
Showing posts with label sub d. Show all posts

23.9.11

some rough materials

UPDATE


...................................................................................................................

did some more cleanup and refinement of the mesh, working out the kinks of measuring in real-->3d, used an image to get the primary size and shape and now measuring (with a vernier caliper) to get the size of the phone.

The silver trim is made with a incidence in the shiny port of a modified phong shader (preset manager - a grey plastic). The black plastic on the bottom is made with the same material I used for the buttons. I modeled the ridges in the middle button,
rather than try to do them with a texture/bump map, although I think I will do that for the rest of the rough/textured surfaces on the phone.

16.10.10

Back to the cell phone

I returned to a project that I have worked on multiple times in the past, each time I think I improve... I might finish this time.

Render: Image preview, soft 2011, 3 lights (2 point, 1 infinte) ambient occlusion on the phong ambient port ( main body) and lambert ambient port ( lens backdrop)



for reference::
post on si-community.com
http://www.si-community.com/community/viewtopic.php?f=24&t=496&p=6800&e=6800