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)

Monday, February 20, 2012

Bubble Particle Simulation


A render of a particle system I applied to an underwater scene. I applied a wind space warp to send the bubbles upward in a circular direction.

Wednesday, February 15, 2012

Sea Anemone

 
Set this scene up by creating a plane and adding a hair and fur modifier to it. I created a single Anemone out of a cylinder that I modified to match what I researched on. I then used that as a base mesh for all of my hairs via Instance Node. Then by setting up the camera, applying an appropriate material, and moving the image plane, I was able to animate my scene pretty successfully.

Sunday, February 12, 2012

Rain Simulation

First attempt at a rain simulation. Probably going to adjust the direction of the spray particle simulator so the drops don't slide the way they do after they bounce off of the deflector I have set up in the scene.

Thursday, February 9, 2012

Game Props


The basic Geometry of a sword I'm designing. Looking forward to applying textures and a bump map to this.
Beauty shot, including geometry. Most likely going to back this down to a low poly version and bring it into a game I'm thinking about making later.




Beauty shot of a Low Poly Shield. This is one of two I'm building off of one base mesh I constructed. The next will be a bit more broad and sharp looking. 

The shield looked a bit boring and unrealistic so to add contrast I textured it and rendered it using final gather. The render time tripled from what it originally was but the difference in the end results speak for themselves.


 

Thursday, February 2, 2012

Tileable Texture Challenge

The Blueprints as base template I was given

Ground Texture

Pathway Texture

Roof Center

Roof Corner Texture

Wall Corner Texture

Wall Door Texture

Beauty Shot of my Mayan Temple

Quick Render of the various Normals applied without the textures

Monday, January 23, 2012

Low Poly Character Mesh

Front View

3/4 Perspective View

Left View
Back View

Low Poly Hand 3/4 Perspective View
Low Poly Hand Orthographic View

Rigid Body Example

A quick experiment of 3ds Max's Physic's Engine. I plan to use this on a much larger scale for a project I'm working on later.


Thursday, January 19, 2012

2D Art

One of my first real big projects working with Photoshop, a challenge to create a movie poster

Hands down my favorite Nintendo Character...if only he'd actually get his own game
Tribute to Team Fortress 2, putting the Pyro in a creepy dark sewer setting seemed only appropriate. To
tal time: 2 hours

Final Render, applied some filters to the character and the background to achieve the desired results. Hopefully I'll have some more free time to do these quick paintings. Hail to the Pyro!
Speed paint warm up for class.

Re-touched this one a bit.
Splash screen for a game I'm currently working on.

Concept art that got turned into an interesting mechanic for my game. A slow motion, free flowing "slash mode".