Tuesday, October 23, 2012

Concept Vehicle - Ferrari F430

The challenging part of this workflow was switching between working high and low ploy (pre and post turbo smooth). I would constantly switch between the two to see how my edge modeling and placement of poly's would affect it which proved to be the most time consuming. This was a quick screenshot of a work in progress. About 40 hours into the project.

My first render. Just a turn in to show that I was doing something. The lighting ended up being pretty simple. Just a skylight and had the multiplier set a bit lower than the standard amount. Got some pretty decent highlights. The lack of any brand to detail sticks out obviously, not to mention the windshield and hood don't align properly or at all.

I ended up keeping the skylight in my scene as my main light source. But to give the car material I made some specular highlights I added various omni lights and simply turned off the diffuse effect so that the lights only affected the specular characteristic of the material. I ended up with some with some pretty nice results because of this.
Beauty Shot. I adjusted the levels a bit and added a photo filter to give off a certain warmness to the picture.  To avoid copyright issues I made the logo via the pen tool in Photoshop and used embedded the logo with the help of Illustrator . All in all a pretty good learning experience in edge modeling.

Tuesday, September 11, 2012

Wheel Design

A first attempt at creating tread. I modeled a single row from a line. After cutting, and extruding out some polygons I copied several dozens of them and applied the bend modifier.


Several hours and headaches later I am done with the geometry . I changed my workflow a bit for the tread. Instead of creating one single row and bending it I instead, placed squares in the place of the tread I had set up on an image plane. From there I copied them, applied the bend modifier,  and mirrored them over to match. Then attached them to a tube I turbo smoothed out. A bit longer but works out better in the long run.
Final Beauty shot of my scene.

Wednesday, April 25, 2012

Product

WIP Shot - I Am currently in the process of animating a commercial type video for this render

Final Concept Shot - looks a bit boring so I think I'm going to go back to it in the summer and touch it up a bit

Wednesday, March 28, 2012

Back Alley

Day Scene - Area shadows proved to give the best results after adjusting the parameters to get softer shadows. Probably going to texture this when I get some actual free time



Evening Scene - Adjusted the spotlight I set up 3 times in this scene to try and express time going by and the sun setting.

Night Scene - I actually created my first spotlight for this scene(Time) in mind and based my next two scenes and the lighting/shadows off of it. I thought it would work easier and make the work flow better.
Final Scene - I challenged myself to create this scene with only applying standard materials to this scene.  Playing with the lights, different passes and adding a few objects in the scene can make a scene with even basic materials seem interesting and dynamic.

Tuesday, February 28, 2012

Water Simulation

 

I never really work with after effects so when I was handed an assignment by my professor to simulate water I took a quick look at video copilot and learned step by step how to simulate it. Brought the avi file into premiere and rendered some sound settings so when I rendered the scene it compressed it down automatically (from 788 MB to 36 MB)