Showing posts with label objects. Show all posts
Showing posts with label objects. Show all posts

Thursday, March 10, 2011

Saturday, March 5, 2011

2954 Concorde


I had finished modeling it on Thursday, and in a fit of boredom, I took an unextred render, put it in Photoshop to try and get an idea of how I would like the car painted. The painterly look I put on it looked too good to just have for a simple composite. I saved an image with the background set transparent and dropped it into Illustrator, with the outcome being this neat little vintage-styled print ad.

Wednesday, November 17, 2010

Spooky Graveyards n' Stuff!




Working on the more prominent assets of the level. Hopefully I can get an alpha done in the next 2 weeks.

Saturday, November 13, 2010

Update!






Been working my ass off. There's more than this, will post on Monday when I get to the studio for more images.

Wednesday, March 24, 2010

BUY MY MODELS!!!!

In an effort to work myself harder on improving my work (and earn some much-needed money), I've decided to put my better models up for sale over at turbosquid.com!

BUY MY STUFF!!!
http://www.turbosquid.com/Search/Artists/AmarantusDesign

Friday, June 5, 2009

Final Renderings

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These are a couple of other renderings that were a part of my final critique, along with the Nintendo games & controllers, and the container.

Thursday, May 21, 2009

Containment Unit: Haulers and Yards

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After working on the containers, I began to build other things that may relate to it: container loaders, storage yards, & such. The textures used are either preloaded with Strata 3D CX, open license images, or made from scratch in Photoshop.
 

Containment Unit-rendering photographs

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On top of rendering homemade textures, I also experimented with using actual photographs of metal containers and using photoshop to create a greyscale texture maps to give the ribbed texture more pronounced depth and to be able to work with a changing light source
I also put my photoshop generated colour map to see how well it stacked up (lame pun) against the photograph maps.

The photographs used in this image are open license.

Containment Unit-flat texture>bump maps>model

This post will show my process in creating a texture and applying it to a 3D model. The object which I will render is a simple one, that I have been focusing and experimenting on for awhile-metal containers. After looking up some for a good idea of how they look, (you wouldn't believe the small but important details you would miss just working from your head) I went into Photoshop and created an image map:
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Afterward, I created a texture map, which uses greyscale values to determine how deep areas rise and fall, and apply the appropriate shadows when rendered:


Finally, I create a primitive rectangular prism, and apply both the colour map and texture map in Strata 3D CX, and rendered it:


Although the top and ends feature the broad side's mapping, the focus of this was simply in one area.

Wednesday, May 20, 2009

Class Project--Final

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This is the rendering of the final project in my basic CGI class. I constructed these to real scale, as to maintain proportions, and used the actual objects brought to class to measure. The models were constructed and rendered in Strata 3D CX .